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ErrantX
2011-06-14, 10:09 PM
My life in Runes


---

By rune and sigla does your might flow.

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

Giant in the Playground PrC Contest XXVIII

The contest begins with the posting of this thread and will run through midnight of July 15th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of July 25th.

Rules

1) You will be creating an 'original' prestige class. The class you write must have something to do with runes, magical symbols, sigils or sigla in some variety. You could write a class where a group of warrior-wizards tattoo their spellbooks on their skin, bards who sing runes of divine magical power to the goddess of songs, druids who carve runes on sticks of rare wood for scrolls and wield mighty power through carved ashwood staves. You could be of a knightly order who etches runes of power into his weapons and armor for greater effect in war, or binder who has scarified the seals of various vestiges to his body for greater effectiveness. The sky's the limit, just make it runes! Any WotC product or Paizo product is allowed for this; if you make it Pathfinder, just make sure you mention in the class that its a PF product.

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

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

4) Post all entries in this thread. Post all conversation, questions, etc here in the chat thread) (http://www.giantitp.com/forums/showthread.php?t=167302).

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

6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified. Such entries will be disqualified.

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



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


And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)
(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

ErrantX
2011-06-14, 10:11 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME

How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS

:
:
:
:
:

Class Skills

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

Hit Dice: dx

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

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

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

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

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

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

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

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

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

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

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

Weapon Proficiencies: A place to put the different proficiencies.

Put all the different class abilities in here!

PLAYING A CLASS NAME

Brief description on how to play the class you are designing.

Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

Advancement: This is a section on different options and paths that the class can go down when they advance in power.

Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD

A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.

Daily Life: Some general information about the typical day in the life of your class.

Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction

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

CLASS NAME IN THE GAME

This is a good place to provide a quick note on how your class will effect game play statistically.

Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter

Give an example of how one might encounter a member of this PrC.

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

Name

alignment/Gender/Race/Levels

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


PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME

How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS

:
:
:
:
:

Class Skills

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

Hit Dice: dx

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

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

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

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

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

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

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

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

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

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

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

Weapon Proficiencies: A place to put the different proficiencies.

Put all the different class abilities in here!

PLAYING A CLASS NAME

Brief description on how to play the class you are designing.

Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

Advancement: This is a section on different options and paths that the class can go down when they advance in power.

Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD

A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.

Daily Life: Some general information about the typical day in the life of your class.

Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction

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

CLASS NAME IN THE GAME

This is a good place to provide a quick note on how your class will effect game play statistically.

Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter

Give an example of how one might encounter a member of this PrC.

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

Name

alignment/Gender/Race/Levels

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

Cipherthe3vil
2011-06-15, 03:00 PM
Failed, ignore.

incomplete.


The Marker

http://images2.fanpop.com/images/photos/7600000/Anime-Girl-anime-girls-7642247-250-500.jpg

"And so it was written.."

general description in the form of a quote:
"I don't talk much... I'll try to tell you what I do, um.. I like reading, and writing. I don't like life that much, its to cruel. So I make my own worlds and explore that of other's." ~anonymous.
The Marker is an arcane caster who tired of all the social aspects, They drew themselves inward away from people and decided life wasn't enough. They read often, write often, and enjoy making they're own written masterpieces. This dabbling in the written word and motivation to create combined with they're passed arcane experienced created a new form of magic for them to wield.

BECOMING A MARKER


ENTRY REQUIREMENTS
To qualify to become a Marker, a character must fulfill all the following criteria.

Class:
Wizard level 5+
Skills:
Knowledge: Arcana 7 ranks, Spellcraft 7 ranks


Class Skills

The Marker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Forgery (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language, and Spellcraft (Int).

Skills Points at Each Level: 4 + int

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+1|Marks, Written Word

2nd|
+1|
+0|
+0|
+1|Marks

3rd|
+1|
+0|
+0|
+2|Marks

4th|
+2|
+1|
+1|
+2|Marks

5th|
+2|
+1|
+1|
+3|Marks

6th|
+3|
+1|
+1|
+3|Marks

7th|
+3|
+2|
+2|
+4|Marks

8th|
+4|
+2|
+2|
+4|Marks

9th|
+4|
+2|
+2|
+5|Marks

10th|
+5|
+3|
+3|
+5|Marks[/table]

Weapon Proficiencies: The Marker does not gain any new proficiencies.

Marks:
The Marker learns symbols of power called Marks as they level which provide a variety of effects. These Marks work differently then normal spells.
At each level, the Marker learns a new mark. Each mark levels up at each rank, you need not choose it again. You can choose to use a Mark as an earlier level. By spending actions for each mark, you can combine a number of marks equal to half your intelligence modifier round down. You can use a Mark of Alarm with a Mark of Repulsion and a Mark of Flame for instance to create an area that when crossed triggers an alarm, and sends the intruder flying away on a bolt of flame, or perhaps a wall of flame to further bar the area. You can only combine the Marks to be a total of the level. For instance, if your a level ten Marker you can combine two level five Marks, or a level five, a level three, and a level two Mark.
Template is as follows:
Display: Sensory effects for sensing, or otherwise becoming aware of the effect once drawn for the duration. Such as if it leaves a visible barrier, or a constant hum. V- Visual S- Sound A- Aroma(smell) T- Touch, leaves a solid effect
Surface: Where you can write the Mark, P- Personal, you can draw the Mark on yourself A- Air, You can draw the mark in the air. O- Other, you can draw the Mark on someone else. S- Standard, you can draw the mark on walls, ground, paper, and the like.
Drawing time: How long the Mark takes to be created, some Marks are more complex then others while some are simple, and easily drawn. From there, (The level one mark) more additions and enhancements are added to the mark making them more complex, usually. Or they may be a different symbol and remain a lower Drawing time.
Effect Duration: How long the Mark lasts, or the effect it produces lasts.
Saving Throw: If the Mark allows a saving throw to be made, its listed here. The listed throw will either be Will, Fort, or Reflex. DC's equal 10+ Int mod +level of Mark.
Spell Resistance: If the Mark allows a Spell Resistance it can be found here.

the Marks:

Mark of Repulsion
Display: None
Surface: S
Drawing Time: Standard action.
Effect Duration: 1 hour/rank
Saving Throw: Will
Spell Resistance: No
Effect: Creates a symbol placed on the ground, or on a door. When someone comes in close towards the symbol (within five feet) the symbol triggers and on a failed Will save, the subject is repelled 5ft for every rank the symbol was drawn at.
When combined as the base, It can be used to create flaming traps. When combined on top of something such as Mark of Flame, It adds a force effect which causes foe to be knocked back with the other effects.
Mark of Pain
Display: V
Surface: A-O, S
Drawing Time: standard action
Effect Duration: 1 round/rank
Saving Throw: Fort
Spell Resistance: no
Effect: Drawing a Mark in the air, you charge the wand with the ability to delver the effect as a Touch attack. Alternatively, it can be drawn on the ground as a trap. Trap causes the target to be wracked with pain. inflicting 1d4 nonlethal damage equal to ranks of the mark, and giving a penalty to attack equal to the Mark's rank.
Mark of Pain becomes Mark of Death at seventh level, on a save they take Mark of Pain effects. Leaves a visual effect, a glowing Mark of Pain visible on the target.
Mark of Alarm
Display: None
Surface: S
Drawing Time: Standard action
Effect Duration: 1 Hour/Rank
Saving Throw: Will
Spell Resistance: no
Effect: Creates 5ft of warded area per rank. When crossed, The Alarm emits a loud shriek that deafens all within 30ft of contacted spot.
Mark of Energy
Display: V
Surface: A
Drawing Time: Standard action
Effect Duration: depends.
Saving Throw: Reflex
Spell Resistance: Yes
Effect: Sends a spread of a chosen energy (Fire, Frost, Shock, Acid, Force, or Sonic dealing 1d6 energy damage per rank in a 5ft cone per rank, when combined with Alarm, it becomes a wall of chosen energy.
Mark of Willpower
Display: V
Surface: O, P
Drawing Time: full round action
Effect Duration: 1 hour/rank
Saving Throw: Will (friendly)
Spell Resistance:
Mark of Reflex
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Fortitude
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of SpeedDisplay:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Defense
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Offense
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Sleep
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Nightmares
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Dominance
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Creation
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Light
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Illusion
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:


Written Word:
The Marker can write how they wish a situation to happen, mimicing staged effects similar to wish once a day or as stated. These effects mimic a spell, power or effect that would fall under the listed level given on the chart.

1st: 0lv
2nd: 1st
3rd: 2nd
4th: 3rd
5th: 4th
6th: 5th
7th: 6th 0lv int mod times a day.
8th: 7th, 1st int mod times a day.
9th: 8th, 2nd int mod times a day. 0lv at will
10th: 9th, 3rd int mod times a day, 1st at will

Yes, this would let you effectively use a single level nine spell at level fifteen.

PLAYING A MARKER

Brief description on how to play the class you are designing.

Combat: If a Marker expects a fight they will strive to lay Marks throughout the estimated battlefield. If surprised they can use quick offensive Marks to deal similar damage as a Wizard,

Advancement:

Resources: Markers are reclusive, and keep to themselves. There is nothing new for them to draw upon.

MARKERS IN THE WORLD

That chicks always reading there in that same spot, every day, at least since I started working at this library a month ago.

Marker's survive of selling books they write, Selling Marks, and selling services. When they feel they don't need money at the moment they tend to just sleep, read, and write all day.

Daily Life:Markers read, a lot. A Typical day in a Marker's life includes sleeping for long periods of time lounging and dreaming. Waking up, Finding something to eat, grabbing a book, and reading. When something comes to them, they grab a pencil and write. They often keep journals in which they may not talk about they're own lives but describe what they've read or written that day.

Notables: Markers are usually only notable for they're writings. Geophan is notable for writing a book a young prince found and read, which lead to him ending slavery when he took rule. Another Marker Eufrashes was feared for using his Marks for enslaving all he could over a five year period few still remember.

Organizations: Again, Markers generally keep to themselves. No well known organization exists for Markers.

NPC Reaction

General opinion is that a Marker is a lazy, antisocial hermits of a person. They don't get invited to the parties much. And most people only visit them out of pity or because they need something.

MARKERS IN THE GAME

A Marker could pose a good threat to any who invade they're space. Markers are adept at laying magical traps and wards.

Adaptation: Every campaign is different, figure it out yourself. Do you have Wizards or Sorcerers? [yes] good, you can have markers then to. [No] Wow, your a stuffy aren't you? You might not let Markers in then.

Encounters: A Standard Marker encounter (NPC) would go as follows: Adventurers intrude into the home of a Marker, Mountains of books line the walls, and clog walkways. Throughout the home players encounter Marks layered out as traps. Eventually they meet the Marker herself, who if good, tries to stun them long enough to use Marks to change alignment, or otherwise stop the threat. If evil, or just paranoid, the Marker would probably use Marks of flame or similar offensive Marks.

Sample Encounter

Give an example of how one might encounter a member of this PrC.

EL 8: Adventurers are called to assassinate a Marker hopped up on to much murder mysteries, They don't even get passed the first step before encountering a trap Mark. Eventually, many more hidden or obvious Marks later, they face the serial killing Marker.

Name

Chaotic Evilt/Female/Human/Wiz 5, 3 Marker

Init +0, Senses: Listen +, Spot +,
LanguagesCommon
------------------------------------------------
AC , touch , flat-footed ()
hp 5d4+3d6+0 (19)
Fort +, Ref +, Will +
------------------------------------------------
Speed 30ft. (6)
Melee
Base Atk +3, Grp +3
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 10 , Dex 15, Con 10 , Int 18, Wis 13 , Cha 8
SQ
Feats
Skills
Possessions


Variant:

Replace Int with Cha as main ability, and change "Written Word" to "Imagination" and replace Wizard with Sorcerer.
Wala! You've got the enthusiastic and imaginative adventurer who starts off younger then the reclusive writer.

Amechra
2011-06-16, 08:51 PM
Made in collaboration with Blastywiz

ACCURSED HEARTBREAKER

http://t3.gstatic.com/images?q=tbn:ANd9GcQ4q6X-cBSkCNWZIHliKGzXWCt_4hwZfcAnW-GLtKBOjcyLiZXh


When I say 'steal your heart', I don't mean love, lady.

Love hurts. It hurts some people more than others; unlucky in love, in a normal world, they would go on to the afterlife cold and alone. But this is a world of magic, and wonder, where men and women routinely sell their souls for power...

And how far is it to sell your heart for love?

BECOMING AN ACCURSED HEARTBREAKER
True heartbreak is a form of insanity, in a way; a total, unthinking grief. And as we all know, madness draws symbols like carrion draws flies. In a way, the symbol that starts to come to the future Heartbreaker's mind is a comfort; it signifies a very comforting Use me. I can make you whole. I can make the hurt stop. Just place within others, and then they will know your pain. And, well, misery loves company.

The first attempts at using the symbol are usually miserable failures; after all, they aren't charging that beautiful rune with enough magic to keep a person alive afterwards. Yet.

ENTRY REQUIREMENTS

Skills: Bluff 8 ranks, Diplomacy 8 ranks, Heal 4 ranks
Class Features:Mettle, Hexblade's Curse, ability to use Least Invocations.
Special: Must truly know the pain of heartbreak. Must have attempted to use the Symbol of Heart's Pain on the one who broke their heart.

Class Skills

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

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Steal Your Heart, Brand you as Mine, True Love|+1 Hexblade spellcasting/+1 Invoking Class

2nd|
+1|
+3|
+0|
+3|Infatuation 1, Pulling on the Heartstrings|+1 Hexblade spellcasting/+1 Invoking Class

3rd|
+2|
+3|
+1|
+3|Infatuation 2, Love at First Sight|+1 Hexblade spellcasting/+1 Invoking Class

4th|
+3|
+4|
+1|
+4|Infatuation 3, Until Death do us Part|+1 Hexblade spellcasting/+1 Invoking Class

5th|
+3|
+4|
+1|
+4|Infatuation 4, Match Made in Heaven|
+1 Hexblade spellcasting
[/table]

Weapon Proficiencies: An Accursed Heartbreaker gains no new weapon or armor proficiencies

Spellcasting: At each level, an Accursed Heartbreaker is treated as if they had gained another level in the Hexblade class and whatever invoking class they already had levels in for the purpose of numbers of spells/invocations known and which are accessible; additionally, this class adds fully to their Hexblade caster level, instead of half, as is usual.

Steal your Heart (Su): Heartbreak isn't always a figure of speech; an Accursed Heartbreaker can actually reach into one's chest and remove their still-beating heart.

At first level, an Accursed Heartbreaker gains the ability to steal a creature's heart; as a standard action, the Accursed Heartbreaker must expend a daily use of their Hexblade Curse and make a touch attack against a creature that has a beating heart (which naturally precludes such targets as undead and constructs). If they succeed, their touch creates a copy of the Symbol of Heart's Pain above where the target creature's heart usually is, and the creature's heart appears in the Accursed Hearbreaker's hand.

As such, they cannot keep this state sustained for long (at least not without resulting in the creature's death); however, if the Accursed Heartbreaker so choses, they may restore the heart to the creature's chest as a free action, and the creature is no worse for wear.

However, if the heart is not returned within 3 rounds (or if it is not marked by the Infatuation or Love at First Sight abilities), the creature must make a Will save against DC 10+Class level+Charisma Modifier or die; if killed in this manner, they cannot be resurrected unless their heart is later returned to their chest. If they succeed on the save, they survive by managing to sustain the Symbol of Heart's Pain through their own willpower; as a result of this, if they are ever targeted by a Dispelling effect that would succeed against a spell of a spell level equal to half their character level or against a spell of caster level equal to their character level, they must make the Will Save again, against the same DC.

Mark you as Mine (Su): A Symbol of Heart's Pain is very personal and very visible; as a result, whenever an Accursed Heartbreaker uses Steal your Heart, they create an effect equivalent to an Arcane Mark spell on both their heart and their chest, which lasts as long as the Symbol of Heart's Pain is in existence. In addition, the symbol must always be visible, and gives of an amount of light equivalent to a candle.

True Love (Ex): An Accursed Heartbreaker draws misery to their miserable self








PLAYING A CLASS NAME

Brief description on how to play the class you are designing.

Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

Advancement: This is a section on different options and paths that the class can go down when they advance in power.

Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD

A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.

Daily Life: Some general information about the typical day in the life of your class.

Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction

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

CLASS NAME IN THE GAME

This is a good place to provide a quick note on how your class will effect game play statistically.

Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter

Give an example of how one might encounter a member of this PrC.

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

Name

alignment/Gender/Race/Levels

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

Amechra
2011-06-16, 08:56 PM
EDIT: This post is a horrid, horrid mistake. Ignore.

JoshuaZ
2011-06-16, 09:00 PM
Nightlord of Moil

(Large picture spoilered to avoid width issues.)

http://www.zbrushcentral.com/attachment.php?attachmentid=40379


"You look pretty. You'd be prettier with your flesh torn off and deep gouges in your bones pulsing with necromantic fire. I suggest you cooperate." Lord Sarnat, Nightlord of Moil, to a captured elven assassin.

Little is known about the ancient Kingdom of Moil, and those who know the most speak about it in hushed tones. All the whispers and legends speak of the kingdom's feared Nightlords, who gained power through carving runes on bones. And they speak of the Black Lore of Moil that remains, which some necromancers have mastered. However, even most of those who have studied the Black Lore don't realize that there are far worst remnants of Moil, and that one who studies them thoroughly can become a true Nightlord, a master of bones, runes and necromancy.

Becoming a Nightlord

ENTRY REQUIREMENTS

Skills:Knowledge(Arcana) 10 ranks, Knowledge(Religion) 10 ranks
Feats:Black Lore of Moil (from Complete Arcane), Greater Spell Focus(necromancy)
Spellcasting:Able to cast animate dead.


Class Skills

The Nightlord's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), and Spellcraft (Int)

Skills Points at Each Level: 2 + int

Hit Dice: d4

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

1st|
+0|
+0|
+0|
+2|Flexible Crafting, Bone Spells, Carved Animation, See the Lore, Runebone Modification|-

2nd|
+1|
+0|
+0|
+3|Improved Carved Animation, Bone Casting|+1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+3|Runebone Modification, Carve the Secrets, Additional School|+1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+4|Improved Carved Animation, Bone Scrolls|+1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+4|Runebone Modification|+1 level of existing spellcasting class

6th|
+3|
+2|
+2|
+5|Improved Carved Animation,Additional School|+1 level of existing spellcasting class

7th|
+3|
+2|
+2|
+5|Runebone Modification,Soul Carving|+1 level of existing spellcasting class

8th|
+4|
+2|
+2|
+6|Improved Carved Animation|+1 level of existing spellcasting class

9th|
+4|
+3|
+3|
+6|Runebone Modification, Additional School|+1 level of existing spellcasting class

10th|
+5|
+3|
+3|
+7|Improved Carved Animation, Nightlord Ascendant|+1 level of existing spellcasting class[/table]

Weapon Proficiencies: A Nightlord of Moil is proficient with the scythe but no other weapons or shields.

Spellcasting:From 2nd level on, when a new Nightlord level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Nightlord to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before she became a Nightlord, she must decide to which class she adds each level of Nightlord for the purpose of determining spells per day.

Flexible Crafting(ex):You may make your rune bones out of the bones of any humanoid or monstrous humanoid, not just humans. You may also make a runebone in just ten minute.

Bone Spells(ex): You add add the spells Boneblade and Boneblast (from the Book of Vile Darkness), and Arrow of Bone (from the Spell Compendium) to any casting class you have. Boneblade is added as a third level spell, Boneblast is added as a second level spell, and Arrow of Bone is added as a seventh level spell. If any of your casting classes usually uses spells known then you get these spells as additional spells known in that class. If you have any casting class that must prepare spells from a book or similar object then may prepare these spells from memory just as if you had Spell Mastery for those spells. Additionally, you treat your caster level as one higher for any spell that has some form of bone as a material component or focus.

Carved Animation(su): At first level, Nightlords gain a unique, albeit time-consuming method of raising undead legions.

Given the skeletal remains of living being, and a knife or similarly sharp object, a Nightlord can carve runes into the bones. This process takes 10 minutes. When you complete these runes, the runes begin to glow a sickly green color, and the remains animate as a skeleton under your control.

Skeletons animated this way do not count as part of your usual control pool, but a separate control pool that may have no more than 5*class level hit die total. Also, you may not use this ability to animate a skeleton of more hit die than twice your class level.

If one has any Corpsecrafter feats, one may apply their benefits to skeletons created using this ability.

Note: If a body has a substantial amount of flesh on it one should assume that it takes generally 1 hour to strip off enough flesh in order to be able to carve the runes.


Runebone Modification (ex): As a Nightlord progresses, they learn subtler and subtler ways of using the runebones granted by the Black Lore. At each odd level, a Nightlord learns a new way of modifying their runebones. Runebones modified this way have increased cost due to the additional special inks needed to make them, but they have the same construction time as a usual runebone. A modified spell cast with the Black Lore using a modified runebone has the usual effects of the Black Lore as well as the additional effects from the modification. You may not make runebones with more than one modification on them until you reach tenth level where you can make runebones with two modifications.

Runebone modifications available:



Vile runebone: Spells casting using such a runebones do an additional 1d6 vile damage as the necromantic energy from the bone tears at the soul. A runebone modified this way costs an additional 50 gp. Any modified runebone that allows a save has the save occur at the usual save DC for the spell it is being applied to.

Targeted runebone: Spells cast with A runebone modified this way does an extra 2d6 negative energy damage against a specific type of creature, chosen at the time of creation of the bone. A valid type is any type from the ranger's favored enemy list other than undead. A runebone modified this way costs an additional 75 gp.

