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View Full Version : [Competition] "What's In A Name?" I - Urban Pioneer



Fax Celestis
2011-03-01, 11:42 AM
What's In A Name?
That which we call a rose by any other name would smell as sweet.
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What's In A Name? I - Urban Pioneer
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The contest begins with the posting of this thread and will continue until the 20th of March. Soon after, a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.


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Rules
1. You will be creating an original d20r prestige class based around a name/idea: in this case, the "Urban Pioneer". What exactly an Urban Pioneer is is up to you, but it must follow d20r rules. Some quick notes are attached at the bottom that delineate the differences between a 3.5 PrC and a d20r PrC.

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 d20r system, using the standard format below.

4. Post all entries on this thread. Do not post conversation here. Any and all comments and discussions will take place on a separate thread (http://www.giantitp.com/forums/showthread.php?p=10471398#post10471398).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Converting an existing homebrew (not an existing publication) to d20r format is acceptable.

7. No reserving posts. Feel free to post a framework and tweak it, but you have to have the basic entry already done.

8. Please state if you do not want critiques: otherwise other participants will likely give a rundown of your build in the chat thread.

9. Your material must stay within the bounds of the OGL. You may reference any material that is presented in the SRD or in d20r's forum (http://forum.faxcelestis.net/viewforum.php?f=2).


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Format
Formatting lovingly stolen from ErrantX's PrC contests
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: a Class is trained in the X skill set and chooses Y other skill sets.

Hit Dice: dx

{table=head]Level|BAB|Fort|Ref|Will|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]

Proficiencies: A Class Name is proficient with simple weapons and selects X other weapon groups to be proficient in.

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.


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d20r System Notes
General System Changes: There is a listing here (http://forum.faxcelestis.net/viewtopic.php?f=2&t=256) of the system changes. Some of them are delineated below for quick reference.
Prowess: Primarily combative classes (like the warlord) receive 6 prowess per level. Secondarily combative classes (like the rogue) receive 4 prowess per level. Primarily casting classes receive 2 prowess per level. Prowess is used to improve combat-related feats (http://forum.faxcelestis.net/viewtopic.php?f=2&t=122). The cap for prowess invested into an investing feat is your BAB +3. The cap for prowess invested into a style feat is your BAB*6.
Spellcasting: 3.5 wizard-style prepared spellcasting is gone. "Prepared" casting classes will use a system like the d20r paladin (http://forum.faxcelestis.net/viewtopic.php?f=2&t=198)'s spellcasting.
Ability Keywords: Class features now have ability keywords, such as [Aura] (http://forum.faxcelestis.net/viewtopic.php?f=2&t=116), [Arcane] (http://forum.faxcelestis.net/viewtopic.php?f=2&t=259), or [Lore] (http://forum.faxcelestis.net/viewtopic.php?f=2&t=118). Prestige classes can improve features with the correct keyword in the same fashion that 3.5 spellcasting-improving classes did.
The Progressing Keyword: [Progressing] is a special keyword that interacts with favored class and multiclass feats. You shouldn't need to deal with it at all in a prestige class.
Skills: Skill lists are not a specific list per class: instead, classes receive training in between one and four skill sets. More about the skill system can be seen here (http://wiki.faxcelestis.net/index.php?title=D20r:Skills).
Proficiencies: Weapon proficiencies use a variant of Unearthed Arcana's weapon group system, which you can see a breakdown of here (http://www.giantitp.com/forums/showthread.php?t=161515). Armor proficiencies are unchanged.



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The Prize
The winning prestige class (any any class I feel to be of high enough quality, with the author's permission) will be included in the final version of d20r as an available prestige class, and your name will be included in the credits in the final product.

Disclaimer: (in full-size font because I am not a douche) I reserve the right to edit or alter the winning prestige class, whether it be for balance, system changes, or otherwise. However, I will make every effort to keep the final product as true to the original as possible. The winning prestige class (and any that I select for being exceptional) remain the property of their creators, but allow specifically for me to edit them as required to make them feasibly includeable into the final d20r product.


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Final Note
This contest is being cross-posted on the Competitor forums (http://forum.faxcelestis.net/). Entries are eligible from either location, and when complete voting will be held across all entries. Critique for any material may be posted in either (http://www.giantitp.com/forums/showthread.php?p=10471398#post10471398) talk thread (http://forum.faxcelestis.net/viewtopic.php?f=1&t=358&p=1248#p1248), but it is considered good form to keep it on the same forum as the originating post.

unosarta
2011-03-08, 11:01 PM
Life Seeker

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”Come. We have a city to explore. We can’t miss a bit.”

Arial Sionnec, Life Seeker, to her young son.

The Life Seekers are a group of Druids that align themselves with the spirits of the city, the urban spirits. They explore urban areas for signs of natural life, they shore up defenses of the people. They take up the roles of the community, and heal the people. They take it upon themselves to protect the community, or to abuse the community, if they feel the inclination.

Life Seekers have a strong connection to any community, urban or not, that they encounter, but they take a special interest in communities in urban settings, and they love to explore a new community or setting. They can live outside of a city, but they are drawn to and connected to cities.

BECOMING A LIFE SEEKER
Becoming a Life Seeker simply involves being a druid in a city or urban locale.

ENTRY REQUIREMENTS
Base Attack Bonus: +7
Skills: Knowledge (Nature) Journeyman
Feats: Urban Spirits
Special: Avatar of Nature class feature, Spirit’s Protection (Spell Resistance)

Class Skill Sets
The Life Seeker receives the Druid, Drifter, and Explorer skill sets.
Skills Points at Each Level: 4 + int
Prowess: 4 points per level.

Hit Dice: d8

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

1st|
+0|
+0|
+1|
+2|Empathy, Power of the Living City (1st)

2nd|
+1|
+0|
+1|
+3|City Stalker

3rd|
+2|
+1|
+2|
+3|Community Vision

4th|
+3|
+1|
+2|
+4|Power of the Living City (2nd)

5th|
+3|
+1|
+3|
+4|Civic Step

6th|
+4|
+2|
+3|
+5|Hide-in-Plain-Sight

7th|
+5|
+2|
+3|
+5|Power of the Living City (3rd)

8th|
+6|
+2|
+4|
+6|Meld Into the City

9th|
+6|
+3|
+4|
+6|Sight of the Steel Ones

10th|
+7|
+3|
+5|
+7|Power of the Living City (4th), Eternal Seeker
[/table]

Weapon Proficiencies: The Life Seeker gains proficiency with one weapon group of her choice.

Empathy (Su): The Life Seeker may heal the wounds of a member of the community with but a touch. The Life Seeker gains a pool of healing equal to their Life Seeker levels times her Wisdom points of healing per encounter. She may dole out this healing as a standard action to any creature within 30 feet. She may never heal more than 1/2 of a creature’s hit points in one healing.

Power of the Living City (Su): The Life Seeker does not progress her Druid powers as normal. She progresses the Avatar of Nature ability, but does not gain new spirit levels. Instead, she gains access to urban spirits, listed below. They function exactly as the standard spirits. The Life Seeker gains access to the first level of urban spirits at first level, and increases the maximum level of urban spirits she can call forth with her Avatar of Nature ability by one every three levels thereafter (2nd level spirits at 4th level, 3rd at 7th, etc).

The Life Seeker’s effective Druid level for difficulty classes for saving throws is equal to her Druid level plus her Life Seeker level.

The Life Seeker may not Call any urban spirits she can bind.

City Stalker (Ex): Starting at second level, the Life Seeker may stalk the city with increased prowess. She gains a bonus to all Stealth checks equal to her Life Seeker level, and counts as a Journeyman in the skill even if she is not.

Community Vision (Ex): Starting at third level, the Life Seeker may see the ties that bind a family simply with sight. She may automatically tell whether two people are related, and when a group of people are part of a community. She may see any communal “roles” a person has just with a look- she doesn’t even have to see the group interact.

Civic Step (Su): Starting at fifth level, the Life Seeker may step through doors of the city in which she is currently, stepping out in any door within the city. As a minute ritual, the Life Seeker may step through a door, gate, or entrance to any building, tent, or shelter in a city. When she does so, she, instead of entering the building, tent, or shelter, she exits through any door, gate, or entrance to any building in the city. This includes any gate or door barring entry or exit from the city. After using this ability, the Life Seeker must wait 60 minutes minus 6 minutes per Life Seeker level she possesses (0 minutes at tenth level) before being able to use it again.

Hide-In-Plain-Sight (Ex): Starting at sixth level, the Life Seeker may remain unobserved under the most trying of circumstances. She has learned to hide in places where others would not even think of. While in any sort of urban terrain, a Life Seeker can use the Stealth skill even while being observed.

Meld Into the City (Su): Starting at eighth level, the Life Seeker may meld her form into buildings, terrain, even the ground. While in an urban environment, the Life Seeker may, as a minute long ritual, meld her form into any flat surface. This functions as the Meld Into Stone spell. It lasts for one hour, after which the Life Seeker is expelled from the surface she was melded into.

Sight of the Steel Ones (Su): Starting at ninth level, the Life Seeker can see any life in the cold steel environment of the city. Unlike the city, however, she uses her power to benefit the life she finds. The Life Seeker gains Lifesense (as the Wraith ability) with a distance of 30 feet.

Eternal Seeker (Su): Starting at tenth level, the Life Seeker becomes a silent watcher, watching the city that she protects, or wandering through the cities that she has traveled in. She become immortal, no longer subject to aging penalties, although still is subject to the aging penalties she has already accumulated. Her Civic Step now allows her to travel to any city she has traveled to and used the ability in, as the Greater Teleport spell.


PLAYING A LIFE SEEKER
The Life Seeker is a druid that binds the spirits of the city.
Combat: Combat for a Life Seeker is going to depend on the spirits they have bound to themselves. For many Life Seekers, combat is generally avoided, or the Life Seeker takes a backseat, as a healer or utility character.
Advancement: The Life Seeker class is really a one shot go. Entering the class can only be done at tenth level, so any Life Seeker’s best option is probably to just finish the class if they start it. Other than that, the only options are essentially druid and more druid.
Resources: Life Seekers are generally able to draw on any resources they have acquired from favors they have given communities in the past. Other than that, there are no organized Life Seekers, so resources tend to be rather scarce.

LIFE SEEKERS IN THE WORLD
”I remember Grandmother Sicilya! She made the best cookies. We could smell them from blocks away when she made them for all of the orphans in the lower ward. I also remember the time she had saved us from the kidnappers...” the young boy cuts off, shuddering, with a grimace of horror crossing his face.

Ethan Poor, orphan of the Lower Ward of the Sapphire City.

Life Seekers tend to be well received in any community they find themselves in. The hardest challenge they face in their day to day life is finding money for food, which can easily be overcome by staying with a family or friendly innkeeper, or working for it.
Daily Life: Life Seekers tend to spend some good part of their day exploring a community, exploring a city, or watching a city. They have raised people watching to an art form, taking notes on the personality of each person they watch, and helping those that seem the most desperate.
Notables: Grandmother Sicilya is a very, very well known woman. She is said to exist in every city in several countries. She has traveled all over the world, helping those she meets.

Jack of the Wicked Blade is one of the other more renowned Life Seekers. He massacred a whole city, setting the temples aflame and cutting down citizens left and right. His name is whispered all over the countryside.
Organizations: Life Seekers are just not organized enough to form actual organizations. They might have a partner who is also a Life Seeker, but otherwise, they tend to be very, very solitary.

NPC Reaction
Most NPCs have a very positive view of Life Seekers. NPCs might not know who that young woman who feeds the children sweets is, or who the older man who tips his hat as he walks the city every day is, but they appreciate them all the same, and welcome any help the Life Seeker might be giving.

LIFE SEEKERS IN THE GAME
Life Seekers tend to be only really mechanically effective in cities, and taking them out of their natural environment is likely to bring down the play experience by quite a bit, and is not recommended in any way.
Adaptation: Druids in an urban setting is a classic character, and the idea behind it is very common as well.
Encounters: Life Seekers tend to be very social creatures, and highly dislike killing someone, especially if they do not have to. Most encounters with a Life Seeker will be peaceful, and violent encounters will be few and far between. Life Seekers would rather reason out their problems than deal with weapons.

Urban Spirits

1st
Square
Expel: As a standard action, the Life Seeker may push others aside with a touch. As a standard action, the Life Seeker may make a touch attack against one target within melee range. If she hits, that target is pushed back 30 feet. They may make a Fortitude save (DC 10 + Life Seeker levels + Charisma modifier) to half the distance. If they are forced back against a wall, they take 1d4 damage per five feet they would have traveled. This damage increases by 1d4 every three Life Seeker levels (2d4 per five feet not traveled at fourth level, 3d4 at seventh, etc.)

Pull of the Crowd: Once per encounter, the Life Seeker may pull all creatures within 30 feet towards herself, as a standard action. The closest eight to her occupy the first eight squares around her, and then the rest are crowded around in the other squares. They may make a Fortitude save (DC 10 + Life Seeker levels + Charisma modifier) to avoid being pulled in this way.

Multitudes From the Shadow: Once per day, the Life Seeker may create a crowd out of illusion. There appear to be 100 people in the crowd, all densely packed into a small space. Each of the them has 10 hit points, but if one is killed, another appears. Any creature that physically interacts with the crowd may make a Will save (DC 10 + Life Seeker levels + Charisma modifier) to disbelieve the illusion. If they do, they may move through the crowd without penalty, and may attack any creature through the crowd. The crowd gives all creatures located inside it cover. The Life Seeker may ignore this cover. They take up a 30 foot area around the Life Seeker. They last for up to 2 hours.

Crowd-Fighting: The Life Seeker may blend into a crowd. Whenever there are more than 5 creatures within 10 feet of the Life Seeker, the Life Seeker may gain the effects of a Greater Invisibility spell for a number of rounds equal to her Charisma modifier. She may move through dense crowds without a penalty to her land speed. She also gains the effects of the Improved Evasion ability while in dense crowds.

Nature’s Sign: The Life Seekers’ face smooths over, becoming just another person in the crowd. She becomes hard to detect, but at the same time is hard to talk with and see things from her perspective. You gain a +4 bonus to Disguise checks, but you take a -6 penalty to diplomacy checks.

Alley
Coming Night: As a standard action, the Life Seeker may douse the area around her with darkness, as the Darkness spell, cast on herself or another target within 10 feet of her.

Alley-Gang: Once per encounter, the Life Seeker may create the illusion there are more of the Life Seeker than there are, as a swift action. This functions as the Mirror Image spell except as noted here, with a caster level equal to her Life Seeker level plus her Druid level. The Images from the spell may attack a target, unlike normal. They use the Life Seeker’s attack bonus, at a -5 penalty, and they deal half of the damage the Life Seeker would from an attack. They gain no activated abilities of the Life Seeker. Instead of any damage destroying the image, the images gain hit points equal to one fourth of the Druid’s hit points. They last for 3 rounds.

Silence of the Night: Once per day, the Life Seeker may snuff out the life of one creature in the Darkness of her Coming Night ability. One creature within 30 feet must make a Will save (DC 10 + Life Seeker levels + Charisma modifier) or die. If they make the save, they take 2d4 Constitution damage.

Night Vision: The Life Seeker gains Sneak Attack equal to one fourth of her effective Druid level, and gains Darkvision out to 30 feet.

Nature’s Sign: The Life Seeker gains an undeniable air of despicable-ness and fear that comes with back alleys. She gains a +4 bonus to Intimidate checks, and a +4 bonus to Stealth checks. Others’ attitude towards her is automatically considered one step lower.

Road
Wanderlust: The Life Seeker may skip forward through space. As a standard action, the Life Seeker may teleport to any location within 100 feet. She must end up on a flat surface that is capable of holding her weight.

Leap Through the Heavens: Once per encounter, the Life Seeker leap and fly. She may gain a Fly speed equal to her Base Land speed, with perfect mobility, as a swift action. It lasts for a number of rounds equal to her Charisma modifier. Out of combat, the Life Seeker may fly a distance equal to her base land speed, but must start and end her flight on a flat surface. If she does not, she falls a distance until she hits a flat surface.

Travel of Whimsy: Once per day, the Life Seeker may shunt herself to a place she has once been. As a ten minute ritual, she may cast the Greater Teleport spell, with a caster level equal to her Druid level plus her Life Seeker level.

Quickness of Foot: The Life Seeker gains a 20 foot bonus to all of her land speeds, and gains a +4 bonus to Dexterity.

Nature’s Sign: The Life Seeker gains the air of a traveler, one who is in constant motion. Others that the Life Seeker might meet while on a road or traveling any distance are considered one step higher in attitude towards the Life Seeker, but the Life Seeker takes a -4 penalty to all diplomacy checks made to increase the attitude of those who are not traveling or moving to a location.

Tower
Sight of the White Tower: The Life Seeker may, as a minute long ritual, cast the Clairaudience and Clairvoyance spells at the same time. Her caster level is equal to her Druid level plus her Life Seeker level.

Protective Aegis: Once per encounter, the Life Seeker may summon a wall or dome around himself. It is impenetrable, taking no damage from any sources, and the Life Seeker takes no damage while it remains. It lasts for two rounds. While it remains, the Life Seeker may take no actions.

Ancient Knowledge: Once per day, the Life Seeker may, as a ten minute ritual, cast the Greater Scrying, Analyze Dweomer or Vision spells. The Life Seeker need not pay any material components or other costs associated with the spell. She automatically succeeds the caster level check associated with the Vision spell.

Eyes of White: The Life Seeker gains Darkvision out to 60 feet, and gains the effects of the Arcane Sight spell. In addition, she gains a +4 bonus to her Intelligence score.

Nature’s Sign: The Life Seeker appears aloof and disdainful. She gains a +4 bonus to Intimidate checks, but takes a -8 penalty to Diplomacy checks.

Home
Healing Touch: The Life Seeker may heal with but a touch. By touching a living creature as a standard action, she may heal hit point damage equal to her druid level plus her Charisma modifier plus her Wisdom modifier.

Encourage: Once per encounter, the Life Seeker may grant one ally within 30 feet an additional standard action for one round.

Home Sweet Home: Once per day, the Life Seeker may create a home. This functions as the Mage’s Magnificent Mansion, except for the following ways. The mansion heals all who sleep at least eight hours in it back to full hit points and restores any ability score damage or drain. Inside of the mansion, there is food aplenty. The Mansion may cast the Hero’s Feast spell once per day, or the Create Food or Water at will, whenever any friendly target inside of the mansion wants food. The mansion lasts for a number of days equal to the Life Seekers Life Seeker level. While one home is in effect, the Life Seeker may not create another.

Aura of Hope: The Life Seeker grants all allies within 30 feet a bonus to all checks, rolls, and saves equal to one half of her Charisma modifier.

Nature’s Sign: The Life Seeker becomes homely, and others desperately want to help her, and see things from her perspective. She gains a +4 bonus to Diplomacy checks, and creatures are automatically considered to be one step friendlier to her in attitude. However, the Life Seeker becomes clumsy with her attacks when binding home, thinking of the homes that those she is fighting possess, and the families they leave behind. The Life Seeker takes a -4 penalty to attack rolls, and automatically minimizes the weapon damage her weapons do, dealing only one damage per die.

2nd
Criminal
Crippling Strike: The Life Seeker may cripple a target within melee range. Whenever she deals Sneak Attack damage against a target, as an immediate action, she may reduce that target’s move speed by half, until the end of the encounter, or until a DC 25 heal check is applied to the wound.

Stunning Blow: Once per encounter, the Life Seeker may knock an opponent off guard. As a standard action, the Life Seeker may make a melee touch attack against a target within melee range. If she hits, that target must make a Fortitude save (DC 10 + Life Seeker level + Charisma modifier) or be stunned for 1 round. If they make the save, they are instead considered flatfooted for all attacks made against them for four rounds.