Message runebone: A runebone modified this way repeats a message by you (chosen at the time of making the runebone) into either the user of the bone, or the beings effected by the spell. This modification does not count against your total number of modifications that you may use on a rune bone.
A runebone modified this way costs an additional 5 gp.

Necrotic runebone: Any being that takes damage from a spell cast with such a runebone must must make an additional fortitude save or develop a necrotic cyst (as the spell from Libris Mortis) You can only make this modification to a runebone if you have the Mother Cyst feat or you have
the crushed remains of a necrotic cyst or mother cyst which is consumed during the process. A runebone modified this way costs an extra 500 gp.

Spelldraining runebone: Any spellcaster hurt by a a spell modified by such a runebone must make a will save. On failing that save, they lose one spell slot or prepared spell of their highest level. For every such spell slot or prepared spell they lose, you may then recover one spell slot that was used to cast a spell modified by the Black Lore, or you may recover one prepared spell that was subject to the Black Lore. Either way, the recovered spell or spell slot must have been used by you in the last 24 hours and must be of level strictly lower than the level of the spell drained. A runebone modified this way costs costs an extra 250 gp.

Lifedraining runebone: The caster of a spell using this runebone heals half the negative energy damage dealt by the spell. This must apply to actual damage dealt (so for example if the runebone only effected a creature that is healed by negative energy this runebone would have no healing effect). If this exceeds their total number of hit points than they gain the excess as temporary hit points lasting one hour. A runebone modified this way costs 200 gp.

Metamagic runebone:
A runebone modified this way automatically modifies the spell in question to have an specific metamagic effect in addition to the Black Lore of Moil. This costs 400 gp per a level that the metamagic feat would usually modify the spell slot (So for example, a runebone that applies the Maximize metamagic feat would cost 1200 gp). Metamagic feats that do not increase the spell level cost 200 gp . You must know the metamagic feat in question.
You cannot apply multiple metamagic feats to the same bone, and a caster cannot use such bones to create metamagic effects of a level higher than they can normally cast. (So for example if you only can cast 3rd level spells, you can't use such a bone to cast a silenced 3rd level spell.)
You may only learn this if you have at least one metamagic feat other than Black Lore of Moil.




See the Lore(ex): At first level, a Nightlord already understands the Black Lore far better than those foolish, weak necromancers who think they have mastered it. A Nightlord can recognize instantly on sight if a spell has been modified by the Black Lore. Moreover, for any such spell, a Nightlord gains a bonus equal to their class level on all spellcraft checks to recognize spells modified by the Black Lore, and similarly gets a +2 bonus on any save against such a spell.

Improved Carved Animation (su): As a Nightlord gains in power, they learn additional runes that can be carved into their skeletal minions, giving them even more power. At every even level, a Nightlord learns one additional set of runes that they can carve into a skeleton. These runes must be applied as part of the animating process. A skeleton may not have more additional runes than its total hit die /3. And each set of runes adds an additional 10 minutes to the carving time. Additional runes also require special inks costing 10 gp per a hit die of the skeleton to be animated.

Skeleton rune choices:


Corrupting Rune: Skeletons with this rune have their claws surrounded in a black flame. Skeletons with this rune do 2d6 vile damage with every claw attack, as undead flesh forms in the wounds.

Explosive Rune: Skeletons with this rune explode in a green flash when they die, dealing 1d6 negative energy for every hit die it has to every being within 20 feet of the skeleton (DC 20 reflex save for half damage).

Fire Rune: Skeletons with this rune have their eery green flames glow more brightly. The skeleton created gains fire resistance 10 and its melee attacks deal an extra fire 2d6 damage. Additionally, any creature that makes a melee attack with a natural weapon or unarmed strike against the skeleton takes 1d6 fire damage.

Sight Rune: Skeletons with this rune can have their master see through their empty eye-sockets. You may as a standard action see what the skeleton sees. To use this ability the skeleton must be within 100 feet per a class level of you, and you only retain this sight
until the end of the next round (although you may on your next turn take a another standard action to continue watching) . This additional sight does not in any way interfere with your usual sight, you simply see both. However, while this is active, any being looking at your eyes will see empty sockets with green flame, while anyone looking at the skeleton's eyes will see your eyes. Even if you control more than one skeleton with this rune, you may not use under any circumstances activate this ability for one skeleton when you have it active for another skeleton.

Regenerating Rune: Skeletons with this rune gain fast healing 1. Additionally, when such a skeleton is destroyed there's is a 75% chance that it will reform itself 2d4 rounds later in a completely undamaged form. Skeletons with this rune may not also have the explosive rune.

Rune of Arcane Resistance: Skeletons with this rune gain spell resistance equal to your character level. Whenever they successfully resist a spell, their runes all briefly brighten.

Strength Rune: Skeletons with this rune are unusually strong and have bones which are surprisingly difficult to break. Skeletons with this rune get a bonus copy of the Toughness feat and a +4 bonus to strength.

Blasphemous Rune: Skeletons with this rune are particularly disturbing to religious individuals. They are likely to see within the green flames the shapes of holy symbols of their religion, but with the symbols damaged or turned upside down. Skeletons with this rune get +4 turn resistance (this stacks with other sources of turn resistance) and a +2 bonus on all saves against divine magic.



Bone Casting (su): At 2nd level, a Nightlord learns a dark form of divination, using the bones of his enemy. A Nightlord may carve a set of dice from the bones of an intelligent creature that the Nightlord has personally slain. As a standard action, a Nightlord may throwing the dice down and read the patterns they formed. In these patterns, a Nightlord can see glimpses into the future. This effect duplicates the spell Augury as a caster of your hit die. You can use this ability up to half your class level times daily.

Carve the Secrets(su): At third level, a Nightlord learns a unique way of interrogating the dead. This ability functions similarly to the spell Speak with Dead with effective caster level equal to their class level. However, rather than targeting a dead body, it instead targets the intact skull of the remains, which must be held by the Nightlord. Rather than give spoken answers, the answers are spelled out in small spidery cracks on the surface of the skull. When this ability terminates, the cracks from the letters spiral outwards and become deeper, causing the skull to fragment into thousands of pieces. This ability can be used half your class level times daily.

Additional School(ex): At third level, you gain the ability to apply the Black Lore to a school of magic other than necromancy. Spells modified this way are treated as being dual school spells (necromancy and the chosen school). You may only use this ability on spells that deal damage and allow saves. At sixth level and ninth level you again get an additional school.

Bone Scrolls (su): At 4th level, a Nightlord learns how to carve scrolls into pieces of bone. These function just like normal scrolls except that they can only be read by a Nightlord.

Soul Carving(su) At 7th level, when a Nightlord makes a coup de grace attack they may sacrifice a spell slot or prepared spell. If they do, they add that spell's level to the DC of the coup de grace. Furthermore, if the creature in question fails the save, then the necromantic energy runs through the body painfully destroying the flesh, peeling it off, and and carving runes into the exposed bone, finally causing all the flesh to fall off as the creature tries helplessly to scream. It becomes animated as a skeleton under the Nightlord's control just as if they had used their Carved Animation ability.

Nightlord Ascendant(ex):
At 10th level, you become a true master of all the horrific knowledge of the ancients Nightlords. You gain three benefits from this:

First, the negative energy from when you use Black Lore becomes so potent that it can penetrate defenses against negative energy. If a being has some form of immunity or reduction in negative energy damage due to a spell or spell-like ability (such as a Death Ward effect) you can make a caster level check with a DC of 10 + the caster level of the effect. If you succeed, the negative energy damage still penetrates.

Second,you may use the Black Lore to modify a spell from any school (although again, if the spell is not a necromancy spell, it still needs to allow a save and deal damage).

Third, you get one extra spell slot of every level but your highest level. (You get more extra spell slots as your spell level continues to progress). If you have multiple spell casting classes you must choose which one this applies to. These extra spell slots can only be used to cast spells modified by the Black Lore.


Playing a Nightlord of Moil

There are those who have studied dark necromantic magic, and then there's you. You've studied forbidden lore from ancient terrible times that frightens even powerful wizards. Everyone else? They're just small fry. But if they don't seem to realize that, well they'll always make very nice skeletons.

Combat: Since Nightlords have few hit points, and weak direct combat capability, they are most effective when they send their undead minions into combat while the Nightlord uses their magic from far away.

Advancement: Nightlords should be interested primarily in magic that boosts the power of their undead, or boosts the save DCs for their spells. Picking up Greater Spell Focus and possibly some of the Corpsecrafter feats can work well.

Resources: While some Nightlords may be involved in large mage guilds or the like, but the level of sheer devotion required by the path of the Black Lore prevents many from developing deep connections with guilds and the like. Some may be members of organizations that are more directly focused on necromancy and other unsavory aspects of magic. Nightlords will thus rarely have any special resources due to their class. It is possible if they learned the Black Lore from from another mage, that they might be somewhat allied with them, at least when it suits their purposes.

Nightlord's in the World

"The terror and blasphemy that they represent is mitigated by one thing: They are rare. But even one in the world is more than we need." - Telfana Silverblade, an elven paladin.

Nightlord's have been around for the many centuries since the fall of Moil. Since then, they have hidden themselves, and practiced their dark magic. The remaining Nightlords are hidden amongst the world's necromancers. You have little reason to tell people about the horrid nature of your power, and it would only be a disadvantage. Some wizards who are not specifically necromancers also have delved into the Black Lore, and have become Nightlords when they found the power involved to be too tempting. Most NPCs will not be able to distinguish between a Nightlord and a general necromancer, and won't have much reason to react different. Wizards and other spellcasters may understand the difference. Necromancers, especially those who have knowledge of the Black Lore, will likely react with either jealously or fear.

Daily Life: Nightlords are like many dark wizards and thus spend most of their time searching for power. You might stay inside your tower or tomb, researching arcane lore, or you might adventure to uncover long-forgotten tomes.

Notables: Lord Sarnat is a dread necromancer and Nightlord. A few years ago he took over a small barony which he now rules with an iron first. So far, there have been only minor attempts to dislodge him as he has not attempted any obvious aggressive actions and he fulfills his feudal obligations such as paying taxes.

Aman Det is a wizard and archaeologist who is one of the few Nightlords who is not evil. Aman became fascinated by rumors he heard of the ancient Nightlords, and carefully studied the few remaining ruins of Moil, from which he learned the Black Lore and so much else besides, coming to understand not just the ways of the Nightlords but also glimpses into the ancient Moilian culture. While initially he had wanted to announce his findings, it did not take long for him to realize that widespread knowledge of what Nightlord's could do would have unacceptable consequences. He now spends him time tracking down relics of Moil, learning what he can about them, and then destroying them so they cannot be used for evil.

Nalara Dekarn is attempting to create a new order of Nightlords, who will create a new empire of darkness with her at the throne. So far, she has only a handful of apprentices, and although they are all powerful necromancers, the apprentices have barely progressed along the path of the Black Lore. Currently, Nalara is studying to become a lich so she can extend her plans out even further. She is also currently studying ways in which it might be possible for multiple Nightlords to work together to combine their abilities to make more powerful skeletons. If she succeeds, she and her apprentices may control nearly unstoppable undead.

Organizations: Since the fall of the Kingdom of Moil millennia ago, there has been no large organized collection of Nightlords. Occasionally, a Nightlord attempts to make a new organization of Nightlords. These have generally fallen to adventurers when they get to ambitious or have fallen amongst themselves as backstabbing, betrayal, and paranoia have their usual impact on evil mages.

NPC Reaction

Few have heard of anything about Nightlords other than vague legends of the damned Kingdom of Moil. Even many who have heard rumors of the surviving Black Lore do not realize that true Nightlords exist. Practitioners of the Black Lore are by themselves seen almost all good and neutral individuals as horrific beings. They are likely to be extremely hostile if they find out someone is a Nightlord. Even many evil necromancers will react negatively for they will be jealous and fearful of the power that Nightlords wield.


Nightlords in the Game

A Nightlord will generally function similarly to a necromancer. They will be able to construct large armies of undead while staying back and using their magic to assail their foes. The DM can probably treat them as they would any other spellcaster.

Adaptation: The Nightlord can be easily put into many settings with few changes. One might connect them to specific religions or groups. In the Eberron setting, one might have the Nightlords be members of the Blood of Vol, while in Forgotten Realms, Myrkul and similar deities might be patrons. One can also broaden or alter the types of magic allowed. Thus for example, one could with minimal change make a Black Lore of Moil metashadow feat and replace the requirement to animate dead with the ability to use a fourth level mystery. One could also change the class to allow warlocks to enter, again using a modified version of the feat.

Encounters: Good PCs are most likely to encounter a Nightlord as a major villain. Evil PCs might find work with a Nightlord, or could encounter a Nightlord as an antagonist if they have different goals.

Eurus
2011-06-17, 11:42 AM
Scarred Vessel

http://Picture URL

"Does it hurt? What kind of a question is that? Of course it hurts."

All Harrowed, no matter how powerful and experienced, must constantly battle their monster. Some delude themselves into thinking that they have nothing to fear through pacts and bargains, but these efforts last only for as long as they continue to amuse the beast -- and even the most placated beast will eventually grow bored.

Some harrowed, knowing this fact, take an alternate strategy. No compromise, no surrender; they view the beast as an enemy, and resist it with every ounce of their strength. By carving symbols of protection and binding into their own flesh, they strengthen the bonds that keep the beast restrained, and act as channels to direct small amounts of its power with less risk. This control comes at a great price, for the beast's rage wears at body and mind as more and more outlets are denied to it. If it ever manages to claw its way free, its deferred wrath is truly spectacular, and many vessels do not survive their first serious lapse of control.

BECOMING A SCARRED VESSEL

A Harrowed is born, not made, but scarred vessels are rare even among their numbers. Often, a young vessel is traumatized by the actions of their beast as it first starts to fight for control; many a monster has destroyed its captor's family in a fit of pique. Desperately trying to cope, many lapse into self-harm and find that the act helps provide a psychological focus for their efforts, distracting them from the beast's howls. Over time they begin to incorporate religious and arcane imagery into their scarification, creating more permanent seals.

ENTRY REQUIREMENTS

Skills: Knowledge: Arcana 8 ranks
Feats: Cannot have the Dark Deal feat
Special: Bestial Armor harrowing, Tenebrous Touch 3d6



Class Skills

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

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Runes of Hindering, Guarded Mind

2nd|
+1|
+3|
+0|
+3|Scar

3rd|
+2|
+3|
+1|
+3|Runes of Limiting

4th|
+3|
+4|
+1|
+4|Scar

5th|
+3|
+4|
+1|
+4|Runes of Directing

6th|
+4|
+5|
+2|
+5|Scar

7th|
+5|
+5|
+2|
+5|Runes of Binding

8th|
+6|
+6|
+2|
+6|Scar

9th|
+6|
+6|
+3|
+6|Runes of Sealing

10th|
+7|
+7|
+3|
+7|Scar, Devil in Chains[/table]

Weapon Proficiencies: A Scarred Vessel gains no additional weapon or armor proficiencies.

Runes of Hindering: A young vessel's first ventures into self-scarring tend to be clumsy and unrefined, but that does not make them ineffective. When the beast asserts itself, they serve as reminders, giving the vessel something to focus his will on and oppose the monster even in its brief triumph.

When the beast takes control, it finds itself limited to 1 move or standard action per round as pain from the scars wracks the feeble mortal frame it is shackled to. This distraction also inflicts a -6 penalty to strength and dexterity. The beast is likely to be severely irked by this, possibly lashing out at any unfortunate enough to be within reach, but not enough to attempt self-harm (the years between reincarnations and the delay before its new body develops enough to be a suitable host are disincentive enough).

Guarded Mind (Ex): A Vessel must be ever-vigilant, for the beast will take advantage of any vulnerability. This training allows them to resist other assaults on their mind as well. If a Vessel fails their save against any mind-affecting spell or ability, they may reroll the save one round later.

Scar: Every Vessel's pattern of scars is unique. Often, each one has a unique emotional significance to them. In the same way, each Vessel develops a set of unique powers as they learn to use these symbols to store and release controllable amounts of energy from their beast. This also stops them from gaining additional Harrowings from their levels in this class, as the wild energy that could alter their bodies is instead focused and contained.

At every even level, a Vessel selects one power from the following list:
Tenebrous Seal: A Vessel with this scar gains a number of similar or identical symbols across their body, typically at least one on each arm and possibly more on his chest, back, or head. Each of these symbols smolders faintly with the energy type of his Tenebrous Touch, storing up power over time to enhance it on command.

A Tenebrous Seal gains charges equal to your charisma modifier each round, and can hold up to one charge per class level. A Vessel may expend one or more charges whenever he uses a Tenebrous Touch, whether ranged or melee, to add an equal number of dice to the damage dealt. This also increases the DC of the will save you must make (see The Monster Within) by the number of dice added.

Runes of Limiting (Ex):

Runes of Directing (Ex): Fluff. As a move action a Vessel can empower the variable numeric effects any of her next supernatural ability that requires a save against the Beast Within by 50%, if it's used before the end of the turn. This raises the will save required against the Beast by 4, plus an additional 4 points for every time this ability has been used previously in the encounter.

Runes of Binding (Ex): Fluff fluff fluff. A Vessel gains a bonus to saves against her Beast Within equal to her charisma bonus. This save decreases by 1 point each time she makes such a save (and may even become a penalty) but can be reset to full as a standard action. She may even choose to apply this bonus to a save against any other spell or supernatural effect, but doing so reduces the bonus by 2 instead.

Runes of Sealing (Ex):

PLAYING A CLASS NAME

Brief description on how to play the class you are designing.

Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

Advancement: This is a section on different options and paths that the class can go down when they advance in power.

Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD

A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.

Daily Life: Some general information about the typical day in the life of your class.

Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction

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

CLASS NAME IN THE GAME

This is a good place to provide a quick note on how your class will effect game play statistically.

Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter

Give an example of how one might encounter a member of this PrC.

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

Name

alignment/Gender/Race/Levels

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

Hazzardevil
2011-06-18, 04:39 PM
Incomplete
Runic Dealmaker

http://Picture URL

My Pacts infuse my runes with power, and then my runes allow the pacts to become more powerful, and then the cycle begins anew!!
Maelthra, a Drow Runic Dealmaker.

The Runic Dealmaker is a being who has made a deal with those outside of a deitys Juristiction for a short term basis, then made a deal with a fied on a more permanent basis, and these deals will often create conflict with eachother, which is then exploited by the Dealmaker through Runes.
Becoming a Runic Dealmaker.


ENTRY REQUIREMENTS

Skills: Knowledge (The Planes) 8 ranks
Class Features:Able to bind 2nd level Vestiges.
2d6 Eldritch Blast.
Special: Must have made a contract to gain Warlock Powers, you cannot have inherited them.
Must have made a Binding with a Fiend present.
Class Skills

The Runic Dealmaker's class skills are: Bluff, Concentration, Craft, Diplomacy, Gather Infomation, Intimidate, Knowledge (Any, taken separatley), Spellcraft, Use Magic Device.
Skills Points at Each Level: 4 + int Modifier

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|Conflicting Contract |+1 level of existing Binding and Invoking class

2nd|
+1|
+0|
+0|
+3|Class Ability|+1 level of existing Binding and Invoking class

3rd|
+2|
+1|
+1|
+3|Marking of the Fiend|+1 level of existing Binding and Invoking class

4th|
+3|
+1|
+1|
+4|Class Ability|+1 level of existing Binding and Invoking class

5th|
+3|
+1|
+1|
+4|Damage Reduction 1/Cold Iron|+1 level of existing Binding and Invoking class

6th|
+4|
+2|
+2|
+5|Class Ability|+1 level of existing Binding and Invoking class

7th|
+5|
+2|
+2|
+5/center]|Damage Reduction 1/Cold Iron|+1 level of existing Binding and Invoking class

8th|[center]+6|
+2|
+2|
+6|Class Ability|+1 level of existing Binding and Invoking class

9th|
+6|
+3|
+3|
+6|Damage Reduction 1/Cold Iron|+1 level of existing Binding and Invoking class

10th|
+7|
+3|
+3|
+7|Class Ability|+1 level of existing Binding and Invoking class[/table]


Weapon Proficiencies: A runic Dealmaker gains and loses no proficencys Previously gained

Conflicting Contract (Su):
A Runic Dealmaker Timeshares his Soul with an extra dimensional creature and it belongs to a Fiend. This creates minor conflicts among the contracts and is resolved through something simple.
Your soul is torn slightly by a Rune placed upon you.
From now on, whenever you attempt an Eldritch Blast you may instead cast an ability available as a standard, move or Full-round action.
If a Full-Round action is chosen, then the countdown is set until you can use it again.
A Runic Dealmaker may not use this ability for the same Vestige ability 2 rounds in a row.

Marking of the Fiend (Su):
A Runic Dealmaker of 3rd level or higher may make a contract with a Fiend, this must then succeed on a Diplomacy check using Rich Burlew's Diplomacy Rules or make a Bluff or Intimidate Check (DC 10+ 1/2 Fiend HD + Cha Mod) to force them into a contract that alows you to scribe runes on their bodys.
Upon making this Rune, you choose one Su or Sp quality for the fiend and may use that quality as that Fiend until the Fiend is slain permanently or is removed. (A Rune may only be removed by a wish, Miracle, Limited wish, limited miracle, Divine Intervention or a Lord of the 9 hells or a Demon Lord of the Abyss)

Damage Reduction (Su): Fortified by the supernatural power flowing through your body, you become resistant to physical attacks. You gain damage reduction 1/cold iron at 5th level; this stacks with damage reduction gained from other sources. Your damage reduction improves to 2/cold iron at 7th level and to 3/cold iron at 9t.