Grasping Fingers: Once per day, the Life Seeker may steal all of an opponent’s valuables from them. As a full round action, the Life Seeker may make a touch attack against a target within melee range. If she hits, she steals all items from that target that have an individual value of 200 GP or less. This includes clothes. She is not considered weighed down by these objects, and her movement speed is not reduced by carrying them. She does not provoke an attack of opportunity from this action.

Cloak and Dagger: The Life Seeker gains Sneak Attack equal to one fourth of her effective Druid level, and she gains a +6 bonus to Sleight of Hand checks. She may automatically succeeds on Hide checks made while she has full cover if they are opposed rolls, and maximizes the roll if she is simply making a Hide check. She gains a +4 bonus to Dexterity.

Nature’s Sign: The Life Seeker becomes glib and sly, but others have an instinctual distrust of them, and shy away from them. The Life Seeker gains a +6 bonus to Bluff, but takes a -10 penalty to Diplomacy checks, and others are automatically considered one attitude step lower in regards to the Life Seeker.

Constable
Taste the Baton: As a standard action, the Life Seeker may smite a lawbreaker. The Life Seeker makes a melee attack against a target within melee range, gaining a bonus to the attack roll equal to her Charisma modifier. The Life Seeker gains a bonus to the damage roll equal to her effective Druid levels, and the attack does three times the resultant amount of damage. The attack does non-lethal damage.

Apprehend: Once per encounter the Life Seeker may prevent a target from running away. As an immediate action, the Life Seeker may force one creature within 20 feet to make a Will save (DC 10 + Life Seeker levels + Charisma modifier), or be prevented for the rest of the encounter from ever going, by any means, more than 20 feet away from the Life Seeker.

Sniff Out: Once per day the Life Seeker may automatically locate a criminal. As a ten minute ritual, the Life Seeker may know the location and surroundings of one person that she has designated a criminal. She may teleport there as a 20 minute ritual.

Dog’s Eyes, Dog’s Nose: The Life Seeker gains a +6 bonus to her Wisdom score, the effects of the Track feat, and gains the Scent special quality. In addition, she gains a +10 bonus to Survival checks in order to track a creature.

Nature’s Sign: The Life Seeker radiates disapproval and authority. She can read the lies of others easier, but others dislike her, and lie to her. She gains a +6 bonus to Sense Motive checks, but all creatures who are not friendly or above must lie whenever possible.

Magistrate
Sense Guilt: As a swift action, the Life Seeker may judge a creature wtihin 30 feet as being guilty of a crime or not. She must make a Sense Motive check (DC 10 + the Target’s Hit Dice). If she makes the Sense Motive check, she automatically knows whether the target is guilty or not, and if they are guilty, what crime they are guilty of. She only learns of crimes that are active crimes in her culture. If she knows a creature is guilty of a crime, she may designate them as such as a swift action. The guilty creature takes an extra 4d6 damage from attacks made by creatures who know of the creature’s crimes. That creature remains guilty until affected by a Remove Curse spell.

Smite the Wicked: Once per encounter, the Life Seeker may execute a guilty target. As a standard action, the Life Seeker may make a melee attack against a target that has been designated guilty. If she hits, then they take triple damage on the attack.

Final Verdict: Once per day, the Life Seeker may submit final judgement on a guilty target within 30 feet as a full round action. That target must make a Fortitude save (DC 10 + Life Seeker level + Charisma modifier) or die. If they make the save, they take 2d6 Constitution damage, and are stunned for 2 rounds. If they are immune to Constitution damage, then they take 10d6 damage.

Balance of Truth: The Life Seeker gains the effects of a constant Zone of Truth centered on herself, and gains a +6 bonus to Wisdom. She becomes immune to Figment spells.

Nature’s Sign: The Life Seeker is imperious and commanding. All creatures take a -8 penalty to Bluff checks as long as they are within sight of her. The Life Seeker takes a -12 penalty to Diplomacy and Disguise checks.

Priest
Smite From the Heavens: As a standard action, the Life Seeker may deal 1d6 holy damage per two effective druid levels the Life Seeker possesses, to one target within melee range.

Drive the Believers: Once per encounter, the Life Seeker may cause their allies to become fervent. As a swift action, she may cause all allies within 30 feet to gain a +6 enhancement bonus to all ability scores, and a +4 bonus to all attack and damage rolls they make. This effect lasts for three rounds.

Mercy of the Greater Ones: Once per day, the Life Seeker may heal all allies within 30 feet of herself for a number of damage equal to her Charisma modifier times her Life Seeker levels. This healing may not heal more than 75% of the individual ally’s hit points.

Grace of Belief: The Life Seeker has an Aura of Calm Emotions as the spell. Effects created by the Life Seeker ignore this aura. In addition, the Life Seeker gains a +6 bonus to Charisma. She becomes immune to spell effects of the Charm or Compulsion sub-school.

Nature’s Sign: The Life Seeker gains a +6 bonus to all Diplomacy checks, and in considered one attitude friendlier to any target. However, the Priest is instantly recognized for their identity by any person who knows them, and automatically fails any disguise check they attempt.

Citizen
Everchanging Face: As a standard action, the Life Seeker may change her appearance, her form, and her shape. She gains the effects of the Alter Self spell. It lasts until the Life Seeker chooses to let the effects fade as a free action, or until the Life Seeker uses this ability again.

Blend Into the Crowd: Once per encounter, the Life Seeker can blend into the crowd. As a standard action, the Life Seeker gains the effects of the Greater Invisibility spell for 3 rounds.

Screen of Anonymity: Once per day, the Life Seeker may hide a whole area from being seen by any. As a standard action, the Life Seeker may veil a 40 foot area centered on her, as the effects of the Screen spell. This effect lasts for 4 hours.

Assimilated: The Life Seeker becomes an excellent actor, and may read the thoughts of those around her. She gains a +10 bonus to Disguise checks, and gains Telepathy 50 feet. She gains a +4 bonus to all ability scores.

Nature’s Sign: The Life Seeker is just another face in a crowd. She seems rather trustworthy, however, others very easily forget about her. She gains a +6 bonus to Diplomacy, but anyone who meets her, and knows her for less than an hour must make a DC 10 will save or instantly forget all about her. Her personality becomes vapid and boring.

3rd
Port
Jet: The Life Seeker may create a spout of water. She may, as a standard action, make a ranged touch attack against one creature within 30 feet. If she hits, that creature takes 1d6 damage per two effective druid levels the Life Seeker possesses, and the target must make a Fortitude save (DC 10 + Life Seeker levels + Charisma modifier) or be pushed back 5 feet.

Typhoon: Once per encounter, the Life Seeker may create and ride a wave of water. She may, as a standard action, create a wave 20 feet high. It travels in one direction for 50 feet, with the Life Seeker riding it. All creatures hit by the effect of the wave are knocked prone, and take 1d6 damage per three effective druid levels the Life Seeker possesses. The Life Seeker appears 50 feet away from her previous location. If there is an obstruction that is taller than 50 feet in the way of the wave, the wave stops, and the Life Seeker is deposited just in front of that obstruction.

Ship the Goods: Once per day, the Life Seeker may travel instantly between places. She may, as a 5 minute ritual, cast the Greater Teleport spell, with a caster level equal to her effective Druid level.

Swift Step: The Life Seeker gains a swim speed equal to twice her Base Land speed. In addition, her move actions are considered teleports, and are not blocked by magic, difficult terrain, impairments to movement speeds, or other impediments. Her base land speed is increased by 60 feet.

Nature’s Sign: The Life Seeker appears to be constantly dripping water, her skin slimy, and she smells salty and briny. She takes a -10 penalty to Diplomacy. Any time the Life Seeker attempts to start a grapple attempt, or another creatures makes a grapple attempt on the Life Seeker they automatically fail, and do not enter each other’s squares. Any creatures who come within 10 feet of the Life Seeker must make a DC 10 Fortitude save or be sickened.

Metropolis
Mind Connect: The Life Seeker may create a hive mind. All willing creatures within 100 feet that have Intelligence 7 or higher are connected to the mind of the Life Seeker. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No creature in the hive mind is considered flanked unless all of them are.

Aid the Interconnected: Once per encounter, the Life Seeker may boost all creatures in their hive mind. As a standard action, the Life Seeker grant all creatures in her hive mind a bonus to all Ability scores equal to the Life Seeker’s Charisma modifier, for 3 rounds.

Their Flesh is Mine: Once per day, the Life Seeker may heal those in her hive mind. As a full round action, the Life Seeker may heal all in her hive mind for a number of damage equal to her effective Druid level d6. They also gain the effects of the Restoration spell, and remove all harmful conditions that affect them. The Life Seeker may not affect more than one target per point of Charisma modifier she possesses.

Universal Empathy: The Life Seeker gains telepathy 100, and the Mindsight feat. She also gains a +8 to her Charisma score.

Nature’s Sign: The Life Seeker becomes dependant on keeping others around her. She gains a +8 bonus to Diplomacy checks, but takes a -8 penalty to all rolls, decreasing by 2 for every ally within 10 feet of the Life Seeker. If the penalty decreases below 0, it becomes a bonus.

Hamlet
Quiet: As a standard action, the Life Seeker may silence a create. As a melee touch attack, the Life Seeker may deal 1d6 damage per three effective Druid levels she possesses, and that target must make a Will save (DC 10 + Life Seeker levels + Charisma modifier) or be Silenced.

Sight of the Sparrow: Once per encounter, the Life Seeker’s vision may cut through any illusions. She may, as a standard action, gain the effects of the True Seeing spell for 3 rounds.

Ultimate Silence: Once per day, the Life Seeker may isolate one target within 30 feet. As a full round action, that target has the effects of the Sequester spell placed upon them. It lasts for 24 hours, or until the Life Seeker uses this ability again.

Perception: The Life Seeker gains a +10 bonus to Awareness checks, and a +10 bonus to Diplomacy checks. She gains the effects of the Touchsight power, and a +10 bonus to her Wisdom score.

Nature’s Sign: The Life Seeker is constantly Silenced, as the condition. She may regain her speech as a swift action, but she takes a -10 penalty on all saves, checks, armor class and rolls until she turns it back off.