PLAYING A RUNIC DEALMAKER

You are a master or arcane arts that never runs out, and this scares people, you as well most likely. So you will use your power sparingly, although when you can get away with it you will let it flow freely and enjoy the pwoer flowing thrugh you.

Combat: Moat likely, you will bind a combat vestige and some out of combat vestiges seeing as you don't need to worry about running out of uses of a vestige abiltiy as much as a standard binder..

Advancement: This is a section on different options and paths that the class can go down when they advance in power.

Resources: A Runic Dealmaker will rarely have any resources available above a standard adventurer, although an arcanists guild may welcome him providing he hides his binder powers and is willing to accept a warlock.

Runic Dealmaker IN THE WORLD

"Those Dealmakers? Just Greedy Bastards who weren't satisfied with making a deal with one unholy creature,"

Vatican traler, a Radiant Servant of Pelor.

Feared and presecuted even more than the standard warlock, aside from they can scare the peasants even more with their strange powers.

Daily Life: Most likely a Runic Dealmaker will get up, fight some monsters then go into a library for Knowledge of more Vestiges, maybe with target practise fitted in too for the more uncloistered Dealmakers.

Notables: .

Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction

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

CLASS NAME IN THE GAME

This is a good place to provide a quick note on how your class will effect game play statistically.

Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter

Give an example of how one might encounter a member of this PrC.

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

Name

alignment/Gender/Race/Levels

Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Melee
Base Atk +10, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions


PRESTIGE CLASS NAME

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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

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Class Skills

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

Hit Dice: dx

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Weapon Proficiencies: A place to put the different proficiencies.

Put all the different class abilities in here!

PLAYING A CLASS NAME

Brief description on how to play the class you are designing.

Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

Advancement: This is a section on different options and paths that the class can go down when they advance in power.

Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD

A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.

Daily Life: Some general information about the typical day in the life of your class.

Notables: Maelthra is a Male Drow who walks a fine line in Drow Society, he contacts beings outside of Lolths area of expertise while at the same time, serving her church, the only reason the priestesses don't try to kill him is because he has useful pwoers noone else has in his society.

Organizations: Aside from an Aracnists guild, a Runic Dealmaker is more of the Lone Reader than anything else.

NPC Reaction

At best a Runic Dealmaker will simply be a mistrusted member of society usally, although abd luck and too much flaunting of power will leed to chased away by pitchforks and torches.

Runic Dealmaker in the game IN THE GAME

A runic Dealmaker has sacrificed Invoking and Binding power for more versatality, a rather risky gamble when Warlocks have no great arcane power compared to wizards can tear the universe asunder and stpo time.

Adaptation: For games where Making Deals with devils simply doesn't work, you can change the flovour to the fey or another great being that can grant a warlock powers..

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter

Give an example of how one might encounter a member of this PrC.

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

Maelthra

Chaotic Evil/Male/Drow/Warlock 3/Binder 3/Runic Dealmaker 9

Init +2, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed30 ft. (6 squares)
Ranged eldritch blast ranged touch +10 (6d6)
Base Atk +, Grp +
Atk Options
Combat Gear
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Supernatural Abilities
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Abilities Str 8, Dex 14, Con 8, Int 15, Wis 13, Cha 20
SQ
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Glimbur
2011-06-22, 01:52 PM
Master of Marks

http://i718.photobucket.com/albums/ww185/Glimbur/CalligraphedTile.jpg

Our robbery will succeed. It is written. I wrote it on the bank vault, in the nearby alley, and in the guard post.-Nameless Master of Marks

Any wizard could tell you that there is power in writing. They would point to scrolls, various Symbol spells, etc. What most wizards couldn’t tell you is that it is possible to approach the problem backwards: instead of using magic to create runes, one can use runes to create magic. This is the discipline used by Masters of Marks.

Becoming a Master of Marks

Everyone who is anyone in the world of forgery knows rumors and legends of people who create magic with their carefully drawn sigils. Strangely, though, the true masters of the craft do not spread such stories. Occasionally one will take an apprentice and teach them the true power of forgery. An alternate path to similar power is fraught with peril: haphazardly drawing runes of magical power can lead to insight, but it can also lead to death or worse.

ENTRY REQUIREMENTS

-8 ranks in Forgery
-4 ranks in Knowledge(Arcana)
-Trapfinding ability

Class Skills

The Master of Mark's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Knowledge(Arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + int mod

Hit Dice: d6

LevelBABFortRefWillSpecial
Sigil Choices
1st+0+0+2+2Sigils, Skill Focus
+1 Sigil
2nd+1+0+3+3+1d6 Sneak Attack
+1 Sigi
3rd+2+1+3+3Master Forger
+1 Sigil
4th+3+1+4+4Rapid Scribe 1/encounter
+1 Sigil
5th+3+1+4+4+1d6 Sneak Attack, Widen Sigil
+1 Sigil
6th+4+2+5+5Rapid Scribe 2/encounter, Peerless Artist
+1 Sigil
7th+5+2+5+5+1d6 Sneak Attack
+1 Sigil
8th+6+2+6+6Twofold Trigger, Rapid Scribe 3/Encounter
+1 Sigil
9th+6+3+6+6Skill Mastery:Forgery
+1 Sigil
10th+7+3+7+7Sigil Supremacy
+1 Sigil, Life or Death


A Master of Marks gains no new proficiencies with weapons or armor.

Sigil Use(Ex): At each level of Master of Marks, choose to learn one sigil for which you qualify. At level 10, learn either the Life or Death sigil and one additional sigil.

Sigil Rules: a Sidebar
Sigils are Su when activated and can only be placed on objects (not even creatures which are like objects like undead or constructs). Writing a sigil provokes an attack of opportunity when it is done as a standard action (but see Rapid Scribe). A sigil normally effects a 5' square. If a sigil is moved it loses its magical potency. This makes it useless to write them on ships, carts, big pieces of paper which are carried, etc. A sigil is normally clearly visible but incomprehensible: they are not in a language exactly so Comprehend Languages and such are useless. Read Magic reveals the name and effect of the rune, but not who wrote it.
Simple Sigils can be crafted as a standard action (but see Rapid Scribe) and are activated as swift actions. They lose potency in 2d4 minutes.
Complex Sigils can be crafted in 10 minutes and are activated as full round actions. You may only have as many Complex Sigils active as you have levels in Master of Marks. If the sigil produces a spell which has a duration, when the sigil is replaced or renounced the spell also ends. Otherwise permanent until destroyed or renounced, which is a free action which can be done any time and deactivates any particular Complex Sigil you have crafted.

Placing another sigil in a square already affected by a sigil requires a full round action for a Simple Sigil and an additional minute for a total of 11 minutes for a complex sigil. This overrides the Rapid Scribe class feature but does not affect Sigil Supremacy.
Hiding a Sigil so it requires a Search check opposed by the Forgery check which made the Sigil is possible, but it takes an additional minute which makes it impractical in combat. This is not affected by Rapid Scribe or Sigil Supremacy: scribing two hidden sigils with Sigil Supremacy takes two additional minutes.

1st circle sigils require 8 ranks of Forgery

Bees Sigil
Simple Use: The square(s) affected by the rune are filled with bees for one round. Anyone in the affected squares must make a concentration check opposed by the Master of Mark's Forgery check to maintain focus. If the concentration check fails, spells cannot be cast and all attacks, saves, and ability checks take a -2 penalty. These effects last for one round.
Complex Use: A swarm of bees is formed on the sigil. The bees can move and are under the control of the Master of Marks. These bees act as a Hellwasp Swarm (http://www.d20srd.org/srd/monsters/swarm.htm#hellwaspSwarm)(MM 1) except they do not have the Inhabit or Hive Mind abilities. Each sigil can only make one bee swarm at a time, when the swarm is destroyed the sigil can make a new rune being. If the sigil is renounced or deactivated the swarm dissolves, otherwise the swarm disappears after a number of minutes equal to the Master of Mark's class level.


Focus Sigil
Simple Effect: Anyone affected by this rune can take 10 on a skill check even if it is normally forbidden by distractions such as combat. They cannot take 10 on skills which normally one cannot take 10 on, such as UMD. If the Master of Marks has at least 15 ranks in Forgery, anyone affected by this rune can once per round take 10 on any d20 roll.
Complex Effect: Anyone affected by this rune can use the Master of Mark’s forgery check instead of a skill check which requires concentration and focus: these skills include Craft, Forgery, Appraise, Concentration, Decipher Script, Disable Device, Spot, Listen and Open Lock. This does not allow these skills to be used untrained. This effect lasts for a number of hours equal to the Master of Mark's class level.

Fire Sigil
Simple Use: Anyone within the affected area takes 5d6 fire damage, plus an additional d6 of fire damage for every two class levels the Master of Marks has. The DC of the reflex save to half the damage is determined by the Master of Mark's forgery check, minus five. For example, a 1st level Master of Marks uses this sigil against a goblin. His forgery check is a 21, so the goblin must beat a DC 16 reflex save to take half damage.
Complex Use: As Fireball (http://www.d20srd.org/srd/spells/fireball.htm), centered on the sigil. Caster level is equal to Master of Mark’s class level plus five, DC is 13+Int Mod.


Ice Sigil
Simple Use: Creatures in the affected area take class level d6 cold damage. In addition, there is an effect identical to Grease which affects only the affected square(s). The caster level is equal to Master of Mark’s class level plus five, and the DC is 11+Int Mod.
Complex Use: As Icestorm (http://www.d20srd.org/srd/spells/fIceStorm.htm), centered on the sigil, caster level is equal to Master of Mark’s class level plus five, DC is 14+Int mod.


2nd circle sigils require 10 ranks of Forgery
Sky Sigil
Simple Use: Creatures in the area affected by this sigil when it is activated must make a Reflex save with a DC equal to your forgery check minus 5 or be thrown 10’ straight up in the air per Master of Marks level you have. This does falling damage and renders them prone as normal. If there is insufficient vertical clearance to throw the subject the full height, then when the subject hits the ceiling or other obstruction it deals 1d6 damage for each 10’ of height which was prevented.
Complex Use: Anyone standing on this Sigil gains the effect of a Fly (http://www.d20srd.org/srd/spells/fly.htm) spell with a caster level equal to your Master of Marks level plus five. This spell lasts for the normal duration, it does not deactivate if the affected creature(s) leave the sigil.

Earth Sigil
Simple Use: Creatures in the area affected by this sigil when it is activated are grabbed by the ground (or sky, if this rune is in mid-air via Peerless Artist). They must make a grapple check opposed by your forgery check or be grappled until the start of your next turn.
Complex Use: Any creature affected by this glyph gains a burrow speed of 10’ for a number of minutes equal to your Master of Marks level. A 10th level Master of Marks instead gives a burrow speed of 20’.

Teleportation Sigil
Simple use: When activated, this sigil teleports the Master of Marks to the area affected by the sigil as long as the distance is no greater than 10' per class level of the Master of Marks. All opponents who see this teleportation must make Spot checks opposed by the Master of Marks' Forgery check or be flatfooted for the rest of the Master of Marks' turn.
Complex Use: When activated, this sigil allows the Master of Marks to cast Greater Teleport with a few limitations: the destination must be the sigil and there is a range limitation of 100 miles per class level of the Master of Marks.

Sealing Sigil
Simple Use: When this sigil is activated, it fires a Dimensional Anchor (http://www.d20srd.org/srd/spells/dimensionalAnchor.htm) spell at a target within 5' per class level of the sigil. The spell uses the Master of Marks' forgery check as an attack roll and has a caster level equal to the Master of Marks' class level plus five.
Complex Use: This sigil casts a Dimensional Lock (http://www.d20srd.org/srd/spells/dimensionalLock.htm) centered on the sigil. The caster level is equal to the Master of Marks' class level plus five.


3rd circle sigils require 12 ranks of Forgery
Destruction Sigil
Simple Use does 1d6 points of damage per class level to an object (or undead or construct) in the affected area which does not ignore hardness. If there is more than one object (say a person carrying stuff) the Master of Marks chooses one object. If the object is attended, a fort save with a DC equal to the Master of Mark’s forgery check-5 negates the effect.
Complex Use: The sigil does Class level 1d6 points of damage per class level to one object which is up to 5 cubic feet per class level in volume. The sigil can only affect the object it was drawn upon. This could be a wall, a wagon, a boulder, but not part of a mountain or a field because that's not a discrete object. Also remember that if the sigil is moved its power dissipates, so destroying a wagon or a ship is tricky.

Wall Sigil
Simple Use: Activation of this sigil creates a 5' stone wall which is 10' high. It has an additional 5' of length for every two class levels, so at 10th level it is a 25' wall. Must start from space which has sigil placed on it or adjacent to that space.
Complex Use: As Wall of Stone, caster level is equal to Master of Mark’s class level plus five. The wall must be near the sigil: it must be no further than 10' per class level of the Master of Marks from the sigil.

Ward Sigil
Simple Use: Anyone standing in the sigil gains your Int mod as a deflection bonus to AC. This sigil is unusual in that it does not require a swift action to activate, but it can be deactivated or reactivated as a swift action.
Complex Use: You create a dome which has a circular shape with the center on the sigil and a radius of 5’ per class level. Weapon attacks through this dome have their damage reduced by three times your class level. This applies both to attacks entering and leaving the dome, so protecting a group of peasant archers with this ability will reduce their damage output significantly.

Vulnerability Sigil
Simple Use: Anyone standing in the sigil gains your Int mod as a penalty to AC. This sigil is unusual in that it does not require a swift action to activate, but it can be deactivated or reactivated as a swift action.
Complex Use: When this sigil is activated, everyone within five feet per class level must make a Will save with a DC equal to your forgery check minus five or take a penalty to saving throws and AC equal to your intelligence modifier for a number of minutes equal to your class level.


4th circle sigils require 14 ranks of Forgery

Sight Sigil
Simple Use: Anyone affected by this sigil is under the effect of a See Invisible Spell for a number of rounds equal to the Master of Marks' Intelligence Modifier. The caster level of the spell is equal to the Master of Mark’s ranks in forgery. If the Master of Marks has at least 18 ranks in Forgery, those affected by the sigil is instead under the effect of a True Seeing spell.
Complex Use: The Master of Marks may see as though standing in any of the squares affected by the sigil. He gains the benefit of a See Invisible Spell while looking from this glyph, if he has at least 18 ranks in Forgery he gains the benefit of a True Seeing spell instead. The ability to view from the mark lasts for a number of minutes equal to the Master of Mark’s class level, or it can be ended early as a free action.

Cloud Sigil
Simple Use: The area affected by the sigil is filled with a cloud which grants 20% concealment against attacks on people inside or on the other side of the cloud. This cloud lasts for a number of rounds equal to the Master of Mark’s intelligence modifier.
Complex Use:Activation of this sigil can cause fog, rain, or hail. In all cases the effect has a radius of up to one mile per class level and lasts for up to one hour, a lesser radius and/or duration can be specified at the time of activation. Fog obscures vision which gives every creature and object in the affected region partial concealment. Rain drops up to an inch of water per class level on the affected region and gives everything out in the rain partial concealment. The Master of Marks responsible for the sigil can specify anywhere between one inch and the maximum amount of rain when activating the sigil. Hail does 1d4 crushing damage to anyone or anything out in it every minute. You can only have one weather effect over a given area at a time, the newest effect replaces the old one.

Affliction Sigil
Simple Use: Anyone in the area affected by the sigil must make a fort save with a DC of the Master of Mark’s forgery check minus five or be affected by malignant runes. The effect does 2d4 points of ability damage to an ability score chosen by the Master of Marks at the time of activation. It does 2d4 more damage to the same score a minute later unless a second fort save at the same DC is successful. This is not a poison but immunity to poison grants a +5 on the fort saves against the effect.
Complex Use: Anyone in the area affected by the sigil is affected by a Contagion spell with a DC equal to the Master of Marks’ forgery check minus 5 and a caster level equal to the number of ranks the Master of Marks has in forgery. If the Master of Marks has sufficient ranks in forgery he can instead cause a different effect in affected creatures: with 15 ranks he can cast Bestow Curse, with 17 ranks he can cast Feeblemind, and with 20 ranks he can cast Imprisonment.

Panacaea Sigil
Simple Use: Remove any one of Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Exhausted, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, or Stunned from any creature affected by the sigil.
Complex Use: Remove all conditions the Simple use of this rune could cure from any affected creatures. In addition, based on the Master of Mark’s ranks in Forgery he may also cast one spell on affected creatures (with a caster level equal to his ranks in Forgery): with 8 ranks he may cast Remove Disease, with 13 ranks he may cast Remove Curse,with 14 ranks in Forgery he may cast Break Enchantment, and with 20 ranks he may cast Freedom.

Summoning Sigil
Simple Use: A being made out of runes fills the spaces affected by this sigil. If there is anyone in the spaces they are harmlessly pushed out to any adjacent square of their choice. The being has the same base attack as the Master of Marks who created it, and uses the Master of Mark’s forgery check instead of attack rolls (so base attack only determines how many attacks it gets a round.) The rune being does damage equal to the master of mark’s ranks in forgery and has 5’ of reach(this is an unarmed strike with special damage). Its AC is equal to the Master of Marks ranks in forgery plus ten. Its starting and max hit points are the same as the Master of Mark’s current hit points when he creates the rune being. It cannot move. Its bonuses to saves are the same as the Master of Marks. It has the same amount of hit dice as the Master of Marks, and the same creature type as him as well.
Complex Use: As the Simple Use, but the rune being can move and follow the party. The rune being lasts for a number of minutes equal to the class level of the Master of Marks. Each sigil can only make one rune being at a time, when the rune being is destroyed the sigil can make a new rune being. If the sigil is renounced or deactivated the rune being dissolves.

Fate Sigil
Simple Use: As an immediate action, cause any person in the area affected by the sigil to reroll one roll. For example, you could make your fighter buddy reroll to-hit or miss chance, or your wizard friend reroll one to-hit from a scorching ray or all of the damage dice for a fireball.
Complex Use: Everyone affected by the sigil gains either an Insight bonus to AC equal to your intelligence modifier or a penalty to AC equal to your intelligence modifier. Either way, the effect lasts for a minute per class level.

Capstone sigils are only available at 10th level of Master of Marks.
Life Sigil
Simple Effect: This sigil requires no activation. Anyone standing on it is protected as though by a Deathward, with a caster level equal to the Master of Mark’s character level. If the Deathward is dispelled it returns on the Master of Mark’s next turn.
Complex Effect: One creature on the sigil is raised, as though affected by a Resurrection spell with a caster level equal to the Master of Mark’s character level. The Master of Marks who uses this ability takes one negative level, which goes away in 24 hours.

Death Sigil
Simple Effect: Upon activation, a Death Sigil gives a negative level to any creature standing on it. If no creatures are standing on it, the closest visible creature gains a negative level. These negative levels last for ten minutes.
Complex Effect: Every creature within 40’ of the sigil is targeted with an Enervation spell which uses the Master of Mark’s forgery check as an attack roll. The caster level is equal to the Master of Mark’s character level.


Skill Focus: Forgery(Ex): You gain the feat Skill Focus(Forgery). If you already have this feat, gain any other feat for which you qualify.

Sneak Attack(Ex): Careful study of precise location is useful for more than proper penmanship. Possibly as a relic of the common rogue training most Master of Marks bear, they advance their sneak attack ability at a reduced rate. Gain an additional d6 of sneak attack at levels 2, 5, and 7.

Master Forger(Ex):Forgery is a very personal act. With the right training and insight, one can read the clues left behind by a forger. You gain Master Forger(detailed below) as a bonus feat. If you already possess this feat, you may gain another feat which you qualify for.

Rapid Scribe(Ex):Continued study in to the nature of sigils reveals that sometimes you can prepare parts of them ahead of time and take shortcuts. You may, once an encounter, draw a Simple Sigil as a swift action instead of as a standard action. You gain an additional use of this ability per encounter at levels 6 and 8.

Widen Sigil(Ex): Extra insight in the nature of the runes gives you the ability to place runes which affect a 5’x5’, 5’x10’, or 10’x10’ area.

Peerless Artist(Su): Writing and drawing are most easily done on a surface, but true artists can hold the meaning of sigils on the very air You no longer require a surface to place the sigil upon, you can put a sigil in the air. Some sigils target the object they are placed on (for example Destruction’s complex form) so these runes are useless in the air. Sigils still occupy a 5x5 square unless altered by Widen Sigil.

Twofold Trigger(Su): The true acme of skill is the achievement of goals with minimal effort. You have reduced the effort needed to call the magic out of your sigils so that you can activate more of them at once. You may activate two simple sigils as part of the same swift action.

Skill Mastery:Forgery(Ex): A ninth level Master of Marks may always take 10 on a Forgery check even if stress or distractions would prevent him from doing so.

Sigil Supremacy(Ex and Su): You may scribe two sigils in the time it used to take you to scribe one. This is an Extraordinary ability. In addition, at the beginning of each day you may choose a Simple Sigil and be under its effects for the entire day. (This is less useful for the Teleportation Sigil as the effect will teleport you to where you already are. But hey, Forgery check to try to make foes flatfooted.) The sigil’s effect is Supernatural, as usual.

Playing a Master of Marks

Combat: You are somewhat capable of unusual buffs and debuffs during combat, but where you really shine is if you have the opportunity to prepare the battlefield. Surprise bees, constructs, and fire can certainly give your opponents a bad day.

Advancement: Well, make sure you keep full ranks in Forgery as that is how most of your abilities scale. Many Master Masters of Marks return to the path of the rogue, but some dabble in Shadowdancing or more esoteric skill-based disciplines.
Resources: Masters of Marks might have a mentor or a school which might help them with some problems. They can also be self-taught or be estranged from their masters. As often is true, their best resource is their companions (i.e. the rest of the party).

Masters of Marks in the world

Most irregular. Everyone knows symbols can only explode, terrify, put to sleep, drive mad, persuade, stun, weaken, cause pain, and put to sleep. Symbol of Bees is completely preposterous. - Manfred the Magnificent, Archmage

If Masters of Marks are common people can develop paranoia around strange writing. More likely, they are half-believed in rumors like the boogieman.

Daily Life: A Master of Marks is also a master forger... some get by forging wills and bank notes and only use their supernatural powers when necessary to avoid capture. This is a slow and quiet path to power. Others adventure, and we all know that “typical” is a word that cannot be used to describe adventurers.

Notables: King Roland VI is rumored to have employed a Master of Marks as head of the Royal Mint. This nameless expert was overlooked by the invading forces of King Yorrick until walls started falling, fireballs struck with no apparent source, and bees afflicted a crucial portion of a battle.

Organizations: The Free City-State of Baratravia has the only publicly recognized school focused on magical symbols of all types: The Reginald Bartram School of Magical Glyphs. Some say the thieves guild of that city recruits dropouts and teaches them the seedier side of their skills, but the city guard denies such rumors.

NPC Reaction

At first, most magic users are skeptical and most physically oriented persons are disparaging. After a Master of Mark’s unique skills destroy a bridge or turn the tide of a battle, most people change their tune. The necessary forgery skill makes Masters of Marks unpopular with authority figures, lawyers, and banks.

Masters of Marks in the game

As mentioned earlier, fights will get easier if the PC’s have time to prepare the battlefield. In addition, smart use of the Complex runes can cause havoc well after the party has left an area. The free raises from the dead and free summons are somewhat more powerful than other effects, but they should be able to contribute without overshadowing people in other specialties.

Adaptation: A guild or school for sigils can be rather easily inserted into a city or military group. This will have some effects on the campaign world, but most of their abilities already existed in wizards or clerics or such.

Encounters: A Master of Marks can make for an interesting opponent, but they do best with minions to steer the party and slow them down as well as ample opportunity to prepare the battlefield.

New Feats

Extra Sigils:
Pre-requisites: must know at least two Sigils from the Master of Marks class.
Benefit: Thorough study of sigil craft gain you the ability to use two additional sigils which you qualify for.

Master Forger:
Pre-requisite: 11 ranks in Forgery.
Benefit: If you detect a forgery and beat the check by 5, you know how many ranks in forgery the forger has. Beat by 10 and you get their race. Beat by 20 and you get their name.

Hyooz
2011-06-22, 07:55 PM
PRODIGAL EXPLORER

http://i.imgur.com/joF1z.jpg

"For all your years of study, what do you have to show for it? Musty tomes and bat guano explosions. I spent one day copying down a rune. Watch what I can do. - Ezreal, Prodigal Explorer

Magic, as most know it, is a complicated set of incantations, motions and spells known to a select few, who either were born with the innate talent within them, or studied for years to master the subtle intricacies involved in the various components. In its most basic form, however, magic takes the form of a radiant flame known as Spellfire. Drawn directly from the Weave, this magic is incredibly flexible, and while natural manipulators of it are relatively rare, methods to harness their nature have met with some amount of success.

Prodigal Explorers are those who have, through purposeful exploration or sheer luck, stumbled on a set of runes that grant the wielder command of this exotic energy. Scribing the first, critical rune (typically on their own bodies, so as to never lose its power) the Prodigal Explorer embarks on their new journeys equipped with new knowledge and power, capable of twisting the Spellfire to suit their needs.

BECOMING A PRODIGAL EXPLORER

Maybe your runes came from a long-lost civilization. Maybe they were scrawled in an ancient tome somewhere. Wherever you found them, they have granted you abilities you never thought you could have. Some would go the route of the Channeler, but these are likely those who already knew magic's power. The Prodigal Explorer's route is more focused for those who lacked arcane proficiency, but now possess it.

ENTRY REQUIREMENTS

Base Attack Bonus: +5
Feat: Spellfire Wielder
Skills: Concentration 2 ranks, Spellcraft 2 ranks

Class Skills

The Prodigal Explorer's class skills (and the key ability for each skill) are Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (Arcana), Listen, Move Silently, Profession, Ride, Spellcraft.

Skills Points at Each Level: 6 + Int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Master Rune, Increased Capacity 2
2nd|
+2|
+3|
+3|
+0|Weapon Rune
3rd|
+3|
+3|
+3|
+1|Runesnatch
4th|
+4|
+4|
+4|
+1|Spell Charge, Increased Capacity 3
5th|
+5|
+4|
+4|
+1|Runic Weapon, Defensive Discharge
6th|
+6|
+5|
+5|
+2|Through the Fire
7th|
+7|
+5|
+5|
+2Runeleech, |Increased Capacity 4
8th|
+8|
+6|
+6|
+2|Radiant Weapon
9th|
+9|
+6|
+6|
+3|Through the Flames
10th|
+10|
+7|
+7|
+3|Perfect Master Rune, Perfect Runic Weapon[/table]

Master Rune (Ex): The first rune the Prodigal Explorer discovers is the one that grants him command of the Spellfire. It is a unique rune, drawing fire from the weave of its own volition, into the Explorer. Having this unique power so close to himself allows the Explorer to wield the great force as he would any other weapon.

When making a melee or ranged attack with Spellfire (as detailed in Magic of Faerun), the attack is made as if the Prodigal Explorer had spent additional Spellfire energy levels equal to half his class level (minimum of one.) For example, a level 4 Explorer makes a Spellfire attack spending 3 energy levels, the attack strikes as if he had spent five energy levels.

Additionally, by focusing for a full minute, the Prodigal Explorer can add a number of spellfire energy levels to his pool equal to his constitution modifier.

Increased Capacity (Ex): The Prodigal Explorer’s capacity for storing spellfire energy levels is multiplied by the listed value. As his mastery of the rune grows, so too does its ability to store Spellfire for him.

Weapon Rune (Ex): Through a ritual requiring 8 hours and 25g of materials, the Prodigal Explorer can inscribe a derivative of his Master Rune on a weapon of his choice. A weapon so inscribed becomes a potent channel for Spellfire, and often the Prodigal Explorer’s favorite weapon. As a free action before making an attack, the Prodigal Explorer can expend a number of Spellfire Energy Levels up to his constitution modifier to empower all of his attacks that round with Spellfire. For each energy level spent, his attacks deal an additional 1d6 damage each.

Runesnatch (Ex): Typical Spellfire Wielders are known for their ability to steal the very magic from spells cast at them, turning what was meant for harm to a boon for themselves. The Prodigal Explorer can do the same, but thanks to his Master Rune, he has more time to react. The Prodigal Explorer can absorb spell energy as an Immediate Action instead of needing to ready a standard action (pg. 18 Magic of Faerun)

Spellcharge (Ex): Spellfire is more than an offensive weapon. Its practitioners are known to be great healers, but for a fighter, in the midst of battle, sometimes healing isn’t enough. You need your wits, your cunning, and every move you have. By expending Spellfire energy levels equal to its level, the Prodigal Explorer can recover one expended maneuver as a free action.

Runic Weapon: At a certain level of power and mastery of his Master Rune, the Prodigal Explorer notices that Spellfire becomes more and more coherent when they summon its power. Instead of billowing silver flames, their Spellfire attacks are more focused and smooth, like a comet more than a dragon’s breath. The same with their Weapon Runes. When their blows would once flare up dramatically, sending Spellfire every which way, the energy stays closer to the weapon itself, threatening to consume it with its sheer brilliance. It is at this point the mundane weapon becomes unnecessary entirely - cogent Spellflame does the job just as well.

When marking a weapon with his Weapon Rune, the Prodigal Explorer can, at his option, choose to inscribe a more potent version, costing 500g worth of material and 24 hours to inscribe. Upon completion, the weapon is consumed by Spellfire, forging a weapon of pure magical power.

The created weapon is identical in all ways as the weapon used to create it (hereby referred to as the “base weapon”) (this includes any enchantments the weapon had) except as noted below. The weapon’s damage is now 1d6/2 class levels, and the damage type is now half fire and half pure magical damage. The weapon can be “drawn” and “sheathed” as a free action (which simply causes the weapon to materialize or dematerialize), and when drawn, gives off light as a torch. Ranged weapons so changed no longer require ammunition or reloading. If the weapon is disarmed or sundered, it simply blinks out of existence and can be reformed by the Prodigal Explorer on his next turn.

Defensive Discharge (Ex): Combat isn’t always about pushing the advantage, and no matter how shiny and magical your weapon might be, at some point you will need to cease your assault and just stay alive. Spellfire gives you additional means to do so. As an Immediate Action, you can expend Spellfire energy levels up to your Con modifier to create a defensive blaze of Spellfire around yourself. This gives you an untyped bonus to AC and all saves until the end of the round equal to the number of Spellfire energy levels you expended. Any melee attack targeting you that misses while this barrier is active causes the attacker to take 1d6 fire damage for each energy level expended.

Through the Fire (Ex): Location, location, location. It is very important in more than real estate - in a battle, where one stands, and where ones enemies are is absolutely key to the eventual outcome. Prodigal Explorers, already, are a very creative bunch when it comes to combat in general, but given the nearly infinite capabilities of Spellfire, their creativity can really shine. By wreathing themselves in Spellfire, the Prodigal Explorer becomes not only something you don’t want to be next to, but also a highly mobile combatant. For every Spellfire energy level he expends, the Prodigal Explorer can, as a swift action, charge 10 feet in any direction. Any creatures he passes through take 1d6 damage per Spellfire energy level expended.

Runeleech (Ex): A Prodigal Explorer cannot always wait for an enemy to try to attack him to recharge his Spellfire. Now and then, you have to go right to the source, and rip that spell energy right out of those casters. As a melee touch attack that takes a standard action, the Prodigal Explorer can use his Master Rune to try to control the Spellfire making up the spells another caster has available. If the attack is successful, the Prodigal Explorer can expend Spellfire energy levels up to his Constitution modifier, for each energy level expended, roll 1d6. The affected creature must lose spells whose levels total at least the sum of all the dice rolls, and the Prodigal Explorer gains Spellfire energy levels equal to the sum as well.

Raidant Weapon: The Prodigal Explorer continues refining his Runic Weapon. The Spellfire forming it and lashing out at his enemies becomes more and more potent, harder and harder to ward against. Attacks with your Runic Weapon ignore Damage Reduction, Hardness, and Fire Resistance/Immunity.

Through the Flames (Ex): Maybe more traditional spellcasters are a hoity-toity bunch, but they do have excellent ideas regarding mobility and battlefield navigation - namely, leaving it entirely. Prodigal Explorers of lesser power might have left the earth’s pull temporarily before, but now, with more control and more power, you can more fully mimic the dastard’s capabilities.

By expending one Spellfire energy level as a free action, the Prodigal Explorer can fly with a speed of 60ft (perfect maneuverability) for two rounds.

Additionally, by expending all the Spellfire energy levels he currently has stored, he can Teleport, as the spell, cast by an arcane spellcaster of his character level.

Perfect Master Rune: Every little detail is perfected. Every tick, line, and curve has been fine-tuned and implanted so deeply in the body and soul of the Prodigal Explorer that they are practically one and the same. All Spellfire effects that use d6’s now use d8’s. Additionally, by painstakingly scribing a secondary Master Rune, the Prodigal Explorer can be protected against death itself.

After crafting a master rune that requires 1000g of materials and a week of uninterrupted work, if the Prodigal Explorer dies, his body will reform, crafted from Spellfire, 1 day later at the location of his secondary Master Rune.

Perfect Runic Weapon: It is a thing of true beauty, shining brightly as it strikes your foes, biting their flesh with the searing flames that make up magic itself. At this point, these flames burn so hot, shields and armor are worthless before them, and magic is undone by the flames in which it was forged. All attacks made with your Runic Weapon are now touch attacks. Additionally, for every Spellfire energy level expended to empower your attacks (see the Weapon Rune ability) any enemy struck loses spells whose levels equal at least the number of energy levels expended.

PLAYING A PRODIGAL EXPLORER

You've suddenly become the master of a form of magic most wizards can't command. Make use of it as much as you can. Use it to add flourish to your attacks or just as a brute force maneuver to prove that magic isn't just the realm of the casters.

Combat: Your spellfire can be used to augment essentially any style of fighting you previously had delved into. It allows you to do more damage, in more ways, with more style, than with weapons alone. Use what spellfire offers to change up your style from time to time and keep enemies on their toes. Don't underestimate being underestimated.

Advancement: The path an Explorer takes can lead almost anywhere. Seek additional capabilities with spellfire, perhaps, or just become a blazing inferno of martial prowess.

Resources: The runes you discovered are already a potent resource, so don't be afraid to keep exploring the ruins you found them in for more. Who knows what lurks in the true depths of ancient times?

PRODIGAL EXPLORERS IN THE WORLD

"What I would give for a bow like that... hell, I'd trade my spellbook.

"Real" casters will call you a cheater and quite possibly lazy. It's largely true, you did cheat your way where you are to some extent, but the power is still yours to command. Some will see you as a genius of sorts, others will look down on you. Carve your own place in the world - and show people how they should look at you.

Daily Life: Spending some time during the day studying and tweaking your runes is an integral part of growing in power as an Explorer. Experiment, fail, succeed, and eventually power will be granted to you.

Notables: Ezreal found a Master Rune long ago and adapted it to himself. Seizing the power of spellfire for himself, he went on to become a very well known combatant in a great colosseum, fighting for glory and power forever within its league of legends.

Organizations: Symbolist organizations and other magical institutions with knowledge of runes will be valuable to the Prodigal Explorer. Even if they can't know the true intricacies of the rune you wear, their knowledge and advice will help you to advance your own.

NPC Reaction

Most NPCs will be awed, as they would be awed by anyone else swinging a flaming sword or slinging fireballs. Some will admire your knowledge and ingenuity with your rune, and some will consider your uppity or cocky for stealing power in such a way.

PRODIGAL EXPLORERS IN THE GAME

The Prodigal Explorer presents a powerful option for essentially any melee class to diversify its capabilities. It is easy to enter the class, but provides no benefits based on the class you entered from. There's a balance to be found - yes, the diversity it offers is good, and powerful, but when your old abilities suffer, you must decide if its worth it.

Adaptation: The runic flavor can be switched about to something else - some other power the Explorer discovers and taps into - which can also remove the spellfire specific bits of flavor. The mechanics are very versatile, feel free to play with the flavor to meet whatever needs your campaign has.

Yitzi
2011-06-23, 12:12 PM
Inspired by the Single Spell Specialists thread, and of course by Vaarsuvius.

The Runemaster

{no picture at present}

I prepared Explosive Runes this morning.

To most wizards (and the occasional sorcerer), Explosive Runes is a useful spell for keeping information safe. In the opinion of some, however, it is a powerful trap spell that you can never use enough. Some of these coincide with those that believe that good things should always be improved upon, and they do so to the exclusion of all else; these are Runemasters

BECOMING A RUNEMASTER
Runemasters are simply arcane casters who have chosen to focus on the spell Explosive Runes. Occasionally one will learn from another, but most of the time a Runemaster's abilities are the result of independent research.

ENTRY REQUIREMENTS

Skills: Spellcraft 8 ranks, Knowledge: Arcana 8 ranks
Feats: Spell Focus (abjuration)
Spells: Able to cast Explosive Runes

Class Skills

The Runemaster's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + int

Hit Dice: d4

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

1st|
+0|
+0|
+0|
+2|Rune Affinity|+1 level of existing class (Explosive Runes only)

2nd|
+1|
+0|
+0|
+3|Metamagic Runes (Heighten Spell)|+1 level of existing class (Explosive Runes only)

3rd|
+1|
+1|
+1|
+3|Detect Runes|+1 level of existing class (Explosive Runes only)

4th|
+2|
+1|
+1|
+4|Metamagic Runes (Empower Spell), Tricky Runes|+1 level of existing class (Explosive Runes only)

5th|
+2|
+1|
+1|
+4|Tempting Runes|+1 level of existing class (Explosive Runes only)

6th|
+3|
+2|
+2|
+5|Free Metamagic (Widen Spell), Suppress Runes|+1 level of existing class (Explosive Runes only)

7th|
+3|
+2|
+2|
+5|Stubborn Runes|+1 level of existing class (Explosive Runes only)

8th|
+4|
+2|
+2|
+6|Free Metamagic (Maximize Spell)|+1 level of existing class (Explosive Runes only)

9th|
+4|
+3|
+3|
+6|Disguise Runes|+1 level of existing class (Explosive Runes only)

10th|
+5|
+3|
+3|
+7|Rune Mastery|+1 level of existing class (Explosive Runes only)[/table]

Weapon and Armor Proficiency: Runemasters gain no proficiency with any weapons or armor.

Spells per day: A runemaster adds his class level to his caster level to determine his spells per day, but any additional spell slots can only be used to cast the Explosive Runes spell. He likewise adds his caster level for the purposes of his Explosive Runes spell. If he has more than one class in which he is able to cast Explosive Runes, he must choose one class for this ability to apply to.

Rune Affinity (Ex): A runemaster's Explosive Runes produce particularly powerful blasts. The runemaster addshis class level to the damage done by his runes.

Metamagic Runes (Su): As a runemaster grows in skill, he can apply free metamagic to his Explosive Runes. He may use any combination of allowed metamagic, so long as the spell level needed to cast such a spell normally does not exceed the highest level he is capable of casting. The runemaster does not need to know the metamagic feat to apply free metamagic in this manner.
At 2nd level, the Runemaster gains the ability to apply Heighten Spell to his runes.
At 4th level, the Runemaster gains the ability to apply Empower Spell to his runes.
At 6th level, the Runemaster gains the ability to apply Widen Spell to his runes. This doubles the area of effect of the explosion, even though this is not normally considered the spell's area and would not be normally eligible for such metamagic.
At 8th level, the Runemaster gains the ability to apply Maximize Spell to his runes.

Detect Runes: At 3rd level, the Runemaster is skilled enough with Explosive Runes that he can detect any Explosive Runes on any object within line of sight, without need for a skill check. This does not apply if the runes were created by a Runemaster with a class level at least 4 levels higher.

Tricky Runes: At 4th level, the Runemaster's runes become more difficult to detect or thwart, even by a skilled rogue. He may add his class level to the Search and Disable Device DCs for his runes.

Tempting Runes: At 5th level, the Runemaster can imbue his Explosive Runes with a magical attraction. If he chooses to do so, any creature entering within close range of the runes must make a Will save (with the same DC as the normal save) or be affected by a Suggestion spell suggesting that he read the trapped writing. Illiterate individuals, and those otherwise unable to read the writing, are immune to this effect.
If the Runemaster has Enchantment as a banned school, he may not use this ability.

Suppress Runes: At 6th level, a Runemaster may cast Explosive Runes on a text already affected by Explosive Runes (his or others) as a suppression; so long as the suppression runes remain, the normal runes will not activate even when they normally would. A Runemaster cannot suppress runes created by a Runemaster of at least 4 levels higher.

Stubborn Runes: At 7th level, a Runemaster's Explosive Runes are extremely difficult to remove. He adds his class level to the DC to dispel his runes, and twice his class level to the DC to remove them with Erase.

Disguise Runes: At 9th level, the Runemaster gains a feared ability: You can be hit with his Explosive Runes and not even know it. When Explosive Runes cast by a 9th level or higher Runemaster activate, a powerful illusion (glamer) effect makes the explosion appear to not have happened, with the object read having crumbled to dust or some other means of destruction. 2d10 rounds later, an illusion (figment) effect causes some other apparent source for the damage (possibly an illusory trap.) In the duration, an enchantment effect prevents the victims from being aware that they were damaged at all.
If the illusion would be too difficult to achieve (such as a party member becoming unresponsive from the damage), this effect does not activate.
This ability does not apply if the Runemaster has Illusion or Enchantment as a banned school.

Rune Mastery: At 10th level, the Runemaster achieves the pinnacle of his skill, and gains the ability to cast Explosive Runes more than once on the same object. Each casting of the spell is subject to Dispel and Erase spells separately, is subject to separate Search and Disable Device checks, requires a separate save, and must be suppressed (see Suppress Runes, above) separately. Triggering one rune, however, triggers them all. Placing too many runes on the same object is dangerous, though: When placing a rune on an object that already has runes on it, the caster must make a caster level check against a DC equal to 5 plus the number of castings of Explosive Runes already on the object, or all runes (including the one he is casting now) are triggered and explode.

PLAYING A RUNEMASTER

The runemaster, unlike most classes, is built around what is essentially a trap. This necessarily affects his strategy, and as a result most enemies killed by a runemaster aren't even in line of sight of the runemaster at the time.

Combat: A runemaster will almost never engage enemies directly. Instead, he will try to lure them (possibly making use of the Bluff skill and/or low-level spells) past previously prepared Explosive Runes, and let the runes kill the enemies for him. High-level runemasters will often place several runed objects near each other, each with as many runes (usually maximized and/or heightened, but sometimes widened if there are a large number of low-level enemies) as can be safely placed on a single object, relying on Disguise Runes to ensure that if the first rune doesn't kill anyone the enemies will keep reading until one does.

Advancement: Runemasters will generally come from the ranks of domain abjurers or sorcerers, and will of course focus on abilities that strengthen their runes.

Resources: A runemaster will likely have several pre-prepared runed items on them at any given time, ready for placing in conspicuous places. A runemaster's focus on a frequently marketable spell also often gives him a decent network of contacts, though nothing like that attained by a skilled rogue.