Capital
Demand: As a standard action, the Life Seeker may command one creature. One creature within 30 feet must make a Will save (DC 10 + Life Seeker levels + Charisma modifier) or be affected by the Command. Any creature who fails or makes their save takes 1d6 damage per three effective Druid levels the Life Seeker possesses.

Castigate: Once per encounter, the Life Seeker may blind, silence, and deafen miscreants. As a full round action, the Life Seeker may force a number of creatures within 20 feet of her equal to her to make a Will save (DC 10 + Life Seeker levels + Charisma modifier) or be Blinded, Silenced, and Deafened. If they make the save, they take 2d6 Wisdom damage.

Control of the Mind: Once per day, the Life Seeker may force a creature to bend under the full weight of her will. As a full round action, the Life Seeker may Dominate a creature, as the Dominate Monster spell. They do not get a save to avoid this effect. A creature dominated this way stays so dominated for one hour per Life Seeker level the Life Seeker possesses.

Commanding Air: The Life Seeker gains a +10 bonus to her Charisma score. She gains a +10 bonus to Intimidate, and when she successfully Intimidates a target, she may force them to do one Command, as the spell.

Nature’s Sign: The Life Seeker appears imperious. Any creature that sees her must make a DC 10 Will save to speak, and the Life Seeker cannot ever attempt a Diplomacy check. They take a -10 penalty to opposed Diplomacy checks.

Cultural Center
Ornament: As a standard action, the Life Seeker may create paintings in the minds of others. She may cast any [Figment] with a spell level that is equal or less than (half of the Life Seeker’s effective Druid level) -1. Her caster level for these effects is equal to her effective Druid level.

Aria of Belief: Once per encounter, the Life Seeker may sing a song that fills her allies within hope, courage, and an ability to succeed. As a standard action, the Life Seeker may grant all allies within 30 feet of herself a bonus to Attack rolls, Damage rolls, Skill checks, and Armor Class equal to one third of her effective Druid levels. This bonus lasts as long as the Life Seeker maintains her song. The Life Seeker may maintain her song as a swift action.

Captivate: Once per day, the Life Seeker may entrance all enemies within 30 feet. They are fascinated, but cannot attempt any skill checks, and they automatically fail any skill checks made as reactions. The effect does not allow a save, and does not break on being attacked or damage, or any threats made towards the fascinated creatures. This effect lasts for up 10 minutes, and for the duration, the Life Seeker may take no actions, other than entrancing the creatures within 30 feet of himself. The Life Seeker may cancel the effect at any time. If she is killed during the effect, the effect automatically ends.

Artistry of the Haunting Aspect: The Life Seeker gains a +10 bonus to Disguise checks. She gains a +10 bonus to Charisma, and is constantly affected by the Disguise Self spell, able to change her appearance as a free action.

Nature’s Sign: The Life Seeker automatically fails any Stealth check, and others gain a +10 bonus to Awareness checks made to notice the Life Seeker.

4th
Shaofae, the Final Tree

http://fc04.deviantart.net/fs71/f/2010/304/8/6/the_last_tree_by_stefanparis-d31woxv.jpg

The trees whisper with the song of the ancient one. They sing of his ancient majesty, the deep boughs and leafy crowns that bowed to him. They sing of the animals that tickled his might roots, and ran up his gnarled bark. They sing of the slow crawl of the People, as they came to his branches, and took the fruit that once hung their. They sing of how the People built up their tents, took from him, but also how they watered his leaves, gave him the sun and moon, and worshipped his mighty form.

They sing of how he took from the People, little by little, until he couldn’t live without them. They sing of how he stayed in the center of the city that built around him, the county that grew up, the country that sprang, and the empire that conquered around him. He was no longer worshipped. They had taken new gods, new and strange gods, not connected to the land, not rooted to the soil, not rooted to their souls. They had ignored him, but he still depended on them. Slowly, his boughs wilted and stooped, his trunk shrunk down and down, until he was but a shade of his former glory. His brethren, the lesser trees that lived with the People, similarly wilted and waned. The children of the great tree waxed outside of the city of the People, they grew lush and beautiful. The tree, named Shaofae by the People, longed to see his wild children, but was forced to stay in the city with the People. He slowly waned out of existance, slowly ever so slowly dying, but the Gods saw him. They took his withered form, and raised him into the heavens, into the realms of the gods. There he remains, the center of the great palaces of the gods. But he remains, in spirit, with the children that remained in the cities, the hedged in plants that lived their lives in the cities of the People.

He remains in spirit. The trees sing of him, sing of the warning tale of the eldest tree, the older brother. They sing of how he fell, felled by the ancient blade of progress, the axe that slices through nature. The blade that slices through the mountains in the name of progress. This is the final blade, the blade that the trees fear most. They fear the ancient hate that follows the blade, the ancient fear that gilds its handle.

They sing of Shaofae, the final tree. They sing a warning, a warning to watch, to be patient. A warning of danger, a warning of fear.

They sing of Shaofae, the Final Tree.
Touch of the Withered Leaf: As a standard action, the Life Seeker may wither a creature with but a touch. He may make a melee touch attack. If he hits, that target takes 15d6 damage. If they have a Constitution score, this becomes 20d6 damage, and if they are Plant creatures, they take 15d8 damage. If they are both, they take 20d8 damage.

Path of Leaves: Once per encounter, the Life Seeker may shoot forward, leaving a trail of leaves that are impossible to travel over. She may move up to her base land speed plus 30 feet as a move action, and she leaves a path of leaves behind her. These leaves encompass a space that is 20 feet across, and cannot be traverse over, functioning as difficult terrain. They last for the rest of the encounter. If they are lit on fire, either by flames or a spell or effect that deals fire damage, they burst into flame. Any creature that is caught in the fire takes 6d6 fire damage. They burn for 1d6 rounds. While being burned, they remain difficult terrain.

Upward Growth: Once per day, the Life Seeker may cause plants to grow all around her. While channeling for three rounds, she may grow trees. She grows up to ten trees in a twenty foot area. The trees have a five foot diameter in the first round of channeling, and the area that they are in counts as if it is occupied. In the second, they have a ten foot diameter. In the third, they become animate, able to attack creatures. They do not gain a land speed, but they may attack with a single slam attack, dealing 1d8+the Life Seeker’s Charisma modifier. They use the Life Seeker’s attack bonus, and her ability scores, and they have hit points equal to one eighth of the Life Seeker’s hit points. They last until the end of the encounter, or until they are killed. After the encounter ends, they become inanimate trees.

Island in the Sea of Unliving: The Life Seeker becomes an island of life in the sea of unliving matter. She gains fast healing 15, and she gains the effects of the Speak with Plants spell. In addition, she gains a +10 bonus to her Wisdom ability score, and becomes immune to non-magical poisons and diseases.

Nature’s Sign: The Life Seeker’s skin becomes barklike, her movement slowing as she puts down roots, and her hair becomes leafy. She gains a +6 natural armor bonus, but her movement speed slows to her base land speed minus twenty. This may not bring her move speed lower than 5 feet.

Hianyar, the Watching One

http://fc07.deviantart.net/fs6/i/2005/024/3/4/Gargoyle_by_Delvennerim.jpg
Deepest Secrets: As a standard action, the Life Seeker may whisper a secret of the universe into a creature’s ear, utterly destroying their mind. As a melee touch attack, the Life Seeker may whisper a secret in a creature’s ear. If she hits, that creature takes 2d6 Wisdom, Intelligence, and Charisma damage.

Eyes of the Watcher: Once per encounter, the Life Seeker may enhance her vision, and find any chinks in her opponent’s armor. As a standard action, she may study an opponent. The next attack she makes against that opponent is a touch attack, and deals an extra 15d6 damage. That opponent must make a Fortitude save (DC 10 + Life Seeker levels + Charisma modifier) or be stunned for one round. If they make the save, they are dazed for one round.

Dance of the Stone Guardian: Once per day, the Life Seeker may grow great, stony wings, and fill her veins with the strength of the ancient gargoyle. She gains a fly speed equal to her base land speed as a standard action, and she gains two primary claw attacks, and a secondary bite attack, all dealing 2d6 damage. She gains a +10 enhancement bonus to Strength and Constitution. This effect lasts until the end of the encounter.

Sight of the Ancients: The Life Seeker may see past the illusions that surround the city. She gains a +10 bonus to Spot checks, a +10 bonus to her Wisdom and Strength scores, and she gains the effects of the True Seeing spell, permanently.

Nature’s Sign: The Life Seeker becomes bent, her skin hard and cracked, and she noticeably slows. Her eyes enhance and widen. The Life Seeker gains Damage Reduction 15/Adamantine, but her Dexterity score takes a 10 penalty. Any visual spell or effect that requires sight gains a +10 bonus to the Caster level for the effect when it is used against the Life Seeker, and any spell or effect of the [Light] descriptor momentarily blinds the Life Seeker for 1 round, and the Life Seeker is dazzled for a number of rounds equal to the level of the spell.

Oriosi, the Hunting Fox

http://fc09.deviantart.net/fs71/i/2010/071/7/d/Fox_by_MirrorCradle.jpg
Call of the Hunt: As a standard action, the Life Seeker may call all of her allies to the hunt. She chooses one target within 30 feet. All melee and ranged attacks made against that target deal an extra 6d6 damage, and cause her to bleed for 1d6 damage every round for three rounds, for each attack. This damage stacks, but it may not go past 6d6 damage per round.

Taste Blood: Once per encounter, the Life Seeker may drink the blood of a bleeding target, healing herself. As a standard action, the Life Seeker may make a touch attack against a target that is currently bleeding from any effect. If she hits, she is healed for a number of damage as the target would take as if they took three rounds of bleed damage. If the target is taking Constitution damage from a bleed effect, the Life Seeker heals damage equal to five times the amount of Constitution damage.

Devour: Once per day, the Life Seeker may swallow a creature, killing them and healing themselves, as a standard action. The Life Seeker must be grappling the target, and in control of the grapple. The creature must make a Fortitude save (DC 10 + Life Seeker levels + Charisma modifier) or die. If they die, the Life Seeker swallows them whole, healing themselves for an amount equal to the creature’s remaining hit points. If they survive, the Life Seeker deals 20d6 damage to them, and heals for a commensurate amount of damage.

Senses of the Hunter: The Life Seeker can track and find others with increased proficiency. She automatically succeeds on any Survival check she makes, she gains the Track feat, she gains the Scent special ability. In addition, the Life Seeker is constantly under the effects of the Locate Creature spell. She may change the creature she is locating as a ten minute ritual. The effect lasts for ten minutes, after which the Life Seeker must wait 1d4*10 minutes before locating a creature again.

Nature’s Sign: The Life Seeker gains the form of a human sized fox, or other urban scavenger or hunter. She constantly drips blood from her muzzle. She gains a 30 foot bonus to all movement speeds, but takes a -10 penalty to all Diplomacy checks, and she cannot speak. She may only communicate to those under the effects of the Speak with Animals spell.

Iridubin, the Cold-Steel Sky

http://fc01.deviantart.net/fs70/i/2011/050/c/5/steel_spirit_by_archangelgraphix-d39wds9.jpg
Cold-Steel Touch: As a standard action, the Life Seeker may freeze the blood in their opponent’s veins, with a touch from a hand made of cold-steel. As a standard action, the Life Seeker may make a touch attack against a creature. If she hits, that creature takes 15d6 damage, half of which is cold, half of which is untyped. In addition, the target must make a Fortitude save (DC 10 + Life Seeker levels + Charisma modifier) or be Slowed, as the spell, for 3 rounds.

Cold-Steel Wall: Once per encounter, the Life Seeker may create a wall made entirely of cold-steel. As a standard action, the Life Seeker may create a wall, as the Wall of Iron spell, but the Life Seeker may move the location of the wall as a move action to anywhere within 30 feet of herself. It has double the hit points of a regular wall of iron, and double the hardness.

Caged in the Stone of Ancients: Once per day, the Life Seeker may cage a target in stone, coating their skin in a thick layer of immovable granite. As a standard action, one creature within 30 feet must make a Reflex save (DC 10 + Life Seeker levels + Charisma modifier) or be stunned for 6 rounds. If they make their save, they are dazed for 6 rounds. Regardless, the creature is wracked in pain as they are coated in stone. They take 3d6 damage per round that the effect continues. At the final round, they must make a Fortitude save (DC 10 + Life Seeker levels + Charisma modifier) or become paralyzed for 24 hours. If they make their save, they are dazed for 4 rounds.

Iron-Shod: The Life Seeker may repel metal, and her skin becomes coated in a metallic substance that protects her from harm. The Life Seeker gains Damage Reduction 20/Cold Iron and Magic, and any metal weapons used to attack her deal half damage.

Nature’s Sign: The Life Seeker’s skin becomes cold and metallic, her eyes a light grey, and her hair falls out (growing back after the effects of this spirit fade). The Life Seeker seems alien and terrifying. She takes a -15 penalty to Diplomacy checks, and her Dexterity takes a -10 penalty. Her veins are filled with the strength of the cold-steel one, and she gains a +15 bonus to Strength, and any weapon she uses that is metal deals an additional +6d6 damage.

Urban Spirits (Feat)
Urban Spirits
Prerequisites: Avatar of Nature class feature
Benefits: You become able to see spirits of nature that live in cities. You gain a +4 bonus to Awareness and Search checks while in a city or urban environment, and you are immune to any abilities of urban spirits that would harm you.
Investing: You gain an additional +1 bonus for each six points of prowess invested in this feat.

NekoIncardine
2011-04-09, 03:24 PM
Since I can't find the thread on Competitor...

HOBO KING

(No image yet sorry :<)

"Amidst the streets, I am as a king. Unconcealed from the starry skies, I will do right by my city - the city of all my peers."

- Wilhelm "Emperor" Jameston II, Hobo King

The Hobo King is a man of a city who has no home, yet wants for nothing. Roving across the cities they call home, these men derive a strange, nigh-divine power derived from a connection with the city barely known to those who have never slept under the cover of its stars. In many ways, they hold more power than any official government figure in the city, able to right wrongs few others could consider, dine and coexist in the finest circles of the land, all while never owning more than they carry.

Hobo Kings are highly capable urban adventurers, used to living off the land in an unusual sense of the term, able to integrate with a city's society at any level, and usually pretty fit. Going off dungeoneering usually requires help from someone more nature-minded, but at least they'll be good in a fight.

In spite of the name, Hobo Kings can be of either gender - in fact, some would say that a stereotypical female, better at communicating, would have an advantage over a stereotypical male in this field.

The real-world inspiration for the Hobo King is Emperor Norton I, Emperor of the United States and Protector of Mexico.

BECOMING A HOBO KING
Hobo Kings are usually of a martial mind - Fencers, Warlords, Rogues, and Dreadnaughts being ideal classes for the role. However, the strange power of the class can suit almost any of a free mind and a strong heart.

To become a Hobo King, one must live in a city for three months without having stayed under the same roof more than one night, nor more than two nights in a row under any roof. They must forsake or sell any home beyond the city itself. (They ARE allowed to own landed properties, as long as these properties are NOT a home, nor are they slept under. Even these must be within a reasonable definition of the city boundaries.)

Further, a city can only carry one Hobo King per 25,000 people that live in it - only the largest of cities can support more than one.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Knowledge (Local) Journeyman, Search Apprentice, Awareness Apprentice
Feats: Intrepid Future
Special: A Hobo King cannot own a home, nor sleep under the same roof more than one night, nor under any roof more than two consecutive nights. They must meet this requirement for three months before taking the class. (Exception: In the course of an active adventure, they can sleep repeatedly within one dungeon/cave/underground system without penalty, as long as they maintain a fundamentally vagrant nature.)

Class Skills
A Hobo King is trained in the Adventurer skill set and chooses 2 other skill sets.
Skill Points: 6+Int per level
Prowess: 6 per level

Hit Dice: d10

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+1|
+2|
+0|
+1|Magic Bindle, Mobile Finances

2nd|
+2|
+3|
+0|
+1|Sacred Shack, Endless Travel

3rd|
+3|
+3|
+1|
+2|Wall Dash, Barricade

[/table]

Proficiencies: The Hobo King gains proficiency with one weapon group of their choice.

Magic Bindle: A Hobo King lives as a vagrant; without a home, they learn to carry everything they could conceivably need. They gain a Magic Bindle that is semi-divinely tied to their person. The Magic Bindle is a cloth or leather bag tied to the end of a stick, with three small side pouches on it.

The side pouches can hold any number of objects of a comparable size and shape to one another that weigh no more than ten pounds. (For example, one pouch can hold any number of books, while the other holds any number of scroll cases or comparably-sizes objects.) The main bag can hold any number of objects no longer than four feet long and weighing no more than thirty pounds. All sections of the bag are magically locked, and will only open for the Hobo King. Further, the Hobo King can retrieve any item from any section of the Magic Bindle as a move action that does not provoke attacks of opportunity as retrieving a stored item normally does.

The stick portion of the bindle, besides making it easy to carry, can be enchanted as any single Staff; the Hobo King can use this staff as a Wizard of their total level, and may substitute their choice of Constitution, Wisdom, or Charisma for Intelligence for the purposes of save DC. These staves always reset to seven charges at sunrise.

The Bindle is tied to the Hobo King; it cannot be opened by anyone without the Hobo King's permission, even if the Hobo King is rendered unconscious or dead.

Mobile Finances: The Hobo King, having gained much funding through adventuring, often finds little to do with their spare money that might otherwise go to a house (and thus property taxes) or the related expenses thereof. A typical Hobo King thus has significant financial advantages over others of his level - gaining a bonus to their Wealth Modifier (see "Wealth by Level") equal to their level in Hobo King.

Sacred Shack: At 2nd level, Hobo Kings gain the ability to maintain a simple home that draws a semidivine charge from the spirit of their city. This shack is ramshackle, but more than able to get the job done (particularly if he's lucky enough to find a spot where he can tap resources like running water). This home is considered protected from all four extreme alignments (as a <i>magic circle against X</i> with a caster level equal to the Hobo King's total level), and has an aura of <i>Antipathy</i> targeted towards any who might act to destroy it (with the same caster level). That said, being ramshackle, it's very likely to fall apart on its own if unmaintained, requiring effort to rebuild. The shack loses all magical properties if unmaintained for a week.

Endless Travel: At 2nd level, a Hobo King gains near-complete immunity to issues borne of traveling; they are never rendered fatigued or exhausted by non-magical means, do not have to roll saves against non-brutal temperatures, and can go for up to a week without sleep unpenalized (however, they must still rest to gain spells).

Wall Dash: At 3rd level, a Hobo King becomes so in tune with the structures of the city as to be able to travel along the structures as if they were solid ground for short distances, and with relative ease thereafter. They gain a climb speed of 15 feet in urban environments, and can use the run action while climbing for one round; this recharges when their feet next touch stable ground (such as the roof of a building). Climbing no longer provokes attacks of opportunity, nor does it limit actions the Hobo King can take.

Further, the Hobo King can make an Athletics check to jump as a free action after using a run while climbing.

Barricade: At 3rd level, a Hobo King's ability inspire the citizens around them attains a state of semidivinity. They can, as a full-round action, summon a barricade made of furniture and other objects, which appears beneath their feet, a number of times per day equal to their Hero Value. The barricade is up to twenty feet tall, five feet wide, and fourty feet across. These barricades can be climbed from either side using typical Athletics checks ; however, anyone on top of the barrier can automatically take one Attack of Opportunity on <i>each</i> person trying to climb (all of these attacks counting as their one Attack of Opportunity for the round). (They can choose who they attack in this circumstance.)

PLAYING A HOBO KING:
A Hobo King must be awesome - style and coolness are the most important thing separating them from the common homeless bum.

More importantly, however, a Hobo King knows their city like the back of their hand - adventures within that city are second-nature to a Hobo King, fighting off threats both external and internal - from corrupt government officials to gatherings of villainous thieves to invading armies, the Hobo King fights all of them off as a reflection of, and source of, the power of the city.