RUNEMASTERS IN THE WORLD

Ok, guys, they've got a runemaster on the payroll, so if you value your life don't read anything you see.

Outside of their somewhat unorthodox combat tactics, runemasters tend to be a lot like wizards.

Daily Life: A runemaster's daily life will be a lot like a wizard's. Nevertheless, there are a few exceptions: The runemaster will usually not bother to find new spells, already knowing the one that he'll use almost all the time. Runemasters also will often find demand for their spellcasting services more easily than most wizards. Some rare runemasters take a magical crafting feat or two and go into business (either alone or with a partner or two); one burglarizes such an individual's store at one's own peril.

Notables: Rebi Treak is a notorious human runemaster who provides protection for numerous villians' lairs throughout the region (for a hefty fee, of course). When invading such a protected lair, adventuring groups will often hire Therisel Lintilo, an elven runemaster who makes use of Detect Runes and Suppress Runes (as well as numerous pearls of power) to foil such traps. Tegrik Sertin was a duergar runemaster who destroyed entire villages with explosive runes before he made the mistake of trying to operate in barbarian territory.

Organizations: Runemasters tend to be a varied bunch, and have no organization associated with the class. Many runemasters, however, find employment with thieves' guilds or similar organizations, who can appreciate the value of a well-laid trap or three..

NPC Reaction

NPC reactions to runemasters will tend to fall into one of three categories: Sneaky NPCs (such as rogues and rangers) will tend to be impressed and admiring, more straightforward NPCs (particularly paladins and barbarians) will tend to be contemptuous, and enemy NPCs will tend to be angry and exasperated (if they survive.)

RUNEMASTERS IN THE GAME

Runemasters can be anywhere from useless to devastating, depending on the enemy's discipline, knowledge, and of course literacy and depending on whether the party is willing to follow the "run and trap" tactics that runemasters need to rely on. In the rare case that the party is on the defensive, runemasters are an extremely powerful asset.

Adaptation: As essentially a superspecialized arcane caster, Runemasters fit into almost any setting easily.

Encounters: Neutral NPC runemasters will generally be encountered as tradesmen. Enemy NPC runemasters tend to make excellent bosses and high-level henchmen, and can turn an otherwise innocuous dungeon crawl into a deathtrap. Once caught, however, they are not at all difficult to defeat (unless they manage to escape.)

Magicyop
2011-06-24, 05:22 PM
Auran Pirate

http://wandsandworlds.com/community/files/AuranPirate.jpg

My ship is more than just wood and sails. My ship is the culmination of years of knowledge, of secrets untold. My ship is a work of art, and a source of great power.

Captain Blymoth, an Auran Pirate

An ordinary pirate is a force to be feared. But an Auran Pirate makes their enemies tremble in their boots at the very mention of their name. What pirate wouldn't seize at an easy opportunity for more power? There is a legend among seafaring folk that if you sail far enough, you may chance to find a series of stone tablets, tablets engraved with runes by a race of the sea that lived many centuries ago. It is said that one who can master the use of these runes could create a web of magic around their vessel, one that would transform it from an ordinary ship, into a sorcerous force to be reckoned with.

The legends are true. Throughout history, some sailors have discovered this hidden knowledge, and ascended to take their own places in myth. Most often, (though not always) the trademark of these pirates is a magnificent flying ship, casting its shadow over the land far below. Auran Pirates are commonly known for lurking in the Elemental Plane of Air, and making raids on air elemental cities, and plundering for unready travelers to that plane.

But anyone who can master the patterns that the runes create can grasp this power for themselves.

BECOMING AN AURAN PIRATE

To become an Auran Pirate, you must already have some sort of knowledge with your vessel, and you must acquire knowledge of the runes that will be inscribed on your ship. You can do this either by tracking down one of the stone tablets with the knowledge written on it, or by learning from another Auran Pirate.

ENTRY REQUIREMENTS

Feats: Great CaptainSW
Skills: Profession(Sailor) 7 ranks, Knowledge(Arcana) 3 ranks.
Alignment: Any chaotic.
Special: Must be the captain or master of a ship.
Special: Must uncover knowledge of the Sea Runes, either by questing for a tablet, or by learning from another Auran Pirate.

Class Skills

The Auran Pirate's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Listen (Wis), Profession(Sailor) (Wis), Spot (Wis), Survival(Wis), Swim (Str), Tumble (Dex).
Skills Points at Each Level: 6 + Int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Rune-Scribed Ship, Yalfah, the Coterminous Dimension|1

2nd|
+1|
+3|
+0|
+3|The Elemental Crew|2

3rd|
+2|
+3|
+1|
+3|Conduct the Flow|3

4th|
+3|
+4|
+1|
+4|Engrave Blade|4

5th|
+3|
+4|
+1|
+4|Phantom Ship|5

6th|
+4|
+5|
+2|
+5|Pirate Fury|6

7th|
+5|
+5|
+2|
+5|Ghostly Crew|7

8th|
+6|
+6|
+2|
+6|Improved Engrave Blade|8

9th|
+6|
+6|
+3|
+6|Power the Web|9

10th|
+7|
+7|
+3|
+7|Prime Rune|10[/table]

Weapon Proficiencies: An Auran Pirate gains proficiency with the Cutlass, the Scimitar, and the Falchion.

Rune-Scribed Ship (Su): At 1st level, the Auran Pirate masters the art of scribing runes on their ship. These runes combine in a complex network of power. Though there are a very limited number of major runes, the ship is filled with minor runes to make the connected, to complete the pattern and make the other runes function. An Auran Pirate may choose one of the runes listed below at each of their levels in this class (not counting Yalfah), and scribe it on their ship, granting it a permanent effect. Your ship gains the effect listed under "Standard" for that rune. It takes one day to scribe each rune onto a ship, so a level ten Auran Pirate would need ten days to scribe all runes onto a ship. Only one ship at a time may have any given Auran Pirate's runes on it. If you attempt you carve new runes on another ship, the runes fade from your old ship.

Yalfah, the Coterminous Dimension: All Auran Pirates gain the use of the rune Yalfah, the Coterminous Dimension, at level 1. This rune is inscribed both on the ship, and as a small tattoo on the Auran Pirate, through which he can summon the ship. See Yalfah, the Coterminous Dimension in runes, for details.

The Elemental Crew (Su): At level 2, the Auran Pirate gains the ability to summon a crew of air elementals to aid them. Though it is likely that they have a mortal crew also, the air elementals act as a supplement, or as an entire crew in a pinch. The Auran Pirate gains a number of medium air elementals equal to their charisma modifier as loyal crew members. The Auran Pirate may converse with these elementals, though he does not gain the ability to actually speak Auran. These elementals may not leave the ship, and may only participate in helping to operate the ship, or battles fought directly on board the ship.

Direct the Flow (Su): At 3rd level, the Auran Pirate gains the ability to mentally control the flow of magic through the runes of his ship to lend more power to a specific rune. As a full-round action, the Auran Pirate may select one of the runes inscribed on his ship, and direct the power of the ship towards it. For that round, the ship gains the ability listed under "Empowered" for that rune. After using this ability, the Auran Pirate must wait 10 rounds for the flow to return to normal before he can use it again.

Engrave Blade (Su): Starting at 4th level, the Auran Pirate gains the ability to inscribe one of the Sea Runes on his blade. He does not need to choose a Sea Rune that he has inscribed on his ship. Once made, the only way to change your choice is to get a new sword. Once the rune is engraved, you gain the ability listed under the "Blade" section for that rune. This is an ability which is either personal, or particular to your weapon, it does not have anything to do with your ship.

Phantom Ship (Su): At 5th level, the Auran Pirate can summon a ghostly version of his ship for a moment to assist his travel or smite his enemies. As a free action at the start of your turn, you can cause this ability to come in to play. For that turn, you act as though you were commanding your ship, as a ghostly version of it rises up underneath your feet. Even if it wouldn't normally fit in the space, it is its normal size and incorporeal, with the exception that any action you take with it can have it choose to be treated as solid. You could fire a cannon at an enemy, or charge him and suddenly ram him with the force of your entire ship, if your ship flies you could summon it for an instant to carry you to the other side of a chasm. The possibilities are nearly endless, but at the end of the round, the Phantom Ship fades away. You may use this ability a number of times per day equal to your charisma modifier.

Pirate Fury (Su): Starting at level 6, so intimate is your connection with the web of force around your ship that you can tap its power to give yourself energy and life. Once per day per point of your constitution modifier, you may take the ship's power for yourself. All of its runes are temporarily disabled, (if it is not summoned this has no effect on it, as you may use this ability even when not on board) and you gain a +1 bonus to your attack, intimidate checks, AC, strength, and dexterity scores for each of the runes that was disabled by your fury. You also gain fast healing 5 as long as this fury is in effect. The fury lasts one round for each of the runes that was disabled, but when it is over, you are fatigued, and you must wait a minimum of one minute for each disabled rune before you can use it again.

Ghostly Crew (Su): At level 7, you can call the shades of your crew up to assist you in combat in minor ways. You fight with the strength of an entire ship. You may use this ability once each day for each of your crew members, including the air elementals (though you may use it a maximum of no more than your class level times each day) as a free action. You may select one of these benefits, as if a crew member was helping you:


You treat an enemy as being flanked even when they are not.
One of your crew makes an aid another check to help you with a skill.
If one of your crew knows a buff spell, they may cast that on you.
One of your crew makes an aid another check to help you in combat.
Grant you an extra attack at your highest base attack bonus.


Improved Engrave Blade (Su): Starting at level 8, you may now engrave two runes onto any single blade.

Power the Web (Su): At level 9, you have already learned how to take power from the pattern on your ship, but now you learn to give back. By powering the web of magic with your own life force you may cause all runes on board the ship to activate their "Empowered" power for one round. This costs you 20 damage and 2 ability damage to each of your ability scores. After you have used this ability, you may not use it again for ten minutes, or 100 rounds.

Prime Rune (Su): At 10th level, you have learned how to center the entire pattern of runes around one single power. This rune is placed in a central position on your ship (bow, stern) and it becomes extremely powerful. Choose one rune that you have engraved on your ship, and its power switches from the "Standard" power to the power listed under "Prime" for that rune. You may not re-choose this rune without getting a new ship.

Runes
Yalfah, the Coterminous Dimension
Standard: When you are not using your ship, you may spend ten minutes contentrating on Yalfah. At the end of those ten minutes, your ship fades away, remaining in a pocket dimension and following you spiritually. At any other location at any time after that, you may spend ten minutes to re-summon your ship to your current location. At any time, a crew member may grasp the ship's wheel and concentrate on Yalfah, and be able to speak to you telepathically. You may not summon your ship into a place where it would either not fit or not be able to sail (if your ship only moves on the water, you must be by a body of water large enough to accommodate the ship before summoning it.)
Empowered: If you empower Yalfah, for that round the ship phases partially into its pocket dimension, allowing it to pass through solid objects (though objects directed at it, such as cannon fire, will still effect it.)
Blade: The connection between your blade and your ship's pocket dimension is strong, and you may summon it from said dimension into your hand as a free action at will, and force it back into that dimension just the same.
Prime: You can make your ship pass between the pocket dimension and the real world as a standard action, though still not into someplace that it does not fit or does not sail.

Sorflux, the Welcoming Sky
Standard: Your ship gains the ability to take to the skies. Your ship may now fly at a maximum speed of 100 ft. per round with clumsy maneuverability. It is also treated as though it has the Hover feat.
Empowered: On the round that you empower Sorflux, your ship's speed triples and its maneuverability increases one step.
Blade: You gain the ability to fly under your own power at a rate of 10 ft. per round as long as you are holding on to your sword. In addition, your blade gains the throwing and returning qualities, with which you can throw and have it fly back through the air to your hand.
Prime: Your ship flies with excellence and speed such as has rarely been seen. You can fly your ship at 350 ft. per round with perfect maneuverability, and may take advantage of the Flyby Attack and Improved Flyby Attack feats. Finally, it may make turns during a ramming attempt.

Gulth, the Glorious Warfare
Standard: Your ship is a master of combat. You never run out of cannonballs, and the damage dealt by them counts as force damage. Further, all cannons gain a +2 to their attack roll to hit targets. Finally, when the ship physically rams objects, any damage that it itself would take as a result of the ram is halved.
Empowered: When you empower Gulth, all cannon fire has an area effect with radius of of 30 ft. that knocks creatures prone and causes them normal cannon damage. In addition, cannon damage for that round is increased by 1d6. Lastly, if you ram another object or creature, the bow of your ship transforms can transform into a row of sharp blades, causing piercing damage and increasing damage for the ram by 5d6.
Blade: You gain a +4 luck bonus all on all attack rolls and damage with the sword, and the damage you deal with the blade may count as force damage.
Prime: Your cannons shoot no ordinary cannonballs, but instead shimmer impulses of pure destructive energy. This acts as though each cannonball is a disintegrate spell cast by a 12th level spellcaster. All cannons gain a +4 attack bonus to shoot their targets. In addition, the instant that you ram or otherwise damage an object with the physical hull of the ship, the thunderous roar causes even more damage. Objects and creatures within 10 ft. of the impact take and additional 4d6 sonic damage.

Tulporoff, the Iron Shield
Standard: Your ship's hull seems to be made of iron. It gains 5 hardness and 5 AC. Creatures on board gain a +2 natural armor bonus to AC. The ship seems to be protected by a repulsion effect (DC 20) to any creature who tries to board it without permission.
Empowered: The round that you empower Tulporoff, the hardness and AC of your ship both increase by another 5. All creatures that you designate as friends gain a +3 to saves.
Blade: Your blade becomes very good at parrying attacks on its own while you fight. You gain a +1 bonus to AC for each +3 in your attack roll, on any round in which you are wielding your blade. Further, you become immune to trip attempts and cannot fall prone as long as you hold your blade.
Prime: Your ship is an impenetrable fortress of steel. The hardness and AC of your ship increase by another 5 and creatures attempting to enter without permission are blocked by a wall of force (though this wall does not interfere with attacks against the ship.) The hull and all friendly creatures on board are treated as having SR 20.

Sewsae, the Nurturing Embrace
Standard: Your ship and its crew members seem to shine with health. All friendly creatures on board gain a +5 bonus to resist disease and poison, and the ship is invulnerable to all natural and damaging situations, such as wood rot or barnacles getting stuck to the hull. Friendly creatures on the deck of your ship gain a +5 on saves against harmful weather, and ignore all effects of ordinary rain.
Empowered: When you empower Sewsae, all friendly creatures on board gain a +3 morale bonus to attack rolls, AC, and saves. They also are all healed 1 ability damage to each of their scores and cured of the following status conditions: sickened, nauseated, dazed, fatigued, (exhausted creatures become fatigued). The ship itself gains fast healing 5 (stacks with other fast healing) for the round. Finally, creatures that were bleeding out instantly stabilize.
Blade: While you are gripping your blade, you are immune to level drain and ability damage (save that which you inflict upon yourself) and gain fast healing 1 which stacks with any other fast healing.
Prime: The ship and all friendly creatures on it permanently gain fast healing 5, which stacks with any other fast healing. All friendly creatures are immune to disease and poison.

Kardiav, the Excellent Navigation
Standard: You are nearly flawless at making your ship go where you want it to. You may name any location or person and the ship will cast discern location on it, and then begin sailing to get as close to the location you specified as possible. You do not receive the result of this spell, only the ship does. Even the most rudimentary protection against divinations will fool this spell.
Empowered: On a round when Kardiav is empowered, you will receive an overall vision of everything that is happening with ten miles of your ship. This is very much akin to a birds eye view, it is difficult to pick out specific details.
Blade: As long as your blade is in your hand, you gain a +3 insight bonus on all attack and damage rolls, and once per week you may use the blade of your sword to produce a scrying effect.
Prime: The ship gains an innate knowledge of the future and can steer itself to avoid possible obstacles. The ship knows 2 rounds ahead of time when it going to be attacked, and will make all attempts to avoid this attack. You sense that it is trying to avoid some attack and may command it to simply stay the course, if you like. In any case, the ship gains a +4 insight bonus to its AC at all times. Further, when you use the location finding ability of the rune, it will instead steer itself towards the destination which the object or creature will be at by the time the ship gets there.

Fanesh, the Devious Ghost
Standard: At will, you may surround your ship with a permanent Obscuring Mist effect stretching out to 1 mile away from the ship. Any friendly creatures standing in your ship can see through the mist, but other creatures cannot.
Empowered: When you empower Fanesh, the entire ship and all friendly creatures on it gain a +4 deflection bonus to AC. You gain the ability to use ghost sound with a range of twenty miles for that round, as a free action.
Blade: By pointing your blade, you can activate a telekinesis effect with a caster level of 5.
Prime: The ship becomes permanently incorporeal, taking all creatures on board with it. Creatures which board it become incorporeal also.

Posyne, the Entranced Mind
Standard: All creatures who board your ship must make a DC 20 will save or be under the effects of a charm person spell with regards to the captain (you.) In addition, all who watch your ship while it is sailing must make a DC 10 will save or be fascinated that round.
Empowered: All friendly creatures on board your ship which are already charmed must make a DC 15 will save or be Dominated for that round. All creatures looking directly at your ship must make a DC 20 will save or be dazed for that round.
Blade: When you fight, creatures that watch your blade act as though they are watching your ship sail: they must make a DC 10 will save each round or be fascinated for that round.
Prime: The ship begins to duplicate the sirens of lore. Any creatures within ten miles of your ship must make a DC 15 will save or immediately walk to try and find it. Further, any time your ship does a misdeed, creatures must make a DC 20 will save or not believe that your ship did anything wrong. You may turn off the first ability at will if you wish.

Agon, the Fearful Pennant
Standard: Any creature who sees your ship witnesses a horrifying sight, a ship out of nightmares, with bloodstained wood and rotted sails. They must make a DC 15 will save or take a -3 morale penalty to all rolls.
Empowered: All creatures who are in sight range of your ship who are already taking a morale penalty must make a further DC 20 will save or be effected by a fear spell as terrible wailing echoes from your ship and illusory blood pours down the sides.
Blade: Against any attacks by your wretched blade, foes automatically take a -4 morale penalty to AC.
Prime: All hostile creatures who view your ship must make a DC 25 will save or be forced to permanently try to move as far from your ship as possible, until it is out of sight.

Sedlor, the Marvelous Facility
Standard: The ships interior is twice as big as it should be. Many rooms appear which you wouldn't normally see on a ship, some of which seem to have no purpose. In addition, the interior is kept spotless, as if someone was constantly using prestidigitation to clean it, and food does not spoil while belowdecks on your ship.
Empowered: In the round you empower Sedlor, many of the objects below deck spring to life as animated objects, though they go back to being ordinary objects at the end of the round. These may be used to help with any immediate task, or to fight off intruders.
Blade: Your sword never gets soiled by any means, and is kept perpetually at the peak of sharpness. This means effectively that it gains a +2 to the physical damage it deals, and it gets a +4 to resist sunder attempts. In addition, you may use the sword to call up a rope trick effect as a standard action, wherein a wooden pole with a ladder carved into it falls out of nowhere, allowing you to enter the rope trick effect. Inside, you find a small but comfortable lounge, with stuffed armchairs and a polished wooden table. Even if the lounge is wrecked, it is pristine when you next enter it. By activating the power of your sword you may retract or extend the pole out of the rope trick.
Prime: Fresh food automatically appears in the storerooms when needed. All facilities below deck are upgraded to rich finery, as if the ship were a mansion. In fact, anyone who spends the night resting in such luxury gains a +2 morale bonus on all checks the following day.


{table]Sidebar: The Connection Between Pirate And Ship
The connection between an Auran Pirate and his ship is extremely strong, reinforced by the fact that they are bound by the magic of the Sea Runes. If one is destroyed, the other begins to die also. If the Auran Pirate dies, for one minute, the ship is able to sustain itself. The next minute, all of the powers granted it by its runes are disabled. The next minute, it will take 1 damage each round, and every minute after that, the damage per round will increase by 1 until the ship is destroyed or the Auran Pirate revived. If someone else takes control of the Auran Pirate's ship, the Pirate may choose to disable all runes that grant the ship benefits at will, unless they are under some enchantment by the new owner of the ship. If the ship is destroyed, the Auran Pirate takes 10 lethal damage and instantly falls unconscious. They are thereafter exhausted until they are able to get a new ship. Re-inscribing a ship takes one day for each rune that must be scribed, and the Auran Pirate must get a new binding tattoo.[/table]

PLAYING AN AURAN PIRATE

An Auran Pirate can be played in many different ways. Although he is less suited for a dungeon crawling campaign, some of the abilities that the class has allows it to make use of its ship in various ways even when the ship isn't physically around. For the most part, playing an Auran Pirate works very well in a larger scale game, but less well in a small scale, small adventuring party game. However, it could easily be adapted to work that way-- perhaps the adventuring party is the crew of a small ship and they adventure on both land and sea.

Combat: For the most part, in the open, the Auran Pirate hopes that they have their ship. This will likely turn the tide of the battle simply by joining in. If the Auran Pirate cannot directly summon their ship, or if their ship is boarded by enemies, they will fight melee, taking full advantage of their blade powers.

Advancement: An Auran Pirate might simply go into a class to improve their skills as a captain, such as Legendary CaptainSW. They might also improve their melee skills with a class like fighter or barbarian, or swashbuckler.

Resources: An Auran Pirate has a full crew and a ship that they can call upon with ease, and most likely a small stash of 'liberated' goods.

AURAN PIRATES IN THE WORLD

Never before has our town suffered an attack like this! The ship just swoops out of the clouds, engraved with runes all over, and blasts at the walls of the storehouses.