Pretty much any martial class makes a solid Hobo King, as the wealth advantage of Mobile Finances allows them to have abnormally good magic items to boost their powers; however, Rogues and Fencers will benefit massively from the mobility the Wall Dash ability gives them (getting through an ally by <i>running</i> over the heads of those in your way, anyone?), while Dreadnaughts can put even the greatest of a Wizard's wall spells look like chump change with a well-placed Barricade with them and a couple allies on top, able to stop even Huge monsters in their tracks by forcing them to climb the barricade - and take a small pile of Attacks of Opportunity for doing so.

Combat: Most Hobo Kings fight best by largely sticking to what they've learned from before they became a Hobo King - opportunities to use Wall Dash will be common and handy in a campaign suited to having one in the party, and being able to essentially spontaneously spawn a wall is intensely valuable, but when it comes down to it, a Hobo King's greatest resource is their Mobile Finances, which enable them to have Magic Items from significantly above their level, making using what they know more effective.

Of course, the Magic Bindle's utility as an Eternal Staff can never be underestimated - rigging the staff component with the right spells can be devestatingly effective, and cover a gap in the Hobo King's abilities (not good at ranged combat? Make sure your staff has, say, <i>Fireball</i> rigged into it!). Nor can the fact that the Bindle allows for relatively quick access to as many items as you can afford - potions, trap items, alternate weapons...

Advancement: The Hobo King benefits best from being put in relatively early in the character's progression, when Mobile Finances means the most. Afterwards, simply return to the previous progression plan, making up for the three lost levels with that significant boost to Wealth.

Resources: A Hobo King has two critical resources others lack: Money, and people. Specifically, the citizens of the city the Hobo King calls home, who can be relied upon for all sorts of small favors, and who can be inspired by the Hobo King to great action in a storm. A true Hobo King can have the ears of the highest officials in a Good-aligned or even Neutral city, and is a symbol of any resistance in an Evil one - and with that comes access and privileges that are rare indeed among those who choose the comforts of home.

Dust
2011-04-09, 11:43 PM
Disclaimer: I've never done a 3.5 homebrew before. However, a Fax Celestis contest regarding the d20r is too appealing to pass up. May change the name in coming days.

SIGIL NOMAD

http://img863.imageshack.us/img863/607/sigilnomad.jpg

"'ere now, son. Why the long face?"
"W-where'd you come from? I'm not supposed to talk to...to strangers...!"
"Well, I ain't a stranger now, am I? I ain't even nobody. Whassamatta, why you got tears in yer eyes then, eh?"
"My...my father, King Virgil Lightshield the Third, has arranged my marriage to Princess Shi'ann of Naevarra."
"Oi, yeah, bloody kings're always doin' that sort. And wot, she's a hideous dog or something, then? S'quite the pickle."
"My father doesn't understand - I value my freedom far too much to wed! But if I flee, his soldiers will hunt me down and drag me back here to my fate. Alas!"
"Tell you what, sonnyjim. I'll get ye out of this mess, in return fer...oh, I dunno, that blue amulet yeh got danglin' there. This place is a right dump anyhow."
"You promise my freedom in exchange for a trinket? If only such a thing were possible, sir, I would accept immediately! There is nowhere to go my father...."
"I ain't here t' argue with yeh, son. Take it from someone who's seen more horizons than you ever will; there's always somewhere t' go. Right, then. Get dressed warm and hang on to yer cans. This might get a little bumpy..."

For the greatest explorers and adventurers of our generation, one world simply isn't enough. Perhaps you've heard of Sigil, the impossible city flickering at the edges of reality. Even if you haven't, you can hear the melody of its song, the pull of a thousand doors and thousand potential stories.
Sigil Nomads travel between the infinite worlds with ease and grace, redefining the edges of possibility. While some adventurers seek power or fame, these vagabonds and their companions are spurred ever-onward in the pursuit of constant change and excitement, rarely staying in one place for long enough to accumulate any sort of reputation. Their deeds might be legendary for the worlds they leave behind in their wake, but the Nomad will rarely ever learn how his actions have impacted the many worlds he touches.

BECOMING A SIGIL NOMAD
There are an infinite number of lives spread out over countless planes and realities, a multitude of people going about their daily business. How any of them ever first became a Sigil Nomad is a mystery that might forever remain unsolved, but the fact remains that most current Nomads were hooked into the lifestyle by way of accidental recruitment. Most were simple folk - farmers, peasants, martial adventurers - who stumbled into a chance meeting with a member of this class, choosing to join them for a time to escape the mundanity of their own lives. Eventually they learned the simple technique to travel to and from the planes, thereby becoming Sigil Nomads in their own right.

ENTRY REQUIREMENTS
Attributes: Wis 14
Alignment: Any nonlawful
Skills: Knowledge (Planes) +8
Special: Must have traveled to another plane at least once

Class Skills
A Sigil Nomad is trained in the Drifter skill set and chooses one other skill sets from the following list: Cat-Burglar, Diplomat, Explorer, Merchant, Thief, or Trickster.
Skill Points: 6+Int per level
Prowess: 4 per level

Hit Dice: d6

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+0|
+0|
+0|
+2|Gatecrasher, Dowsing

2nd|
+1|
+1|
+1|
+3|Greater Purpose

3rd|
+2|
+1|
+1|
+3|I've Seen Worse

4th|
+3|
+1|
+1|
+4|Constant Motion

5th|
+4|
+2|
+2|
+4|Anarchic Weapon

6th|
+5|
+2|
+2|
+5|Not All There[/table]

Proficiencies: A Sigil Nomad gains no weapon or armor proficiencies.

Gatecrasher: Starting at first level, a Sigil Nomad may cast Plane Shift as a spell-like ability with the following changes. First, the spell requires the use of a different focus; any type of bounded opening, such as a door, archway, empty mirror frame, or even a mug with the bottom smashed out.
Secondly, although the spell can normally transport up to a maximum of 8 other individuals, using Plane Shift in this way causes lingering arcane energy for 1d4 rounds after being used. Up to 8 more willing, organic creatures can use this residue energy to follow the Sigil Nomad across dimensions.
Finally, the Sigil Nomad may not specify a destination. If Plane Shift is used in a Material Plane, the caster is immediately transported to a limbo-like reality that connects all worlds; this could be the city Sigil, a world of mirrors, a dusty train station, or whatever else suits the campaign. It is a place that touches all other planes, but ultimately belongs to none.
If Plane Shift is used while in this interconnected omni-plane, the Sigil Nomad is transported to a random location on a random plane, but never to a place where they couldn't possibly survive (such as the middle of a magma field or inside a gelatinous cube). The only exception to this is elaborated further in the Dowsing ability.

However, jaunting through all known realities is a mentally stressful affair. Becoming mildly disoriented is almost guaranteed, leaving the Sigil Nomad feeling very much like they would after a night of hard drinking. Each time Gatecrasher is used, the Sigil Nomad suffers 1d4 points of temporary Wisdom damage. Damaged attributes return at the standard rate of 1 point per day (or double that if the character gets complete bed rest), but only while in a Material Plane.
A character whose Wisdom score is reduced to 0 by the use of this ability is lost forever, trapped in the boundless infinite space between worlds. Even if somehow rescued by way of a Wish or Miracle spell, the Sigil Nomad's mind is shattered and he or she cannot regain these lost attribute points.
Finally, all Knowledge (Local) skill checks are automatically treated as failures by the Sigil Nomad while they suffer wisdom damage from using Gatecrasher.

Dowsing: Despite the chaotic nature of plane-hopping, experienced Sigil Nomads have found an interesting loophole. In a constant effort to keep the multiverse from collapsing in on itself, nonorganic items pulled from their respective material planes always seem to 'pull' their holder back to their home plane. Sigil Nomads have learned how to exploit this phenomenon, and can willingly travel from the interconnected world to a plane of their choice - if they possess an object from that plane. Anything from a spoon to a sword will suffice, and thus members of this class are usually adorned with a variety of strange objects from their travels.

Greater Purpose: 'Right place, wrong time' - that seems to be the manifesto of the Sigil Nomad. In keeping with their chaotic desires, it seems the hand of fate takes an active role in the Nomad's travels, and they wind up where they're needed more often than not. Starting at the second level, the Sigil Nomad has the quirky tendency to find themselves involved in historically-significant events, more likely to appear before a grouchy black dragon seeking a messenger than a farmer's field. Fate smiles upon the Nomads who understand and embrace their destiny as the movers and shakes of the multiverse, and this ability is a representation of that.
After agreeing to undertake a quest or mission with the full intent to carry it out, the Sigil Nomad gains the use of the Lucky Break greater mental power, as a rogue.
They may activate the Lucky Break power as an immediate action directly following a die roll but before the result is determined. On doing so, the Sigil Nomad may reroll one die.

I've Seen Worse: By third level the Sigil Nomad has seen stranger things in her travels than even the most learned scholars, and very little in the world still frightens her. The Sigil Nomad is now immune to all Fear effects.

Constant Motion: It's like the old adage says; an object in motion tends to stay in motion. Even magically, it's difficult to stop a person who has traveled infinitely far, for so long. Sigil Nomads ignore the fatigued and exhausted conditions, and can never be dazed, paralyzed, or petrified.

Anarchic Weapon: At 5th level, the Sigil Nomad's weapon is treated as an anarchic weapon for the purpose of overcoming damage reduction.

Not All There: At 6th level, the Sigil Nomad has spent so much time in the place between worlds that it has become a part of him, and is forevermore treated as an Outsider rather than as his previous creature type for the purpose of spells and effects. Unlike other outsiders, the Sigil Nomad can still be brought back from the dead as if he were a member of his previous creature type.
In addition, Sigil Nomads now heal ability score damage at double the normal rate.

PLAYING A SIGIL NOMAD
Sigil Nomads provide a way to turn a lackluster campaign into an exciting romp through the multiverse, with enough freedom that players can be reckless and spontaneous, but enough forced limitations that GMs will still be able to keep control over the game without it dissolving utterly into meaningless encounters and random, unconnected events.