Tuddy Smith, Mayor of Pinnacle

Auran Pirates are perceived just as regular pirates are-- as lawbreakers and thieves. However, the mighty vessel and mastery of runes that they command make them much more feared. That's not to say that all Auran Pirates are bad, there are some who tell of captains who saved entire villages from monstrous creatures that threatened them.

Daily Life: On a day-to-day basis, most Auran Pirates without a party will simply enjoy life on their ship, making occasional raids to get supplies and valuables. Many Auran Pirates continue to research the Sea Runes, in an attempt to make them more powerful. Auran Pirates who have steady companions may leave their ship behind, adventuring to further the aims of the party but using the ship whenever possible.

Notables: Captain Blymoth is, above all else, a good man. He spent his life as captain of a mid-sized fishing vessel, but after hearing of the Sea Runes, spent years searching for them, and in doing so, became a brave man. Now he sails his sturdy ship into ports, listening for word of local troubles, and attempts to vanquish them with the might of his ship, no matter that the people call him a pirate and prosecute him for helping him. Ivan Faramore is a name which is much more feared. A pirate by trade, he is the one type of person that many would hope never would have acquired the Sea Runes. But he did, and now his flying, ghostly ship is something that gives many towns discomfit. Everyone knows that if they see the phantom of his emblem, a fist dripping with blood, that they ought to lock themselves in their homes and guard their valuables jealously.

Organizations: For the most part, Auran Pirates are rare enough that it is impossible to have an entire organization of them. But the closest to it is a floating trade city in the elemental plane of air known only as Wavesbreath. Seeing the city from a distance, your view is marred by countless creatures docking and departing the great city, and it is said that one who can reach Wavesbreath could find many strange trinkets stolen from all over the universe. If there was ever a place that an Auran Pirate would dock, it is Wavesbreath, and many have gotten their start there when they learned the magic of the Sea Runes from another pirate. Many of the walls in Wavesbreath are scratched with strange symbols, the attempts of mad and desperate men to figure out the Sea Runes on their own, working only on scant glimpses of the marvelous flying ships that the Auran Pirates are known for.

NPC Reaction

Most NPCs will not have heard of Auran Pirates. It is relatively rare for one to discover the secrets of the Sea Runes. However, there are some ancient tales that are passed down about mystical, rune-carved ships, and as such, the sight of your ship is likely to provoke wonderment, and in some cases, fear. Those who know more about Auran Pirates will be at least wary of talking to you, since for all they know, you could have as many morals as a common pirate, but with much more ability to cause damage.

AURAN PIRATE IN THE GAME

The Auran Pirate can alter power in different ways depending on what kind of game it is. If it is a non-PvP, seafaring game, their powerful ship will increase the power level of the entire party relatively significantly. Indeed, those who choose for their ships to fly could be able to use this ability anywhere that is open. On the other hand, these ships are bound to attract attention from the local authorities, so it is easy to keep an Auran Pirate from using his ship for any and all problems.

This doesn't make the Auran Pirate utterly useless off their ship, they have a variety of powers that they themselves can use, and the "Phantom Ship" ability allows them to occasionally make use of their ship's power in locales such as dungeons.

Adaptation: It is easy to work the occasional Auran Pirate into your campaign, as those who discover the Sea Runes are rare enough that your PCs likely would never have heard of them. If the flying ships are a problem, it is simple to remove Sorflux, the Welcoming Sky, from the runes list. You could even change the "pirate" flavor of the class, to create perhaps a royal navy where studying the Sea Runes is a requirement, or a privateer who uses the Sea Runes to great effect for his noble nation.

Encounters: If there are Auran Pirate NPCs in your campaign, there are many different ways that the PCs could encounter them. Perhaps they see a strange ship, carved all over with runes, docked in a port city, and try to learn more. Perhaps they meet the captain of such a ship in battle, as he tries to plunder a good-hearted town. They could even hear rumors of the Sea Runes, and enlist such a great captain to help them in their sailing ventures.

Sample Encounter

The PCs are passing through a small town, when a ghostly ship with a blood red flag flies over the village. With cannonballs exploding against the defenseless buildings, it is up to the PCs to make their way onto the flying ship and do battle with its doubtlessly vile crew.

EL 14: Ivan Faramore is a bloodthirsty Auran Pirate, the fight between him is aided by his low level crew. He is much more dangerous if his ship is directly engaged.

Ivan Faramore

CE Male Halfling Barbarian 4/Auran Pirate 6
Init +3, Senses: Listen +, Spot +,
Languages Common, Halfling
------------------------------------------------
AC 20, touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 14, Dex 16, Con 15, Int 13, Wis 14, Cha 11
SQ
Feats Great Captain
Skills
Possessions

Benly
2011-06-24, 07:12 PM
Wordthief

Can't find the right thing to say? I know. I took it.

The illumians (Races of Destiny) are a peculiar lot: a race that determined that, just as language could describe all existence, any existence could become language. Through their Ritual Of Words Made Flesh, they distilled their essences into configurations of six runes and rebuilt themselves into creatures of living text and speech, gaining unusual powers and advancing themselves towards their perceived enlightenment.
Not everyone buys into their idea of enlightnment. Some people just wanted the power of the Words Made Flesh without the task of rebuilding their very existences to achieve it. Thus was the art of the wordthief developed: a set of techniques to rip out the very words that define a being and use them for one's own ends.

BECOMING A WORDTHIEF

The art of the wordthief is similar to that practiced by the more common spellthief (Complete Adventurer), and most wordthieves have been spellthieves at some point in their careers. Rogues also make capable wordthieves, if they take the time to pursue the appropriate studies. A factotum (Dungeonscape) can easily qualify, and while the wordthief's abilities do not directly enhance the factotum's, the versatility of its powers can combine well with the factotum's broad fields of study. A ninja (Complete Adventurer) needs to expand outside his usual fields of study to meet the requirements, but can make an excellent wordthief if he does so. Bards meet the qualifications to become wordthieves easily, but gain little benefit from doing so.

ENTRY REQUIREMENTS

Skills: Decipher Script 8 ranks, Knowledge (arcana) 4 ranks, Listen 4 ranks
Special: Must be literate and speak at least 4 languages learned by spending skill points on Speak Language (as opposed to automatic starting languages or bonus languages from a high Intelligence.)

Class Skills

The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex) Speak Language (n/a), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d8

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

1st|
+0|
+0|
+2|
+2|Sneak attack +1d6, Thief Of Words, Stolen Words

2nd|
+1|
+0|
+3|
+3|Flesh Made Words

3rd|
+2|
+1|
+3|
+3|Reader Of Words

4th|
+3|
+1|
+4|
+4|Sneak attack +1d6

5th|
+3|
+1|
+4|
+4|Censor Of Words

6th|
+4|
+2|
+5|
+5|Greater Sigil

7th|
+5|
+2|
+5|
+5|Sneak Attack +1d6

8th|
+6/+1|
+2|
+6|
+6|Forger Of Words

9th|
+6/+1|
+3|
+6|
+6|Thief Of Last Words

10th|
+7/+2|
+3|
+7|
+7|Sneak attack +1d6, Master Sigil[/table]

Weapon Proficiencies: A wordthief gains no new weapon or armor proficiencies..

Sneak Attack: A wordthief gains the ability to make sneak attacks (as the rogue ability). At first level she gains one die of sneak attack, plus another every three levels thereafter (at fourth, seventh, and so on.) This stacks with any other source of sneak attack she may possess. A wordthief who has the sudden strike ability may choose to gain dice of sudden strike at these levels instead. A wordthief with the steal spells ability may add her wordthief level to her spellthief levels for the purpose of determining the number of levels of stolen spells she may retain and the maximum level of spells that may be stolen; however, if she uses this ability to steal a higher level spell than she otherwise could, she may only steal spells with verbal components.

Thief Of Words (Ex): The first trick of the wordthief is to steal the syllables that define creatures and make them what they are. On a successful sneak attack, she may forego one die of sneak attack damage to silence a target for one round per wordthief level. This grants the wordthief a stolen word corresponding to the target's highest ability score, as described below under Stolen Words. If the creature has multiple ability scores tied for highest, the wordthief may choose which word she wants to steal. Ability damage and any bonuses or penalties currently affecting the creature are included to determine which ability score is highest.
A silenced target may not make any voluntary noise that originates internally to the creature. Thus, it may not speak, sing, or cry out; however, the creature's heart can still be heard beating within its chest and its footsteps will still create noise. The victim begins to suffer further ill effects starting ten minutes after the silence effect ends. For as long as the wordthief continues to carry the stolen word, plus one day thereafter, the creature's verbal abilities are severely disjointed by the words ripped from its system. It must use at least a full-round action to perform any kind of coherent verbal communication, including written communication and even telepathy if the telepathic ability used specifies that creatures communicating with it must know a language. This does not affect its ability to cast spells, however.
This ability is particularly effective against illumians. When a wordthief uses this ability against an illumian, she steals two words, corresponding to that illumian's sigils rather being determined by his ability scores. The illumian may not use his power sigil or illumian words abilities as long as the wordthief retains at least one of his words. At the DM's discretion, this ability may have similar effects on other beings whose nature is intimately entwined with the nature of language, such as logokron devils or certain living spells.

Stolen Words (Ex): Many of the wordthief's abilities are powered by words stolen from her enemies. There are six words of power, corresponding to the six ability scores and six illumian sigils. A wordthief may normally only carry one stolen word from a given creature at a time, unless that creature is an illumian. A stolen word may be carried indefinitely. A wordthief may carry a number of stolen words equal to her wordthief level plus the number of languages she has spent skill points to learn, up to a maximum equal to her hit dice.
Aesh ("vigor") corresponds to Strength. Hoon ("life") corresponds to Constitution. Krau ("magic") corresponds to Wisdom. Naen ("mind") corresponds to Intelligence. Uur ("grace") corresponds to Dexterity. Vaul ("soul") corresponds to Charisma.
A wordthief can expend a stolen word as a swift action to gain a bonus to checks using that word's corresponding ability score equal to her wordthief level. This bonus lasts until the beginning of the wordthief's next turn. A wordthief can also perfectly mimic the voice of any individual from whom she is currently carrying a stolen word.
A wordthief with the Steal Spells ability may expend a number of stolen words when casting a stolen spell equal to the spell's level, as long as the spell has no components other than verbal components. If she does so, the stolen spell is not expended.
Stolen words may change as the wordthief carries them. If the wordthief gets a full night's sleep while carrying one or more words, she may change one of her carried words to a different word of her choice. She may convert two such words each night starting at fifth level, and three at tenth level.

Flesh Made Words (Su): Much as the illumians transform their bodies into living language, the wordthief learns to convert the stolen language of creation into a part of her body. A wordthief of at least second level may expend a carried word as a swift action to partially transform her body. The stolen word manifests as a vivid sigil in a prominent location upon her body and may not be concealed; it stains and shows through any clothes that cover it up. Unlike an illumian's sigils, it does not shed light and may appear in locations other than the head. The wordthief may manifest only one sigil at a time; if she manifests another sigil, it replaces her current one. The benefits of the sigil depend on what word was expended to create it. A sigil normally lasts until another sigil is manifested. However, each sigil may have its manifestation ended prematurely under specific conditions to obtain a special benefit specific to that sigil if the wordthief so desires. These special benefits are activated as a free action which may only be taken when the appropriate condition for that specific sigil is met.

Sigils:

Aesh: The wordthief gains a bonus to damage with melee or thrown weapons equal to her wordthief level. On a successful hit with a melee or thrown weapon, the wordthief may choose to end the sigil's manifestation prematurely to knock her target back with a furious impact. This is resolved as a bull rush, with the following exceptions. The wordthief may choose to use her dexterity instead of her strength to determine her bonus to the bull rush check, and gains an untyped bonus to her bull rush check equal to the damage dealt by the attack that triggered it. She does not need to move into the enemy's space, and may move the enemy multiple spaces without having to follow it.
Hoon: The wordthief gains temporary hit points equal to her wordthief level. When she takes damage that causes her to no longer have temporary hit points, the wordthief may choose to end the sigil's manifestation and be healed of an amount of damage equal to twice her wordthief level, up to her normal maximum.
Krau: The wordthief's attacks bear a mystical energy. When attacking an enemy who is normally immune to sneak attacks, she may still make sneak attacks or sudden strikes up to a maximum number of dice per attack equal to her wordthief level. As a free action at any time, the wordthief may prematurely end this sigil's manifestation to gain blindsight, darkvision and scent out to a radius of 15 feet per wordthief level for one minute per wordthief level.
Naen: The wordthief may make untrained skill checks as if she were trained, and may apply her highest physical ability score's bonus as a bonus to any mental (Intelligence, Wisdom, or Charisma-based) skill checks she makes. When making a skill check, she may prematurely end this sigil's manifestation to take 10 on that check, even if circumstances are stressful or it is not a skill which normally allows taking 10.
Uur: The wordthief gains a bonus to her movement speed of 5' per wordthief level, and may apply her highest mental ability score's bonus as a bonus to any physical (Strength, Dexterity, or Constitution-based) skill checks she makes. As a free action at any time, she may prematurely end this sigil's manifestation to gain a swim speed, climb speed, or burrow speed of 5' per wordthief level for one minute per wordthief level.
Vaul: The wordthief may use either Bluff, Diplomacy, or Intimidate interchangeably for feinting, creating a diversion, and demoralizing opponents, and may perform any of these as a swift action. Additionally, she will never worsen a target's attitude with a failed Diplomacy check while this sigil is active; such a failed roll will instead cause the target's attitude to remain the same. When the wordthief fails an opposed skill check, she may prematurely end this sigil's manifestation to reroll her skill check.

Reader Of Words (Ex): As she becomes more proficient in her arts, the wordthief learns to understand in detail the relationship between a being and the words of power that describe it. A third-level wordthief who has observed a target for at least a round may make a Decipher Script check against a DC of 10 + the target's HD as a free action. On a successful check, the wordthief determines the creature's associated word of power as determined by its highest ability score. If the creature has multiple highest ability scores, the wordthief learns all the words of power associated with it. If the check fails, the wordthief may not make another such check against that target until she has made a more detailed examination, which requires a standard action.

Censor Of Words (Ex): At fifth level, the wordthief learns to use her mastery of the words of power to entirely strike out parts of the words that define her enemies' being. On a successful sneak attack, she may forego two dice of sneak attack damage and expend a stolen word to deal 1d6 ability damage to the target's ability score corresponding to the expended word. This ability may be used only once per attack. If Thief of Words and Censor of Words are applied to the same attack, the creature's associated word is determined before ability damage is calculated. A successful saving throw prevents this ability damage; the DC is 10 + the wordthief's class level + the wordthief's highest ability modifier. The required saving throw is Fortitude if the damage is against Strength, Constitution, or Dexterity, and Will if the damage is against Intelligence, Wisdom, or Charisma.

Greater Sigil (Su): At sixth level, the wordthief has greater control of the words that she takes into herself. The wordthief may now have two sigils active at once. Bonuses from two copies of the same sigil do not stack, although the wordthief may choose to have two of the same sigil if she wishes (for example, to be able to gain the benefit of prematurely ending the sigil without losing its ongoing benefit.)
If the wordthief has two different sigils manifested, she may combine them as a swift action into a single greater sigil. A greater sigil grants the ongoing benefits of its constituent sigils, but may not be prematurely terminated for additional benefits. Instead, each greater sigil grants a unique benefit to the wordthief. If a new sigil is manifested, it replaces one of the two constituent sigils, breaking the greater sigil and leaving the other constituent sigil in place.

Greater Sigils:

Aeshoon: This word embodies those who stand firm and battle against a crushing tide of opposition. As a swift action, the wordthief can issue a challenge to test an opponent's mettle. The opponent must have an Intelligence of at least 5 and a CR equal to or greater than the wordthief's character level minus 2 for the challenge to succeed. If it does, that enemy is challenged for a number of rounds equal to 5 plus the wordthief's Charisma bonus. The wordthief gains a morale bonus equal to 1 + her Constitution bonus to attack and damage rolls against that enemy and Will saves against that enemy's abilities. A target that is challenged must attack the wordthief in preference to other targets as long as it can do so without provoking attacks of opportunity in the process. If another creature attacks a challenged creature, the challenged creature is no longer forced to prefer the wordthief as a target. The wordthief may not issue a new challenge while a challenge is already active.
Aeshkrau: This word evokes those who battle with strength of arm and magic together. When she attacks an opponent in melee, the wordthief may attempt to lay a curse on that enemy as a free action. The enemy may make a Will save to resist the curse (DC 10 + wordthief class level + the wordthief's highest mental ability bonus.) If the curse succeeds, its victim takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage for an hour thereafter. The curse also ends immediately if this sigil's manifestation ends or the wordthief curses a different victim.
Aeshuur: This word describes the grace and deadliness of a hunter. The wordthief gains the benefits of the Track feat, and may move at her full movement speed while tracking. Undergrowth and other naturally-formed dificult terrain do not impair her movement.
Naenaesh: This is the word that describes the daring warriors who blend strength and cunning. While this sigil is manifested, the wordthief adds her Intelligence bonus to damage with any weapon to which Weapon Finesse's benefits could be applied. She may also charge through difficult terrain or allies' spaces.
Vaulaesh: This word describes a war-leader who inspires feats of great ferocity. All allies within sixty feet who can hear the wordthief and understand her language gain a circumstance bonus on disarm, trip, bull rush, and sunder attempts equal to the wordthief's Charisma bonus. This bonus is also applied to either rolls to confirm critical hits or armor class against attacks of opportunity; the wordthief chooses which when the sigil is manifested and may change between the two as a swift action.
Hoonkrau: This word describes heroes whose overflowing vitality blends with burning magical potential. Once every three rounds as a standard action, the wordthief may breathe fire in a 15-foot cone or a 30-foot line as she wishes. This fiery breath deals 6d6 damage, with a Reflex save for half damage (DC 10 + wordthief class level + Con modifier). The wordthief may expend a stolen word to use her breath weapon again before three rounds have passed.
Hoonvaul: This word embodies those who crusade with the strength of a boundless lifeforce and a shining heart. Once every three rounds, the wordthief may choose to smite an enemy with a melee attack. If the enemy has at least one alignment component opposed to the wordthief's, the wordthief adds her Charisma bonus to the attack roll and 1 point of damage per wordthief level to the damage roll. The wordthief may expend a stolen word to use this ability again before three rounds have passed.
Naenhoon: This is the word that evokes those whose focused convictions channel boundless life energy. As a move action, the wordthief can charge a melee weapon with the sapphire power of that conviction. If the next melee attack the wordthief makes is successful and the target's alignment is opposed to the wordthief's along at least one axis, the target must make a Fortitude saving throw (DC 10 + wordthief class level + Con modifier) or be stunned until the beginning of the wordthief's next turn. If the attack is unsuccessful, the charge is lost with no effect. The wordthief may only have one such charge readied at a time.
Uurhoon: This word speaks of the grace of wild beasts and nature's boundless vigor. While this sigil is manifested, the wordthief gains two claw attacks which deal 1d8 damage each (if the wordthief is Medium; larger or smaller wordthieves deal more or less damage as normal.) If the wordthief hits the same enemy with both claws in the same round, she may rend the target for additional damage equal to her claw damage plus one and one half times her Strength modifier. The wordthief may also attack with all her natural weapons at the end of a charge.
Naenkrau: This word describes those whose depths of knowledge and wisdom guide their allies to victory. Once per encounter as a move action, the wordthief may choose an enemy of certain kinds and make a Knowledge check to grant her allies valuable insights into that enemy's weaknesses. The type of check required depends on the type of enemy: Knowledge (arcana) against magical beasts, Knowledge (dungeoneering) against aberrations, Knowledge (religion against undead, or Knowledge (the planes) against outsiders and elementals. The base DC of the check is 15. If the check succeeds, the wordthief and her allies add 1d6 to their weapon damage rolls against that creature and other creatures of the same species for the duration of the encounter. If the check succeeds by 10 or more, the bonus increases to 2d6. If the check succeeds by 20 or more, the bonus increases to 3d6. The wordthief may expend a stolen word to use this ability again in the same encounter, but not against the same species of enemy.
Uurkrau: This word evokes those who blend inner focus with physical poise. While this sigil is manifested, the wordthief may climb at her speed as a move action with no penalty, although she must begin and end the round on a horizontal surface. She may also expend a stolen word as a swift action to become invisible for one round.
Vaulkrau: This word represents a person whose force of will extends beyond the physical plane and into the spiritual world. Any weapon the wordthief holds gains the ghost touch property while she holds it. Furthermore, as a standard action she may detect disturbances in the spiritual world. This works similarly to detect undead, except that instead of detecting undead in general it detects incorporeal undead, all fey, all elementals, and creatures in astral form.
Uurnaen: This is the word that describes a warrior who focuses mental discipline into a physical force. As a move action, the wordthief can imbue a held weapon with psychic energy. Her next successful melee attack against a living, non-mindless target deals an extra 3d8 damage. Each time she uses this ability beyond the first in a single encounter, the wordthief must expend a stolen word.
Vauluur: This word embodies individuals of stealthy grace with an untamed magical soul. The wordthief may detect magic at will. Furthermore, when she makes a successful sneak attack, she may forego one die of sneak attack damage to transfer a spell effect currently affecting the target to herself for one minute per wordthief level, as long as it is an effect that could legally target the wordthief and is not specifically immune to dispel magic.
Vaulnaen: Those described by this word combine a sagelike knowledge with a wanderer's heart. The wordthief may make a special check with a bonus equal to her wordthief level plus her Intelligence modifier to dredge up oddments of information about legends and lore. The DC is 10 for common knowledge, 20 for uncommon knowledge, 25 for obscure knowledge, and 30 for extremely obscure or mostly-forgotten knowledge. Additionally, as a standard action she may expend a stolen word and sing, chant, dance, or otherwise make a distraction. Those she wishes to distract must make a Will save against a DC of 1d20 + wordthief class level + Charisma modifier or be fascinated for as long as she continues the distraction, one round per wordthief level, or until an obvious threat becomes apparent, whichever comes first.