Combat: As should go without saying, Sigil Nomads aren't designed with combat in mind. Despite this, they do have a few surprising perks that make them a benefit when a brawl breaks out. With full BAB progression, they can mix it up like a monk or fighter, and can go toe-to-toe with opponents that rely on fear, paralysis, petrification and dazing effects to overcome the party without being affected.

Advancement: Luckthieves, Trappers, Rogues and Savants all make excellent Sigil Nomads, and a member of this prestige class might find himself dabbling in one or more of these.

Resources: This is where a Sigil Nomad truly shines. With not one, but countless worlds ready at their fingertips, an intelligent player can often make allies in the most unusual of places. In one world, they might be owed a favor by evil gnomish necromancers, who sail across an ocean of brass atop the remains of an undead whale - in another, an army of devas remembers the heroes fondly. If this wasn't enough, the realm between the worlds is often populated by the strangest of people, connoisseurs of the downright bizarre. For the right price, and by knowing the right people, a Nomad can find unique ways to solve just about any problem.

SIGIL NOMADS IN THE WORLD
"Sure, I seen him around here once or twice - throws his money around, talks a lot but it's all gibberish. Hungry for attention, if you ask me. Just another desperate fellow stuck here like the rest of us."
- Garret, Halfling Barkeep

Sigil Nomads generally aren't introverted loners like many other dimensional wanderers, and friends that can accommodate their unusual lifestyle are close indeed.
Daily Life: The life of a Nomad is often filled with stranger stuff in a day than another adventurer might see in an entire year. Gregoire Ty'ben's memoirs are a testament to this fact, which read a little something like this:
'Woke up this morning with a four-armed demon on my chest, demanding my assistance and threatening to eat me whole if I failed to comply. Seems that it had a little competition with a rival, and needed a certain trophy as proof of victory. It didn't sound a difficult task, so I grudgingly agreed and set off at once, using the Roc's egg the demon had given me as my only source of direction. One quick portal later and I found myself in the feywild court, where it came in handy as my contribution to their breakfast. After participating in their Great Hunt I was invited to join them on their foray to the Tree of Yggrasil, where they intended on retrieving a singular seed to present to an elvish princess as a wedding gift. Luckily, I had remembered to bring my never-failing bottle of cologne this time...'
Notables: The memoirs recited above are from the infamous Gregoire Ty'ben, a womanizer, rouge and scoundrel who was cheeky enough to pass off the book as a work of fiction on not one, but hundreds of different planes. While other Nomads publicly frowned on this blatant disregard for keeping their involvement in the world subtle, Gregoire nevertheless enjoyed a healthy lifestyle - he would spend a month at a time on a populated plane, only to vanish and make his rounds with the others. He'd 'resurface' every eight years or so to bask in his minute of glory, and continued this cycle until he passed away at a ripe old age with a smile on his face.

In stark contrast to the individual above was 'Yant', an archmage who used his gift to lead armies of devils from the pits of hell into defenseless worlds. Most agree that he was never stopped, and remains to this day a lich with no purpose other than to fill peaceful, untainted worlds with ravenous evil.

And finally, stories abound of Phyrrus Phrenn, a cleric who searched the multiverses to meet the manifestation of his god face to face. When at last he did finally encounter an avatar of his diety, the experience was so unlike what Phrenn had expected that he gave up his faith there on the spot. It's a parable still spoken to younger Nomads, eager to use their newfound abilities to gather riches or magical items.

Organizations: As a melting pot between the worlds, only one entity ever holds any real authority in the connecting plane. In Sigil, she is the Lady of Pain, whose gaze causes wounds to spout blood, and her smallest gesture can banish someone or something into an endless maze spawned in a pocket dimension. In other versions of this place, this uncaring guardian and protector could manifest as just about anything; regardless of how it appears, its presence is said to prevent deities, demon princes, primordials, and beings of similar power from raising havoc. This means that, unfortunately, there's no other organizations rising to unify the Nomads. Without any official power, any groups that follow a singular cause garner very little respect from the locals.
Besides, with most Nomads following the path of the quintessential free spirit, such organizations are often doomed to failure even before they begin.

NPC Reaction
Though Nomads vary wildly in style and appearance, the immediate reaction they receive is often curious wonder or downright disdain. Most are clad in layers to better traverse the various climates, with multiple bags of holding dangling from their belts. Rarely troubled by their appearance, many older Nomads have given up on personal hygiene altogether and sport wild, unkempt facial hair and gaudy clothing.

Despite this, being a Sigil Nomad is just about the best way ever conceived, no pun intended, to attract the opposite sex. There are few things more enormously fun than winding up at some Thri-Kreen celebration, sidling up to the nearest eligible-looking individual being bored silly by idle chitchat, and announce, "Hey, is this guy boring you? Why don't you come talk to me instead? I'm from a different plane."

SIGIL NOMADS IN THE GAME
Pure spellcasters don't get very much out of the class, losing levels of spellcaster in exchange for almost nothing in return other than an inferior version of a spell they'd get at higher levels anyway. Likewise, WIS-based classes often suffer too much from the constant ability score damage to really enjoy the Nomad to its fullest.
A one-level dip can add a world of difference to a character and the party, and the full BAB progression and class abilities should make this appealing to any full-time warrior.

Adaptation: As should be obvious by this point, Nomads find themselves popping up just about anywhere and everywhere. From the old man in the tavern mumbling about the origin of goblins, to the strange kid who buys bread for all the other street orphans with solid gold coins, to the charming bard with stories aplenty.
Encounters: While some Nomads are altruistic, many more have become embittered by their travels. They see entire worlds as meaningless, the people little more than mindless slaves to routine. With the ability to flee a world at the drop of a hat as soon as danger approaches, more than one Nomad has taken to acts of mindless violence or pointless sadism simply to change up the usual routine.
Heroic characters encountering such a Sigil Nomad are in for a world of confusion as their adversary vanishes under a doorway, and they pursue him...only to wind up in a fantastical new place, thus beginning a series of adventures through the planes as they struggle to bring the Nomad to justice, and to find a way back home.

MammonAzrael
2011-04-14, 12:22 AM
Urban Pioneer

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The light of civilization is a fire that can never be quenched, and it shall blaze a trail through this dark wilderness!
- Velar Kiln, urban pioneer

Throughout the world there are shining cities and sprawling metropolises, homes to thousands of creature that work and live and laugh. Outside the comfort of their homes and walls, however, is a dangerous and unforgiving land of untamed beasts and deadly conditions. The urban pioneer is a fearless explorer that seeks to enlarge to domain of man and tame the natural world. They make trails and settlements for those that follow behind them, beating back the tangled mass of the world.

Becoming an Urban Pioneer
A deep understanding and love of cities and the urban world is vital to urban pioneers. Along with a desire to see that world spread, and a drive to explore, these traits are what give the urban pioneer his passion for expanding the safe places in the world. A strong foundation as a ranger is necessary, for an urban pioneer must be at home in the jungles and and mountains, able to fend for himself, if he is to venture forth and master them.

Entry Requirements
Base Attack Bonus: +5
Skills: Journeyman Awareness
Special: +4 urban favored terrain

Skills: An urban pioneer gains the delver skill set.
Prowess: An urban pioneer receives four points of prowess per level.

Hit Dice: d8

Table: Urban Pioneer
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+1|
+1|
+2|
+0|Through the masses, urban bond

2nd|
+2|
+1|
+3|
+0|Beacon of civilization +2

3rd|
+3|
+2|
+3|
+1|Into the wild

4th|
+4|
+2|
+4|
+1|Ambush +1d4

5th|
+5|
+3|
+4|
+1|Beacon of civilization +3, urban mastery +3

6th|
+6|
+3|
+5|
+2|Pace of the city

7th|
+7|
+3|
+5|
+2|Ambush +2d4

8th|
+8|
+4|
+6|
+2|Beacon of civilization +4

9th|
+9|
+4|
+6|
+3|Navigate the heights

10th|
+10|
+5|
+7|
+3|Ambush +3d4, explore the unknown, urban mastery +6[/table]

Weapon and Armor Proficiencies
An urban pioneer gains no additional weapon or armor proficiencies.

Urban Bond [Primal]


An urban pioneer is in tune with the developed world and the progress of civilization. If the urban pioneer selected the domain option for their natural bond ability, they gain access to the spells from the Urban domain in addition to the Animal, Plant, and Weather domains.

If the urban pioneer selected an animal companion option for their natural bond ability, their animal companion gains one level in the Combat Trained type class, as do animal companions they may gain in the future. At 8th level then gain the second level in the combat trained type class.

Through the Masses (Ex)[Primal]


When in urban terrain, an urban pioneer may move through any crowd or people or city debris (such as throngs of people, garbage, construction, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Beacon of Civilization (Ex) [Lore]


At 2nd level, an urban pioneer’s presence inspires thoughts of the civilized and ordered structure of cites and crowds in even the darkest dungeon. Allies withing 30 ft. of the urban pioneer that can see him gain a +2 morale bonus to attack and damage rolls, skill checks, and saves. This bonus increases to +3 at 5th level, and to +4 at 8th level

Into the Wild (Ex) [Lore]


At 3rd level, an urban pioneer can help modern world spread it’s light at a remarkable pace, using his skill and knowledge to guide and inspire those around him. When an urban pioneer is involved in creating a settlement in the wilderness, ranging from a simple campsite to a new town or village, it takes only half the time to build. In addition, the perimeter is well designed against intrusions from the wilderness, granting any creature on watch a +4 bonus to Awareness and and Initiative checks.

Ambush (Ex) [Martial]


At 4th level, an urban pioneer continues to improve their skill against foes caught unawares within their favored terrain. Whenever he strikes a foe that is flat-footed in urban terrain, the urban pioneer adds 1d4 damage to the attack. This damage improves by 1d4 each 3 levels thereafter (2d4 at 7th and 3d4 at 10th). Since this is not precision damage, this additional damage affects even creatures who are immune to sneak attack or critical hits. If the urban pioneer has an ambush bonus from another source (such as ranger levels), the bonuses on damage stack.

Urban Mastery (Ex) [Lore]


At 5th level, an urban pioneer has become a true master of his chosen environment. The bonuses he receives from favored terrain while in an urban environment is increased by +3. At 10th level the bonuses increase by an additional +3.

Pace of the City (Ex) [Martial]


The city moves at a faster pace than the rest of the world, and those that don’t move quickly enough get left behind. At 6th level, the urban pioneer increases his initiative score (not his modifier) by 1 at the end of each of his turns. This may alter his place in the initiative order: if so, he acts at his new placement. This bonus dissipates at the end of combat. This increase stacks with any other increase to the urban pioneer’s initiative score (such as the ranger ability momentum).

Additionally, the urban pioneer may use a swift action to force an opponent within 30' with a lower initiative score to make a Fortitude save (DC 10 + class level + Wis mod). If the foe fails, they become fatigued until their initiative score is higher than the urban pioneer’s. At the end of this round of combat--that is, when initiative passes the bottom of the initiative order and returns to the top of the list--the urban pioneer lowers his initiative score by 5 and acts at this new placement. An urban pioneer may not use this ability if doing so would lower his initiative below 0.

Navigate the Heights (Ex) [Lore]


The terrain of high society is very different from natural terrain, but it is a landscape the urban pioneer is adept at navigating. At 9th level, he gains training in Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (nobility), and Sense Motive. Additionally, the urban pioneer is immune to spells and effects that would influence his actions, such as charm person or suggestion. This does not grant immunity to all mind-affecting effects, or effects that completely take him over (such as dominate person).

Explore the Unknown (Ex) [Primal]


When an urban pioneer has mastered his abilities, nothing can stay truly hidden from him. He ignores the miss chance from concealment (but not total concealment) and adds his Wisdom modifier to any check attempting to locate a hidden person or object.

While he is in an urban environment, his perception and understanding of the area is so great that he is considered to be under constant freedom of movement and see invisible effects.

Playing an Urban Pioneer
The urban pioneer is a a scout and sentry, as well as a deadly combatant. Your mobility is your biggest advantage, as you are quick to act and nearly impossible to pin down. While you hit hard and fast, you are not particularly durable, and should avoid taking hits, supporting your companions. You are extremely difficult to surprise or sneak up on, making you an exemplary sentry.

Combat: An urban pioneer can function equally well in melee or at a range. Either way, they will be hitting hardest in the early rounds of combat, and it behooves them to end the fight quickly. He is a specialized strike force, and can take out dangerous opponents before they have had a chance to react. Given the natural bonus damage available from ambushing his enemies, most urban explorers prefer wielding two weapons or a ranged weapon. While he can certainly take a few hits without slowing, he do not want to become the primary focus for punishment, as he won’t last very long.
Advancement: More levels in ranger obviously mesh nicely with an urban pioneer. Other combat-focused routes can be devastating, from the helpful movement of the barbarian to the extreme durability of the dreadnought, each offers their own benefit. Rogue is an excellent choice for an urban pioneer that gets involved with a kingdom or nobility, as the social skills will allow him to shine (the bonus damage from a Sneak Attack Ambush is nothing to scoff at, either).
Resources: Urban pioneers are often backed by some type of ruling body looking to expand their borders. Even a town mayor may higher one to found a new village or help design new sections of the town. While an urban pioneer may be able to call upon them for limited help or resources, they are usually a resource of the king or duke, and thus one can request limited aid.

Urban Pioneers in the World
This was a small forest filled with owlbears and other deadly creatures where our finest woodman were nervous to tread. Then the mayor hired that man and within a month we were laying the foundations for a new inn.
- Yorin, a smith’s apprentice, talking about an urban pioneer with a wandering merchant.

As long as there are cities, places where large number of people congregate and build homes for themselves, there will be urban pioneers. There will always be places that needs to be explored and tamed, and there will always be those that tame these wilds. Urban pioneers are at the forefront of the expanding world, and are often in the employ of kingdoms. Even the few that are free agents will generally act as mercenaries, offering their services to any community that wants them.

Daily Life: In a city, an urban pioneer will often be found enjoying the comforts of civilization whether that means an iced drink on a hot day or an extravagant party. They are equally at home among the highborn of a society, even if their hands-on profession makes them stand out, and a seedy tavern filled with sailors and rowdies. They will spend their day enjoying life and pursuing their hobbies, unless they are negotiating or planning their next expedition. Out in the wilds, however, an urban pioneer is all business, taking care to map and explore the environs. At night he will keep his companion’s spirits warm and their minds sharp with tales and memories of the city, creating a safe comfort normally felt only in a warm bed with roof over one’s head.

Notables: Velar Kiln was born in a large city as a street urchin, and he learned to navigate the city early in life. Despite his hard upbringing, he loved his city, and always strove to better it and himself. His efforts were noticed by the local police force, and he was eventually brought on as a consultant to help improve the city. He spearheaded an initiative to reform the slums of the city, leading an expedition that cleared and secured a local valley to build a neighboring town for the relocation. The creation for jobs and houses and general improvement of life has made him a local hero, especially to the common folk. These days he spends much of his time with several high consulars, and it is rumored they are planning a major expansion of the kingdom’s territories.

Thomas Whiterock was born to a family of moderate means and connections, well off but not nobility. Their connections landed Thomas a relatively cushy position in the army as a guard captain, charged with the defense of the city. Unfortunately, his pride in his city quickly transformed into a mistrust and eventual hatred of foreigners. He campaigned for the expansion of his city, and was eventually granted command over a troop of soldiers on a field test of his ideas. A new village now stands where there once was a verdant forest filled with life wonder. The overwhelming success of Thomas’s mission has lead to plans for more aggressive expansion.

Organizations: Urban pioneers have no specific organization they belong to. Rather, they are individuals that belong to a more general government of the people, serving to explore and expand for all.

NPC Reaction
Most people will have a respect of urban pioneer’s for their courage and drive in making new places to live, vanquishing the threatening wilds that surround the flames of civilized life. The service they provide is invaluable, and and greatly appreciated. They generally come across as down to earth and wise with their intrinsic curiosity subdued but intense. Even knowing nothing about an urban pioneer, it is obvious they are prepared and experienced explorers, at home in the jungles and the streets equally. The only people urban rangers usually conflict with are druids and others that revere the sanctity of nature, scorning the trapping of city life.

Urban Pioneers in the Game
An urban pioneer will want to focus on Strength and Dexterity, as they govern his ability to hit hard and fast. Wisdom is something that every urban pioneer uses to navigate the treacherous streets of the city and scorching deserts. Two-weapon fighting and ranged attacks work the best for one, as well as ways to augment and take advantage of their high initiative.

Adaptation: There should be little difficulty integrating this PrC into any campaign setting. Even in worlds where most places are colonized, there should be areas or ruins or places left untouched or abandoned. This is a ranger that specializes in an urban setting, but helps to bring the urban setting to anywhere it isn’t.
Encounters: In a city environment, any urban pioneers encountered will likely be in the employ of either the local government or the local thieves guild. Either way, they’ll have power backing them and won’t be people to make enemies of. Players have a decent chance of just catching them in a bar as they relax (and players may even want to inquire as to retaining his services), but players could certainly run afoul of them if they pull some shenanigans within the city limits, be it in the streets or in the court. Out in the wild, an urban pioneer will almost always be on a mission, and won’t have much, if any, issue or reason to get involved with another party of adventurers. Unless, perhaps, they’re exploring the same ancient forest or mysterious ruins, in which case sparks may fly from conflicting desires and goals.

Urban Domain
Coming Soon!

Intrisic Power:

Domain Skill:

Divine Empowerment:

4th level power:

7th level power:

10th level power:

13th level power:

16th level power:

20th level power:

Domain spells:
1st: [i]
2nd: [i]
3rd: [i]
4th: [i]
5th: [i]
6th: [i]
7th: [i]
8th: [i]
9th: [i]


Combat Trained
Combat Trained is an acquired type class progression that can be applied to an animal. It represents an animal that has been reared and trained for combat situations. Like any class, a type class progression does not need to be taken all the way through.

Prerequisites: The animal type.

Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+2|+2 Str, endurance, fast movement
2nd|+1|+3|+3|+3|+2 Con, +2 Wis, improved natural attack, mount

Hit Dice: d8
Prowess: 4

Weapon and Armor Proficiency: A combat trained animal is proficient with light, medium, and heavy armor.

Endurance: A combat trained animal gains the endurance feat.

Fast Movement: Each mode of movement the animal has is increased by 10 ft.

Improved Natural Attack: At 2nd level, a combat trained animal gains the improved natural attack feat.

Mount: A rider on a 2nd level combat trained animal gains a +2 competence bonus to all Ride checks.

Training a Combat Trained Animal
A combat trained animal can be raised and trained just like a normal animal.

The first level of the class requires two months of continuous training for the animal, requiring a successful Handle Animal check each week for that week to count (DC 15 + HD of the animal). This check cannot be made untrained. The cost to have an animal combat trained for one level is equal to 50 GP per HD of the animal.

To reach the second level of the class, the animal must be trained for an additional two months of continuous training, requiring a successful Handle Animal check each week for that week to count (DC 20 + HD of the animal). This check can only be made with a Journeyman or Master rank in Handle Animal. The cost to have an animal combat trained for the second level is equal to 100 GP per HD of the animal.

Fax Celestis
2011-04-17, 10:15 PM
VOTING UP. Your votes, give them to me. ._.

Dust
2011-04-18, 11:38 PM
VOTING UP. Your votes, give them to me. ._.
No, give them to ME. :smallbiggrin:

But seriously, we've all got our fingers crossed for this, potential voters! Help make it an exciting close race!

MammonAzrael
2011-04-20, 06:58 PM
No, give them to ME. :smallbiggrin:

But seriously, we've all got our fingers crossed for this, potential voters! Help make it an exciting close race!

Sitting now at 3 in the lead, I'm not sure it qualifies as a race anymore. :smallwink:

But seriously, keep voting everyone!

Fax Celestis
2011-05-02, 07:34 PM
And the winner is the Sigil Nomad by Dust!

MammonAzrael
2011-05-03, 05:17 PM
Congrats Dust! And your first homebrew too! Very nice!