Forger Of Words (Su): An eighth-level wordthief can edit the words that define her opponents' being with greater sophistication than ever. On a successful sneak attack, she may forego three dice of damage and expend two different stolen words. The target's ability scores corresponding to the two words expended are exchanged. For example, if the wordthief expended an Uur and a Naen word to use Forger of Words on a creature with 18 Dexterity and 10 Intelligence, the creature would have 10 Dexterity and 18 Inteligence after the attack. A successful Will saving throw prevents this effect; the DC is 10 + the wordthief's class level + the wordthief's highest ability modifier.

Thief of Last Words (Su): A ninth-level wordthief learns to opportunistically steal the last words of the dying. When a creature which speaks at least one language dies within thirty feet of the wordthief, she may make a Decipher Script check against a DC of 10 + the creature's CR. If she succeeds, she obtains a stolen word corresponding to the creature's highest ability score, even if she already has a stolen word from that creature. A creature whose last word has been stolen may not be contacted using Speak With Dead or similar effects.
If this ability is used on an illumian, it steals his Final Utterance. The Final Utterance ability does not take effect as normal. Instead, the wordthief gains a number of randomly determined stolen words (roll 1d6 to determine each stolen word's nature) equal to the illumian's hit dice, even if this exceeds her normal limit for stolen words carried. As long as the wordthief carries at least one of these stolen words, no force short of divine intervention can raise that illumian from the dead. For this reason, experienced wordthieves are hated and feared by illumians more than almost any other beings.

Master Sigil (Su): A tenth-level wordthief gains the ability to use a powerfully focused version of her sigils. To use Master Sigil, the wordthief must have two of the same sigil manifested by means of the Double Sigil ability. Each use of Master Sigil requires expending a stolen word, which must be the same word manifested in her sigil. The effects of Master Sigil depend on which word is used, as does the action required to use it. Each master sigil has a secondary benefit with an ongoing duration, during which Master Sigil may not be used again. The secondary benefit persists even if the wordthief replaces one of her sigils.
Master Sigils:

Aesh: The master Aesh sigil may be used as a free action when making a melee attack to imbue the attack with unspeakable force. If the attack hits, its damage is not rolled for. Instead, the attack deals damage equal to the maximum possible result of its damage roll. Effects which are triggered by rolling a specific number on the damage dice are not triggered by the master Aesh sigil, since the dice are not rolled. The wordthief's subsequent melee attacks ignore all hardness and damage reduction for the remainder of the encounter.
Hoon: The master Hoon sigil may be used as an immediate action when the wordthief takes damage from an attack, spell, or other source. The damage is prevented as if the wordthief were entirely immune to the source of damage. For the remainder of the encounter, the wordthief becomes resistant to damage. If the damage prevented was energy damage, she gains energy resistance 30 against that damage type. If it was not energy damage, she gains DR 10/-.
Krau: The master Krau sigil may be used as an immediate action when the wordthief makes a saving throw against a spell or supernatural ability. The saving throw succeeds with no roll required. For the remainder of the encounter, the wordthief gains resilience against attacks of that type. When she successfully makes a saving throw of the same type (Fortitude, Reflex or Will) as the saving throw that triggered this ability against an effect that has partial or half effects on a successful saving throw, it has no effect on her.
Naen: The master Naen sigil may be used as a free action when making a mental skill check (one based on Intelligence, Wisdom, or Charisma). The skill is treated as a class skill in which the wordthief has maximum ranks for her level. For the remainder of the encounter, the wordthief becomes aware of the presence and location of all creatures which speak, read or understand at least one language within 100 feet, as well as what languages they understand.
Uur: The master Uur sigil may be used as a free action when making a physical skill check (one based on Strength, Dexterity, or Constitution). The skill is treated as a class skill in which the wordthief has maximum ranks for her level. For the remainder of the encounter, the wordthief may not be flanked, surprised, or denied her Dexterity bonus.
Vaul: The master Vaul sigil may be used as an immediate action when the wordthief is attacked in melee. The attack instead targets another creature threatened by the enemy attacking the wordthief, if any exists; if not, the enemy attacks empty space. The wordthief may choose which threatened creature is targeted if she is aware of other viable targets, but may not choose to change the attack to target empty space if there is another viable target. For the remainder of the encounter, the wordthief is considered to have concealment from any creature which threatened her at the time the master Vaul sigil was used.


PLAYING A WORDTHIEF

Stolen words are the lifeblood of the wordthief. Few allies will long tolerate a wordthief who steals their words on a regular basis, so most make do with what they can steal from enemies (or, if the thief is less scrupulous, from bystanders and innocents). A wordthief can spend her words in two main ways: either on long-term benefits in the form of sigils, or short-term benefits in the form of her special attacks and some sigil powers. Because the benefits of sigils are long-term, a wordthief will almost always want to have a sigil active, although which sigil will be active is a matter of situation and available words.

Combat: The most obvious thing to keep in mind in combat is to try to set up sneak attacks: they give you bonus damage, they give you precious stolen words, and they trigger Censor and Forger Of Words. Beyond this, your tactics can change drastically with your active sigils and your available stolen words. Some words are more easily available than others; in a dungeon, there may be many more creatures which have a high Strength or Dexterity than a high Charisma. Since low stats tend to be the most valuable to target with Censor Of Words or Forger Of Words, it's an unfortunate fact that whatever resource is scarcest will also tend to be the most valuable. If this becomes an issue, you might consider using the words of which you have a surplus to power sigils, either by repeatedly manifesting them to end them for their special benefits, or to fuel Greater Sigil abilities such as Hoonkrau's fire breath or Uurnaen's psychic strike.

Advancement: Most wordthieves enter the class as members of a skilled class, and the wordthief will probably want to continue as a skilled class as her career advances. Classes with sneak attack may be particularly appealing, and the wordthief's abilities combine especially well with the spellthief in particular. No prestige classes stand out as extraordinarily synergistic with the wordthief.

Resources: There is no central organization for wordthieves; most learn the tricks from a mentor on an individual basis or develop them from intensive study of the few writings on the subject. Many criminal organizations welcome wordthieves for their mix of skilled sneaking and oddball talents.

WORDTHIEVES IN THE WORLD

"She's much more useful to our army than an assassin would be. A commander who dies is a martyr to his men and easily replaced within the system. A commander who can barely assemble a sentence? Ah, that's much harder to work with."

As a wordthief, you've discovered a potent and eminently practical path to power: you steal it. Whatever else your goals or ethics, the fundamental nature of your powers is that you acquire them by stealing bits and pieces of other creatures' very being. Many wordthieves have absolutely no problem with this and steal more than words, making their powers the basis of a successful criminal career. Even those who seek to turn their powers to constructive ends tend to do so in at least slightly shady ways as spies, rebels, or the ever-popular "treasure hunters". The exceptions tend to be those who came to the wordthief's arts from a more scholarly direction, driven by a curiosity about the nature of language and its relationship to living beings.

Daily Life: The wordthief tends to be a more scholarly kind of outlaw than most. While the wordthief's adventures are just as messy as anyone's, her downtime will often be spent in study or more refined entertainments. Of course, there are always exceptions.

Notables: Hreska Olvir is a special operations field officer in the army. In addition to the usual "special operations" of spying and scouting, Hreska carries out a special duty: she uses her Thief Of Words ability on key targets among the enemy ranks to weaken enemy communications and morale. Much to her embarrassment, the notorious "gentleman thief" Jasper Cavillo is another student of the same master, who uses his abilities to silence witnesses nonlethally while he makes his getaway.

Organizations: There is no formal organization of wordthieves. However, in addition to the usual groups that employ sneakabouts and scoundrels, wordthieves often find their way into more academic organizations with their knowledge of languages and esoteric writings. More than one quiet academic at a respected center of learning has found his way into some dirty little secrets.

NPC Reaction

Wordthieves are not collectively very well known, so the impression of most NPCs will be informed by whatever noteworthy individuals they might be familiar with. There is a significant exception to this: illumians are quite familiar with the concept of wordthieves, and will fear and distrust them almost without exception. This reaction is more or less inevitable given that even a novice wordthief gains special benefits from stealing an illumian's words.

WORDTHIEVES IN THE GAME

The wordthief may seem like a difficult class to work with. It requires paying attention to game aspects that aren't usually closely tracked, and the player needs to keep track of both the type and source of his stolen words. However, the options at any given time are much more limited than the sprawling class features would indicate, streamlining things a bit in play. A DM with a wordthief in his party might want to pay closer attention to the ability scores of otherwise-minor NPCs and vary them a bit from the default statistics blocks. With most PCs, it doesn't matter if all twenty kobolds have the same ability scores, but shuffling them a bit will give the wordthief a little more flexibility.

Adaptation: In a setting where illumians don't exist, wordthieves could have come into being in response to other groups or beings with powers over language. Truenamers (Tome of Magic) are a natural candidate, as are religious organizations devoted to deities of knowledge or language such as Boccob and Oghma.

Encounters: An enterprising wordthief has seized onto the complicated and vicious rivalries among famous actors in a major city and hires himself out to cripple hated rivals' voices on the night of critical performances. This has in turn come to the attention of the crime syndicates that already hold power in the city. The wordthief may seek protection from the syndicates' legbreakers, or the PCs may be hired to teach him a lesson themselves.


Comments:
Well, here's my rather sprawling submission - or at least it feels that way to me. The original derivation is from the illumians, masters of the bizarre X stat to Y bonus stunt (Dex to bonus spells? Sure, why not?) which is why some of the basic sigils work as they do. I'm not sure all the effects are balanced against each other - there are a lot of different possibilities here, and it's entirely possible that I lost track of them at some point. Still, I don't think any of it is all too bad, even if some of the abilities are rather more situational than others.
Changelog:
6/24: Initial post.
6/24 (2): Clarified Sigil: Krau.
7/9: Clarified action to prematurely end sigils, buffed Hoonkrau slightly.
7/9 (2): Fixed typo, altered Greater Sigil slightly to encourage flexibility.

TheGeckoKing
2011-06-24, 08:51 PM
Dead Mark Pariah

http://img.photobucket.com/albums/v280/Amnestic/BloodElfDeathKnight.jpg
"To think, I once had the silly notion that negative energy was a bad thing..." - Alissa Vol, a Dead Mark Pariah

It is generally known to most Dragonmarked Houses about the extinction of House Vol and the Mark of Death, and how the birth of a Half-Dragon enraged the Dragons of Argonnessen and the Elves of Aerenal to the point where the two sworn enemies joined together to eradicate the sacrilegious blasphemy. In recordings either lost or heavily guarded, the Dragonmarked houses keep record of what the Mark of Death could do, but no-one really payed much attention to it because of the fact said text was valuable, but had no relevance to the current times.
Until now.
Although impossibly rare, a growing number of elves with magical aptitude seem to be taking advantage of the common relation between all types of elves, and have seemingly defied Argonnessen and Aerenal by reverse-engineering the Mark of Death, and accelerating it to even Siberys-sized proportions and power, regardless of the dangers.

Becoming a Dead Mark Pariah
In order to become a Dead Mark Pariah, the prospective entrant must have at least a faint connection to the elven bloodline of Vol from chance or experimentation, good knowledge and aptitude with both Transmutation and Necromancy to coax the creation of the mark, and knowledge of the shattered House of Vol.

ENTRY REQUIREMENTS
Race: Any Elf
Skills: Knowledge (Arcana) 13 Ranks, Knowledge (History) 7 Ranks
Feats: Death's Blood (PGtE p149)
Spellcasting: Must be able to cast at least one spell of the Necromancy school and one spell of the Transmutation school.
Special: Cannot already have a Dragonmark

Class Skills

The Dead-Mark Pariah's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + Int modifier.

Hit Dice: d8

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

1st|
+0|
+2|
+2|
+2|Heir to the Dead, Least Mark of Death|+1 level of existing spellcasting class

2nd|
+1|
+3|
+3|
+3|Biological Modification I, Lesser Mark of Death|
---

3rd|
+2|
+3|
+3|
+3|Greater Mark of Death|+1 level of existing spellcasting class

4th|
+3|
+4|
+4|
+4|Biological Modification II, Siberys Mark of Death|
---

5th|
+3|
+4|
+4|
+4|Death Adept|+1 level of existing spellcasting class[/table]

Least, Lesser, Greater and Siberys Marks of Death
http://images2.wikia.nocookie.net/__cb20100321182703/eberron/images/thumb/2/24/Dragonmarks_of_Death.jpg/400px-Dragonmarks_of_Death.jpg

Weapon Proficiencies: A Dead Mark Pariah gains no new proficiencies.

Spellcasting: When a new odd Dead Mark Pariah level is gained, the character gains new spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Dead-Mark Pariah, they must decide to which class they add the new level for purposes of determining spells per day (and spell known, if applicable).

Heir to the Dead: At 1st level, the manifestation of a Dead Mark Pariah's dragonmark immediately sets them out as someone special and someone to be feared - especially by other Dragonmarked houses. A Dead Mark Pariah gains a +2 Circumstance Bonus on Intimidate checks while their Dragonmark is visible, increased to +4 if the Dead Mark Pariah is trying to demoralize someone belonging to a different Dragonmark house. However, this comes with a trade off. NPC's attitudes are automatically a step lower if they know the nature of of a Dead Mark Pariah's Dragonmark, and NPC's belonging to a different Dragonmarked house are two steps lower instead.

Least Mark of Death (Sp): At 1st level, after a lengthy process, the Dead Mark Pariah unlocks their Mark of Death. As small as the resulting Dragonmark may be, it is the key to greater powers on the dead and the necrotic. The Dead Mark Pariah now qualifies for anything that requires a Least Dragonmark as a prerequisite, and the associated skill of the Mark of Death is Knowledge (Religion). The Dead Mark Pariah also gains the use of one spell-like ability, chosen from following;
Cause Fear 3/day, Inflict Light Wounds 3/day, Ray of Enfeeblement 3/day.
The caster level for these spell-like abilities are equal to the Dead Mark Pariah's character level, and the save for their spell-like ability has a DC of 10 + the level of the spell + their Cha modifier. Unlike most spellcasters, a Dead Mark Pariah's alignment is not impacted in any way by simply using any of the spell-like abilities granted by this class that have the Evil descriptor, as there is little choice in the matter of choice when one takes this path. However, an evil acts committed with these spell-like abilities get no such pass - the Pariah can still choose what actions they take with their new-found power.

Biological Modification (Ex): As the Dead Mark Pariah progresses and experiments on themselves, it is not only their mark that gets stronger. At 2nd level, the Dead Mark Pariah becomes immune to the effects of being exposed to cold weather, and gains a profane bonus to saving throws equal to 1/2 their levels in this class. At 4th level, the Dead Mark Pariah's Cha score increases by 2.

Lesser Mark of Death (Sp): At 2nd level, the Dead Mark Pariah's mark grows larger and stronger, and becomes slightly colder to the touch. This ability functions as Lesser Mark of Death, only the Dead Mark Pariah counts as having a Lesser Dragonmark now, and may choose their spell-like ability from the following;
Animate Dead 2/day, Enervation 2/day, Inflict Critical Wounds 2/day.

Greater Mark of Death (Sp): At 3rd level, the Dead Mark Pariah's mark grows even more complex and larger, and starts becoming a trouble to conceal. However, the Dead Mark Pariah never seems to want to hide their mark, feeling they should bear it with pride. This ability functions as Lesser Mark of Death, only the Dead Mark Pariah counts as having a Greater Dragonmark now, and may choose their spell-like ability from the following;
Create Undead 1/day, Slay Living 1/day, Waves of Fatigue 1/day.

Siberys Mark of Death (Sp): At 4th level, the Dead Mark Pariah's dragonmark grows to become an illustrious Siberys mark, sidestepping the natural order of Dragonmark acquisition. It snakes its way across the Pariah's body like the cold embrace of a dracolich, offering its dark secrets to those who would only listen. This ability functions as Lesser Mark of Death, only the Dead Mark Pariah counts as having a Siberys Dragonmark now, and may choose their spell-like ability from the following;
Create Greater Undead 1/day, Finger of Death 1/day, Mass Inflict Critical Wounds 1/day.

Death Adept (Su): At 5th level, a Dead Mark Pariah fully understands their mark, and the powers it offers to the Pariah. Firstly, the Dead Mark Pariah casts all Necromancy spells at +1 caster level, and secondly the Dead Mark Pariah may Rebuke and Command Undead as if they were a cleric with an effective cleric level equal to their highest arcane caster level.

Playing a Dead Mark Pariah

Generally, a Dead Mark Pariah is a secretive creature, trying to achieve more power while eluding the wrath of the Aerenal elves, the Dragons of Agronnessen, and the various Dragonmarked houses.

Combat: A Dead Mark Pariah tends to augment their normal profession with the old profession of House Vol. Unsurprisingly, it seems House Vol probably specialized in the control of undead and negative energy, while having an assassination business on the side.

Advancement: The path of Sorcerer is perfect for a Dead Mark Pariah, as their natural charisma and willingness to try to unlock their inborn powers meshes well with the class. Duskblades would also be a common path, as they originate from elven teachings. Wizardry and more marshal paths would be rarer, but not out of the question.

Resources: The idea of a Dead Mark Pariah getting any help with their studies is a laughable one (hence the word Pariah), but it is possible the Blood of Vol would be willing to help these marked misfits.

Dead Mark Pariah in the World

Mark of Dea........WHAT!? GUARDS! APPREHEND THAT ELF! - Most Dragonmarked house members.

As one can imagine by the name, a Dead Mark Pariah that is not paranoid and secretive to ludicrous levels is not possible, because the various organizations that want these seemingly aberrant creatures dead are spread out throughout all of Eberron.

Daily Life: Life would probably continue as normal for the Dead Mark Pariah, with the slight change of devoting time to studying to better understand their mark, and taking time out every now and again to check if their Dragonmark is hidden well enough.

Notables: The only Dead Mark Pariah notable enough to be mentioned is Alissa Vol (Duskblade 13/Dead Mark Pariah 5/Abjurant Champion 5), a mighty warrior who dwells in a hidden location in the Frostfell, where life is neither plagued by dragons, dragonmarked houses or jungle horrors, although surely an impossibly lonely life.
She supposedly discovered her powers while attempting to channel positive energy in her magic and finding negative energy naturally flowing in its place, although some point to experiments on her ancestors by the Queen of Death's hand. After years of hiding, she reappeared during the Last War with Vol as her new surname and working as a mercenary for hire. It was said that during the Last War, 100 of House Cannith's best guards were sent to apprehend her only to fail miserably and to add insult to injury, were sent back to their paymasters as shambling zombies. After the Last War it seemed that Alissa has retreated back to the Frostfell, much to the fury of Lady Vol, who could never quite get a hold of her fellow elf for information during the chaos of the Last War.

Organizations: Dead Mark Pariahs do not congregate, and the only organization that might take in these misfits would be the Blood of Vol, as Lady Vol herself would jump at the chance to learn how the Dead Mark Pariahs managed to make their Mark of Death manifest. The only problem is that Lady Vol is quite desperate to reinstate her lost house, and would probably not be the most civil or merciful when asking for information and co-operation.

NPC Reaction

The sheer improbability of owning such a mark terrifies most people in the know, and spreading such knowledge about is something the Dead Mark Pariah would to well to avoid. If knowledge were to spread, they might need to use their new-found abilities to end the trail of whispers before they lose their head!

Dead Mark Pariahs in the Game

In a gaming situation, the Dead Mark Pariah would probably play as before they took levels in the class, only with a more of a focus on necromancy.

Adaptation: This could be adapted to other campaign settings such as Forgotten Realms, by putting it down to the experiments of the Cult of the Dragon, thus requiring a draconic heritage instead. This class could even be for characters that have strong racial connections to the undead, or those who became deeply touched by Negative Energy reflected by taking the Tomb-Tained Soul feat.

Encounters: Encounters with a Dead Mark Pariah would be a special event, but slightly more common in remote places like Xendrik and the Frostfell, where a Dead-Blood Pariah could exist with less chance of death by Elf, Dragon, or various Dragonmarked houses.

Thrice Dead Cat
2011-06-27, 01:23 AM
SCHEMA-SKETCHED SOUL

http://farm3.static.flickr.com/2640/5709839029_003c95f472.jpg

”Each Warforged is created with a specific mark unique to that unit. Most end up pursuing something with ties to said marking, but is the rare unit that truly taps into that mark – working with it, duplicating it, even altering it.” – Written, current scribe of the Library of Free Westerbridge.
Warforged are known for changing themselves. Some dare to become more human, truly learning to live and breathe as they experience their lives. Others go the opposite, becoming refined metal juggernauts, capable of leading charges into the roughest of areas with only minor scratches in return. Some, who pick up a bit of spellcaster as they fight foes learn to channel that magic into themselves as soldiers for future conflicts. However, the few that delve into some of the rarer forms of magical items begin to find their bodies ideal for something that should last for an eternity.
BECOMING A SCHEMA-SKETCHED SOUL

The few Warforged that learn how to create schemas – be they minor or otherwise – may eventually realize that their own bodies are a perfect means to always keep their schemas close at hand. A few of these beings eventually toy with those ideas, finding themselves toying with it more and more before finally either demanding someone copy their a set of runes onto them or risk doing it themselves. Thus few that do take those steps may eventually become a Schema-sketched soul or run across one who is help them learn some of the “tricks” to it.

ENTRY REQUIREMENTS

Skills: Craft (Calligraphy) 12 ranks, Concentration 6 ranks, Spellcraft 12
Feats: Combat Casting, Etch Schema
Base Attack Bonus: +5
Race: Must be some form of Warforged or some other intelligent construct made primarily of metal or at least wood.
Special: Warforged who enter this prestige class may not have the Unarmored Body feat.

Class Skills

The Class Name's class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (The Planes) (Int), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha)
Skills Points at Each Level: 4 + Intelligence modifier
Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Abilities|Craft Reserve|Spellcasting

1st|
+0|
+0|
+0|
+2|Schema-laced skin, Ease of Metal|
750|
+1 level of existing spellcasting class

2nd|
+1|
+0|
+0|
+3|Pictographic Plate (+1), Swift Schemas|
1500|
+1 level of existing spellcasting class

3rd|
+2|
+1|
+1|
+3|Quicksilver Schema, Supercharged Schema (+1/day)]|
2500|
+1 level of existing spellcasting class

4th|
+3|
+1|
+1|
+4|Pictographic Plate (+2), Supercharged Schema (+2/day)|
4000|
+1 level of existing spellcasting class

5th|
+3|
+1|
+1|
+4|Schema Sublime, Supercharged Schema (+3/day)|
6000|
+1 level of existing spellcasting class[/table]

Weapon Proficiencies: Schema-sketched souls gain proficiency in one martial weapon of their choice.

Spellcasting: At each level, a Schema-sketched soul gains new spells per day, spells known, and an increase in caster level as if he had also gained a level in a spellcasting class he belonged to before becoming a Schema-sketched soul. The character, however, does not gain any other benefits of that class when taking levels in Schema-sketched soul. For purposes of taking this class, treat Artificers as spellcasters as described on page 53 of Magic of Eberron.

Craft Reserve: A Schema-sketched soul receives a pool of points he can spend instead of experience points when crafting schemas. Each time the Schema-sketched soul gains a new level in this prestige class, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A Schema-sketched soul can also use his craft reserve to supplement the XP cost of the schema he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

Schema Laced Skin: At first level, a Schema-sketched soul learns how to carve schemas into his own skin, rather than resorting to base chunks of wood or iron. While he still follows the normal rules for activating schemas, as long as he remains conscious, he alone may use the schemas he has carved into his form. However, as schemas tend to take up large pieces of space, a Schema-sketched soul may only have so many of them literally on his person at any one time. Treat the schemas as the formulas found in a wizard’s spellbooks for the amount of space they occupy. Thus, a 3rd level schema would take up the space of a third level spell. A Schema-sketched soul may have as many as his level in schema-sketched soul times his caster level worth of schemas on his person at any one time. Thus, a 10th level Wizard/3rd level Schema-Sketched Soul would have an effective 39 “pages” worth of schemas on his actual body, any more must be carved onto excess wood or iron as per normal. Although these schemas are easily visible to opponents, they are not targetable and thus cannot be destroyed as the Schema-Sketched Soul takes strike after strike.

Ease of Metal: Arcane spellcasting Warforged often have to worry about the slime chance that they will lose a spell due to their composite plating. This is no longer true for a Schema-Laced Soul. For each level of Schema-Laced Soul, the arcane spell failure chance caused by a Warforged’s composite plating or similar body feats such as Mithril Body or Adamantine Body is reduced by 5%. Warforged with special composite plating granted to them by their body feats gain extra benefits. For each level, of Schema-Laced Soul, the armor check penalty of their composite plating is reduced by 1, down to a minimum of -0. For every two levels in Schema-Laced Soul, their maximum dexterity bonus is also increased by 1, rounding down.

Pictographic Plate: As the very magic of the schemas scratched into the Soul-Sketched Soul’s begins to slip into the his very form, his body becomes reinforced by the very runes he has carved into himself. At 2nd level, a Schema-Sketched Soul gains either an additional natural armor bonus or an additional armor bonus to his composite plating, both equal to ½ the Schema-Sketched Soul’s class level, rounded down, depending on whether or not the character is a non-Warforged or Warforged, respectively.

Swift Schemas (Su): While a large number of minor schemas are dedicated to simple things like creating food for a day’s journey or providing light for a weary traveller, a Schema-Sketched Soul knows his very form can easily be viewed as a weapon. Due to their close connections to the schemas bound to their “flesh,” it is much easier for a Schema-Sketched Soul to use them. Starting at 2nd level, a Schema-Sketched Soul no longer needs to make a Use Magic Device for any schemas carved onto the character’s body, even if it is not a spell on that character’s spell-list, as is the case with Artificers or a Wizard trying to use a cleric-spell schema. Also at second level, the Schema-Sketched Soul may use any schemas on his body of his class level or lower as a swift action, assuming the schema mimics a spell that normally has a standard action casting time and is mimicking a spell on the Schema-Sketched Soul’s spell-list.

Quicksilver Schema (Su): While the schema’s etched into a construct’s body are indeed permanent with a bit of energy, a Schema-Sketched Soul can learn to alter the very nature of one of his own etchings into something else entirely. Starting at 3rd level, once per day, a Schema-Sketched Soul may transform one of the minor schemas on his body into a different, equal level spell. Both the original and new schema must be from a spell or infusion on the character’s class list and one he knows, however. Thus, a wizard Schema-Sketched Soul could not transform his Schema of Cure Serious Wounds into a Fireball schema, but he could turn his Lightning Bolt schema into a Fireball or any other 3rd level wizard spell he knows. The transformed schema retains its altered shape until the character either dismisses it or decides to use this ability to change another schema.

Supercharged Schema (Su): Starting at 3rd level, the Schema-Sketched Soul has managed to better tune himself to the runes that now litter his body. While each individual schema may still be used only once a day, the character may now choose to sacrifice the use of one schema to grant an additional use of a schema of the same level or lower. At 3rd level, he can do this once per day, but each additional level allows him another “charge,” thus two uses of this ability at 4th level and three at 5th level.

Schema Sublime: While the knowledge of creating truly independent major schemas has been lost to the ages, a rare few Warforged has learned to at least create one schema of great power. At 5th level, a Schema-Sketched Soul may create a schema of a spell greater than 6th level. He must still pay the normal costs for doing so, and must abide by some additional limitations due to the massive amount of room and energy that this schema demands. First, the character may only ever have one such Schema Sublime at any one time. If he begins to create a new one, the previous one begins to fade away and fall to dust. Second, the schema must be based off a spell the character knows. Thus, a Cleric 10/Schema-Sketched Soul 5 could not craft a schema of Miracle or Wish simply because he would have no knowledge of such spells, but could carve a Schema Sublime of Regenerate. Third, no spell with an expensive material component or experience component may be carved into a schema. Those that require foci may still be created, but the Schema-Sketched Soul must have said focus on hand to use the schema in question.

As Artificers are limited to only 6th level Infusions, treat them as knowing as many 7th to 9t level spells of a sorcerer of equal caster level to determine which spells they have access to when creating a Schema Sublime.

PLAYING A SCHEMA-SKETCHED SOUL

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

”Written has spoken often of the magic of its birth, the magic of its life, and now each day the magic of its body. The damned thing even talks himself about this in his “sleep!” – “Deadman,” “known” Changeling Mindspy.

A brief description of how your class is persevered in the world and how he interacts with the world.

Daily Life: Some general information about the typical day in the life of your class.

Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction

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

CLASS NAME IN THE GAME

This is a good place to provide a quick note on how your class will effect game play statistically.

Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter

Give an example of how one might encounter a member of this PrC.

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

Name

alignment/Gender/Race/Levels

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

C'nor
2011-07-15, 08:57 PM
Well, the class is playable at this point, although it will take some substantial work on the GM's part to determine exactly what each unlisted combination of runes does.

Also: This is using the Pathfinder rules. If you need to look something up, there's an excellent SRD here: http://www.d20pfsrd.com/

Finally, I know that this is posted after the midnight deadline, but GitP was having server issues.
----
Symbolist



Think of me like... An Alchemist. I take basic ingredients, mildly magical in their own right - in this case, basic runes, such as fire, ice, moon, and life- and combine them to create something far more powerful. --Dernis Maernik, Symbolist

Most Symbolists started out as adventurers, and chose to take up the art only after seeing what it was capable of. Others, however, were chosen by someone already a Symbolist, often for proficiency at copying or caligraphy. Some simply studied

BECOMING A Symbolist

Anyone can want to get an edge. Most who become Symbolists choose to do so because of competition in their chosen field.

Others, however, are simply ambitious. Many scribes who work for a Symbolist carefully study the runes that he or she makes, and learn them on their own.

The rarest, however, are those, usually sorcerers, that simply feel an urge to draw odd forms, and learn how to create runes spontaneously.

ENTRY REQUIREMENTS

Skills:Knowledge (Arcana) 5 ranks, Spellcraft 10 ranks, Craft (Caligraphy) 5 Ranks
Abilities: INT 16+, WIS 14+[/b]

Class Skills

The Symbolist's class skills (and the key ability for each skill) are: Craft (Caligraphy) (INT), Knowledge (Arcana) (INT), Spellcraft (INT), Linguistics (INT), Profession (Scribe) (WIS), Use Magic Device (CHA).
Skills Points at Each Level: 4 + INT

Hit Dice: d6

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

1st|
+1|
+1|
+1|
+2|Inscribe Runes

2nd|
+2|
+2|
+2|
+3|Personal Mark

3rd|
+4|
+3|
+3|
+4|Runic Affinity, Inscribe Runes (+1/+1)

4th|
+4|
+4|
+4|
+5|Sketch Runes

5th|
+4|
+5|
+5|
+6|Focused Mind

6th|
+5|
+6|
+6|
+7|Force of Will

7th|
+5|
+7|
+7|
+8|Inscribe Runes (+2/+2)

8th|
+6/+1|
+8|
+8|
+9|Practical Runemaking

9th|
+6/+1|
+8|
+8|
+9|Runic Affinity

10th|
+6/+2|
+8|
+8|
+10|Practiced Combination

11th|
+7/+2|
+9|
+9|
+11|Inscribe Runes (+3/+3)

12th|
+7/+2|
+10|
+10|
+11|Rune Smith

13th|
+8/+3|
+11|
+11|
+11|Elemental Affinity

14th|
+4|
+12|
+11|
+12|Runic Affinity

15th|
+8/+4|
+13|
+12|
+13|Inscribe Runes (+4/+4)[/table]

(Yes, this is a better progression than just about any other class. However, most classes don't have the chance to die, summon enraged creatures that attack them, or other nasty effects every time they cast a spell.)

Weapon Proficiencies: Becoming a Symbolist neither adds nor removes proficiency with any weapon. (Exception: A Symbolist is considered proficient with any specific weapon they have inscribed runes on for the duration of their use. This does not grant proficiency with that class of weapon. This does not apply to weapons another Symbolist has inscribed.)

Inscribe Runes (Su): The character has gained the ability to draw magical runes. However, in order to use their abilities, the Symbolist must make a Craft (Caligraphy) check with a DC of 10+Rune DCs. For example, Create Fire (Create+Fire) would have a DC of 14, because each of those runes has a Rune DC of 2. Ranks of Profession (Scribe) may be added to this roll. They must also be able to concentrate well enough to draw accurately. Attempting to draw in combat, a storm, crowd, or other highly distracting place will apply a variable +3-10 circumstance modifier to the DC. Using a rune combination takes one turn per rune, and can continue over multiple turns. Each time the character gains a rank of Inscribe Runes after the first, it adds to the duration and effect of Personal Mark. (The bonus shown in the chart is the bonus, not the amount added per rank. Thus, if you have two additional levels of Inscribe Runes, the first of which is written as +1/+1 and the second +2/+2, the bonus and additional time for the current level is +2/+2, not +3/+3).

Personal Mark (Su): The character has created a personal rune, which grants them a +3 circumstance bonus to all rolls made while under its effects. It lasts for one hour per level in any spellcasting class (arcane or divine). A Personal Mark has a Rune DC of 5. See also: Inscribe Runes.

Sketch Runes (Su): The Symbolist has gained the ability to draw certain runes without the need for a surface. However, the DC for the craft (Caligraphy) check is increased to 20+Rune DCs. See also: Focused Mind

Runic Affinity (Su): Choose one rune from the Symbolist Rune List. The Rune DC is now half of the Base Rune DC, and any damage or healing done by a spell containing it is doubled. If damage or healing is not done by a spell containing the rune, add 50% to the range and duration of it (Note: The combination for a Resurrection spell is not affected by this aspect of Runic Affinity). For each additional rank, choose another rune. You may choose the same rune multiple times. Each time you do so, subtract half of the Base Rune DC from the current value.

Focused Mind (Ex): The Symbolist has learned to draw runes even during distracting situations, such as combat. The DC for the Craft (Caligraphy) check to draw runes is halved, and they no longer suffer a penalty for using runes in combat or other distracting situations.

Force of Will (Ex): The Symbolist may make a Will save to avoid a spell failing. If they succeed, the spell works as normal, but with half effect (half damage, half healing, half duration, etc.).

Practical Runemaking: At the start of each day, if they know the Holding or Binding runes, the Symbolist may choose to prepare up to 6 scrolls, containing any combination of runes that they know. These scrolls take a standard action to use.

Practiced Combination (Ex): Choose one combination of symbols that you have known for at least 2 levels. You can now use this combination as though you had a level of Runic Affinity in each of the runes that compose it. This bonus stacks with any actual Runic Affinities you have. Any negative Rune DCs caused by this are subtracted from the total DC of the spell.

Rune Smith: Choose a word that is not currently a rune. You may now use it as one.

Elemental Affinity: Choose one Elemental Rune (Life, Death, Fire, Air, Water, Earth, Metal). Any damage or healing done by a spell containing it is doubled. If damage or healing is not done by a spell containing the rune, add 50% to the range and duration of it, or, if it creates a lifeform or undead, enhance it until it has an EL (or equivalent term) equal to the base EL + 1/2.
Symbolist Runes Known


{table=head]Level|Runes Known
1st|
4

2nd|
6

3rd|
7

4th|
7

5th|
8

6th|
9

7th|
10

8th|
10

9th|
10

10th|
12

11th|
13

12th|
14

13th|
15

14th|
16|

15th|
17

16th+|
Continue to add 1 rune every level[/table]


Symbolist Rune List


{table=head]Name|Sketchable|Rune DC

Fire|
Y|2

Death|
Y|14

Life|
Y|10

Sun|
Y|35

Water|
Y|2

Earth|
Y|2

Air|
Y|2

Ice|
Y|2

Shell|
N|5

Create|
Y|2

Moon|
Y|25

Pain|
Y|3

Agony|
N|4

Sadness|
N|5

Growth|
N|6

Holding|
Y|2

Wide|
Y|3

False|
Y|4

Protection|
N|6

Mask|
Y|3

Shadow|
Y|5

Salt|
Y|5

Gold|
N|17

Bronze|
N|10

Wounds|
Y|4

Summon|
Y|7

Binding|
Y|4

Light|
Y|2

Heat|
Y|3

Health|
N|4

Open|
Y|3

Shut|
Y|3

Lock|
Y|5

Unlock|
Y|5

Door|
Y|15

Self|
Y|10

Visage|
Y|15

Alter|
Y|10

Metal|
Y|5

Command|
Y|20

Building|
Y|25

Cause|
Y|15

Binding|
Y|15

From|
Y|1[/table]


Symbolist Rune Combinations

{table=head]Name|Effects|Runes|DC|Effect of Failure|Notes

Resurrection|Returns the dead to life|Protection, Holding, Create, Life, From, Death, Holding, Protection|51 (36)|There is a 35% chance that another spirit inhabits the body of the resurrectee. This means that they can no longer be resurrected as the original person; further attempts will bring back the new spirit.| This combination must be drawn onto the body one wishes the resurrectee to inhabit, or it will simply create a ghost of the person being resurrected. It can be drawn without the Protection and Holding runes, but a failure on such a spell results in a 75% chance of the body becoming host to a new spirit.

Create Fire|Creates a fire. If used on a person, it causes 2d6 per caster level fire damage until they successfully make a REF save (DC 10+5 per round of continued damage) to put out the fire.|Create, Fire|14|Roll a d6. If the result is 1-2, the spell fizzles. If 3-4, it creates a raging inferno at the target point, which will spread 10 feet per turn, in every direction that there is fuel, causing 5d6 fire damage per turn inside it, and 3d6 fire one damage for 3 turns after exiting it and if 5-6, it sets the caster on fire doing normal damage, until they make a Will save to dispel it (Spell DC+5 per turn of damage), or a REF save as above.|See Create Ice, but substitute "Fire".

Create Ice|Creates an area of ice (up to 20 feet per caster level). If used on a person, it causes 2d6 per caster level cold damage until they would normally thaw.|Create, Ice|14|Roll a d6. If the result is 1-2, the spell fizzles. If 3-4, it creates a blizzard at the target point, which will spread 10 feet per turn, in every direction, causing 5d6 cold damage for every turn spent inside, and 3d6 cold damage for 3 turns after exiting it, and if 5-6, it freezes the caster doing normal damage, until they make a successful Will save to dispel it (Spell DC +5 per turn) or would normally thaw.|This combination can also be used to create an ice sculpture or block of ice, provided it does not have more than 20 cubic feet of volume per caster level.

Create Sun|Creates an extremely small sun for one turn, which deals 10d12 fire damage to all living things within 1/2 a mile.|Create, Sun, Create, Sun|84|There is a 50% chance that the caster will die.|This combination cannot be used without the Tap The Ambient feat; any attempt to do so is an automatic failure, with a 75% chance of caster death. Even with Tap The Ambient and a successful casting, no spells or spell like abilities may be used within 200 miles of the casting site. After the one turn expiration, the created sun explodes, leveling all structures and forests within 100 miles, and dealing 3d20d20 (roll 3d20 to determine the number of d20s rolled for damage) to all living creatures within the area. Any natural 20 rolled for this damage is considered a threat, and may score a critical hit as normal (In effect, treat the sun as though it were 3d20d20 weapons each dealing 1d20 damage, and use the damage as both damage and attack roll for purposes of a critical hit.)

Create Water|Creates up to 20 feet of water per caster level. If used on a person, it causes them to become covered in water and begin to drown after a number of minutes equal to their CON modifier (with a minimum of 1 minute). A|Create, Water|14|Roll a d6. If the result is 1-2, the spell fizzles. If 3-4, it creates a rapidly expanding pool of water at the target point, which will spread 10 feet per turn in every direction, and if 5-6, it covers the caster until they make a Will save (Spell DC+5 per to dispel it or a FORT save to break free.|See Create Ice, but substitute "Water".

Create Life|Creates up to 24 new lifeforms of Tiny size, 12 of Small, 6 of Medium, etc. per caster level|Create, Life|22|Roll a d6. If the result is 1-2, the spell fizzles. If 3-4, it creates a rapidly expanding swarm of creatures at the target point, which will spread 10 feet per turn in every direction, and if 5-6, it covers the caster in such until they make a Will save (Spell DC+5 per to dispel it.|[/table]


Note: Certain combinations of symbols, even when all component runes are sketchable, are not. This will be noted in the notes for that combination.

In addition, please keep in mind that runes for each type of creature exist, but are not listed here, simply because there's a huge number of them. In general, the Rune DC will be equal to the EL (or equivalent term) of the monster(s) being summoned or created. Unique monsters, such as He Who Walks in Blood, cannot be summoned.

Symbolist Feats
Tap The Ambient
You tap into ambient magic, allowing

Prerequisite: Symbolist level 10

Benefit: This feat grants access to some of the most powerful (though also most dangerous) combinations available to the Symbolist. However, if you are to enter a dead magic zone at any time after taking this feat, you will immediately take damage equal to your maximum HP.

PLAYING A Symbolist


Combat: Mostly, this will depend on your base class, and what runes you took. However, it's important to remember what runes have what ranges, and to look at the long term combinations of each rune.

Advancement: In general, a Symbolist will advance somewhat differently from most other classes, as their magical abilities rely on combining runes, rather than casting stand-alone spells. However, it is probably best to focus on a specific branch of effects or two, to avoid ending with a character that is "able to do many things badly", or at least isn't really that good at any one thing.

Resources: Many people would be willing to help a Symbolist, simply for the amount of raw power they control. They are especially popular with mercenary companies, armies, and guilds.

Symbolists IN THE WORLD

There's not much to say, really. The door was locked when they woke up, and it hadn't been tampered with. We did find some odd shapes in paint on it though, and it wouldn't stay open until we washed them off. --Darig Jaern, Watchman

Symbolists are usually seen by the world according to their personal reputation. They interact with others according to their alignment and personality.

Daily Life: Some general information about the typical day in the life of your class.

Notables:

Organizations: While Symbolists don't really have any organizations dedicated to them, many guilds, mercenary groups, and mages colegia are friendly to them.

NPC Reaction

People will, in general, react more based on their experiences and prejudices than any common knowledge of Symbolists as a whole, since they tend to be highly individualistic.

CLASS NAME IN THE GAME

Be advised that, at high levels, Symbolists become one of the most powerful classes in the game, with the ability to create pure gold, kill with a touch, manufacture massive undead armies, or even make new species.

Adaptation: The Symbolist should need little, if any, adaptation to function in most settings.

Encounters: Symbolists
Sample Encounter



EL 10(?): Give the encounter level and description of a sample member of this class and a stat block for him/her.

Kaniya Romis

CG/Gender/Race/Levels

Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp (D8/D6)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions