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ErrantX
2013-07-06, 11:24 PM
Homebrew Heroes!

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Take your favorite homebrewed base classes and expand upon them!

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Giant in the Playground PrC Contest XLII

The contest begins with the posting of this thread and will run through midnight of August 7th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of August 14th.

Rules

1) You will be creating an 'original' prestige class. You will be taking your favorite homebrew content that you either created or (if possible) with the author's permission something they wrote and making a prestige class for that homebrew base class. Check out the base class contests, the Pathfinder Grab Bag contests, and of course the Expanded Homebrew signature thread for some ideas. This is an experimental idea, so let's keep it professional here and make sure that you link EVERYTHING you use for homebrew content. Credit authors and artists etc, make sure everyone gets the credit they're due and you'll of course get yours. Use your favorite homebrew and anything that is official Wizards of the Coast or Paizo Pathfinder material is allowed for source material.

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, 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=285092).

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
2013-07-06, 11:26 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

malonkey1
2013-07-07, 11:13 AM
Thaumic Armorer (intended for Pathfinder)

"Maybe my armor can't help me, and maybe my gadgets are no good. But you can't measure up to both."
Antonius's pre-buttkicking one-liner to Obadiah, Earl of Stane.

Thaumic Armorers take their armor as Iron Men (http://www.giantitp.com/forums/showthread.php?t=287835) and supplement its abilities with gadgets and machinery as Arcane Engineers (http://www.giantitp.com/forums/showthread.php?t=291410). If there is a problem their armor's modifications can't solve, they build something that can.

BECOMING A THAUMIC ARMORER
ENTRY REQUIREMENTS
Skills: Craft[armor] 5, Knowledge[Architecture and Engineering] 10, Spellcraft 5
Special: Repulsor 3d6, able to build a greater powersuit

Class Skills
The Thaumic Armorer's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Use Magic Device (Cha)
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Gadgetry/Armoring
1|+0|+0|+0|+2|Construct Armor, Repulsor +1d6, Arcane Armory|+1 to both
2|+1|+0|+0|+3|Reverse Engineering (Least), Virtual Modification (Least)|+1 to either
3|+2|+1|+1|+3|Greater Master Armorer, Rapid Building (1/day)|+1 to both
4|+3|+1|+1|+4|Repulsor +2d6|+1 to either
5|+3|+1|+1|+4|Reverse Engineering (Lesser)|+1 to both
6|+4|+2|+2|+5|Modular Armor|+1 to either
7|+5|+2|+2|+5|Repulsor +3d6|+1 to both
8|+6|+2|+2|+6|Reverse Engineering (Greater)|+1 to either
9|+6|+3|+3|+6|Rapid Building (2/day)|+1 to both
10|+7|+3|+3|+7|Repulsor +4d6, Superior Modification|+1 to either[/table]

Weapon Proficiencies: You are automatically proficient with all of your armors and their attendant weapons, as well as weapons provided by gadgets, including any natural attacks.

Repulsor (Su): At levels 1, 4, 7, and 10, your repulsor damage increases by 1d6.

Arcane Armory: When combining the art of Arcane Engineering with magical armoring, one must fundamentally split their focus. At each odd level, your Gadgetry and Devices improve as if you had gained a level, increasing builder level and available Engineering Points, Virtual and normal. Additionally, at each odd level, your armor abilities (but not extra suits) as an Iron Man also improve, including initiator level, battery pool, modifications as if you had gained an Iron Man level. At each even level, you must decide whether to advance your Gadgetry and Devices as an Arcane Engineer as described above, or advance your Iron Man abilities as described above. You can choose which class gains the benefit at each applicable level.

Reverse Engineering (Ex): At level 2, you gain the ability to analyze and reverse-engineer the modifications and device you fins on your travels. You can take an Iron Man armor modification (in semi-working condition) or a magic item with a caster level to study. You must study the modification or item for 1 hour per initiator or caster level of the mod or item, and make make a Knowledge[Engineering] check with a DC equal to the mod or item's initiator or caster level + 15. Upon a success when analyzing an armor mod, you can make a Craft[Armor] check (DC 35 + the effective spell level) to replace an existing mod on one of your armor suits with it. Failing this check ruins the mod you were studying and prevents you from replacing the mod. If you succeed on the check with a magic item, you can then take 10 with any use magic device attempts to use that item, and the experience cost to reproduce it is reduced by 10% (the gold cost remains the same). At level 1, you may only reverse-engineer Least mods. At levels 5 and 8, you gain the ability to reverse-engineer Lesser and Greater mods.

Virtual Modification (Su): After reverse-engineering an armor mod successfully (see above), you can choose to place that mod in a Virtual Modification slot, instead of replacing an existing mod. You may only have one such mod at a time, and adding a new one replaces the old. You do not need to make a Knowledge[Engineering] check to place a mod in this slot.

Greater Master Armorer (Su): You gain the ability to apply magic items to your armor like with Master Armorer, but also, you can attach your Arcane Engineer Gadgets (including temporary gadgets built through the Devices class feature). You may, as normal, not apply multiple items or gadgets to a single item slot (this includes handed objects like rods or wands). Additionally, you may apply the benefits of any armor-based gadgets (e.g. lesser powersuit, blink matrix, etc.) directly to your armor suit. You must make the decision to attach a gadget to your armor when you are building it.

Modular Armor (Ex): As the Iron Man ability.

Rapid Building (Ex): As the Arcane Engineer class feature.

Construct Armor (Su): As the Iron Man ability.

Superior Modification (Su): At level 10, you have learned to integrate your gadgets into your armor fully. In place of Armor Modifications, you can place a gadget. This gadget no longer occupies a body slot. It may not be a gadget with limited uses (that is, it ceases to function after a given number of uses). A gadget integrated in this way costs no points to build, but is connected to your armor permanently. Any gadget with a cost of less than 20 points is treated as a least mod, a gadget that cost 40 points or less is a lesser mod, and any gadget which requires more than 40 points is a greater mod. You may only have one Gadget as a mod per armor suit. Additionally, you can create gadgets with functions that replicate those or armor mods. The cost of such a gadget is equal to its effective level*10.

PLAYING A THAUMIC ARMORER
Thaumic Armorers are the troubleshooters of the arcane world, even more so than an Iron Man of Arcane Engineer. if you have a problem, he has a high-tech solution.
Combat: Thaumic Engineers are completely unpredictable, and have a wide bag of trick to use. They have the same main weakness as their Iron Men Counterparts, in that they need their armor to be fully effective, but they have a few things to do unarmored.
Advancement: If you have a couple of levels left over, it'd be best to reinvest in Iron Man or Arcane Engineer.
Resources: In addition to their impressive grasp of mystical mechanics, Thaumic Engineers often amass impressive wealth.

THAUMIC ARMORERS IN THE WORLD
"I'm sorry, milord, he just burst through the wall, stole the wands, blew another hole in the wall and ran out!"

Thaumic Armorers are often troubleshooting heroes or hired mercenaries.
Daily Life: A day in the life of a Thaumic Armorer involves getting up, maintaining your armor, and going out to kick some serious butt. Thaumic armorers love seeking out exotic device, and finding bizarre scientific discoveries.
Notables: Niles the Silver was a famous Thaumic Armorer and headmaster of a technical academy who bravely sacrificed himself to throw himself and his nemesis, Aaron the Black into the sun before he could unleash his golem army.
Organizations: The Hall of Iron, an academy founded by Sir Antony, is a place dedicated to perfecting the arts magical engineering, and number several Thaumic Engineers in their numbers. If there was a technomagical advance in the last 50 years,it can be found in the Hall of Iron.

THAUMIC ARMORERS IN THE WORLD
Thaumic Engineers are often looked on in the same way as Iron Men, Arcane Engineers, and Artificers, as makers of magical machinery. Iron Men may alternately look at them as oddballs with hodge-podge armor and needlessly complicated add-ons, or as visionaries who have perfected the art of jury-rigging. Arcane Engineers just think they're "so friggin' cool!"

CLASS NAME IN THE GAME

Adaptation: The Thaumic Armorer is well-suited to most settings, but you can make it your own by tying it to a specific culture. Perhaps all thaumic armorers are taught by a single organization, or are employed as enforcers or mercenaries for a mage-king.
Encounters: Thaumic Armorers are drawn to machines and rare magic items. Perhaps your party is carrying an artifact that a morally deficient Thaumic Armorer has taken an interest in.

zhdarkstar
2013-07-12, 11:51 PM
RADIANT SENSHI

https://sphotos-a.xx.fbcdn.net/hphotos-ash4/q77/999344_10152035281273625_558715124_n.jpg

"Red isn't really my color... But this sword is SO COOL!!!"
-Serena Hart

There are select few in history who could wield the Light of Justice. Some were Wielders of Light who found the implements of Justice, while others were Sentai who discovered that their powers came from a light inside of them. Those beings who harness this miraculous power are known as the Radiant Senshi.

BECOMING A RADIANT SENSHI
Radiant Senshi come from those that have a good Sentai (http://www.giantitp.com/forums/showthread.php?t=264677) foundation while also being an evoker of Illuminations (http://www.giantitp.com/forums/showthread.php?t=258654).

ENTRY REQUIREMENTS
Skills: Disguise 10 ranks, Diplomacy or Intimidate 10 ranks, Tumble 10 ranks, Martial Lore 10 ranks
Feats: Illuminating Senshi, Mortal Miracle, and one of the following based on your Illumination-using class: Weapon Focus (Device)/Champion, Intellectual Sentai/Stargazer, or Serene Sentai/Empath
Maneuvers: Must be able to initiate maneuvers of 5th level, must know at least 2 maneuvers of 2nd level or higher
Illuminations: Must know at least 4 illuminations or at least 2 personas.
Special: Henshin class feature, Quickened Henshin class feature, Enhanced Weapon sentai ability, Enhanced Suit sentai ability, Radiant Armaments class feature, The Power of Friendship class feature

Class Skills
The Radiant Senshi's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (any) (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special|
Maneuvers Known|
Maneuvers Readied|
Stances|
Illuminations

1st|
+0|
+0|
+2|
+2|Sentai Progression, Radiant Hero Suits|1|0|0|+1 level of existing class

2nd|
+1|
+0|
+3|
+3|Radiant Ability|0|1|0|+1 level of existing class

3rd|
+2|
+1|
+3|
+3|Sentai Ability|1|0|1|+1 level of existing class

4th|
+3|
+1|
+4|
+4|Radiant Arsenal|0|0|0|+1 level of existing class

5th|
+3|
+1|
+4|
+4|Radiant Ability|1|0|0|+1 level of existing class

6th|
+4|
+2|
+5|
+5|Sentai Ability|0|1|0|+1 level of existing class

7th|
+5|
+2|
+5|
+5|Sentai Evoker|1|0|0|+1 level of existing class

8th|
+6|
+2|
+6|
+6|True Light of Justice, Radiant Ability|0|0|0|+1 level of existing class
[/table]

Weapon Proficiencies: A Radiant Senshi gains no new proficiencies.

Maneuvers: At 1st level, and every two levels thereafter, you learn a new maneuver from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal. In addition, at 2nd level and every 4 levels thereafter, you can ready an additional maneuver.

Stances: At 3rd level, you learn a new stance from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal.

Illuminations: At each indicated level, you gain an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which you belonged before adding the prestige class level. You does not, however, gain any other benefit a character of that class would have gained. If yoiu had more than one illumination-using class before becoming a Radiant Senshi, you must decide to which class to add each level for the aforementioned purposes.

Sentai Progression: You may count half of your levels in Radiant Senshi, rounded down, as Sentai levels for determining your effective Sentai level.

Radiant Hero Suits (Su): Starting at 1st level, Illuminating Senshi now applies to all of your Costumes and Devices, with the Costume and Device originally enhanced by Illuminating Senshi being your primary armaments and all other Radiant Hero Suits and Sentai Devices secondary. You also regain access to any Hero Suits or Sentai Weapons given up when you selected Illuminating Senshi, treating them as Radiant Hero Suits and Sentai Devices respectively. You may only have as many Sentai Devices manifested simultaneously as you have Sentai Weapon options. While in Henshin, as the same action you took to enter Henshin, you may spend 1 mote to change radiant hero suit or sentai device. For each Costume, you may exchange one [Suit] ability gained from class levels for another for which you meet the prerequisites, to a maximum number of changed abilities equal to your Intelligence modifier per Costume. You gain Radiant Arsenal as a bonus feat at 4th level. Whenever you gain a new [Suit] ability for your primary radiant hero suit, all secondary radiant hero suits gain a [Suit] ability for which you meet the prerequisites if that radiant hero suit hasn't reached the maximum amount of changed abilities. Otherwise, your secondary radiant hero suits gain the same ability as the primary radiant hero suit.

Radiant Ability (Su): At 2nd level and every three levels thereafter, you gain a new Radiant Ability for which meet the prerequisites.

Sentai Ability: At 3rd level and 6th level, you gain a new Sentai Ability for which you meet the prerequisites.

Sentai Evoker (Su): At 7th level, you may combine a martial maneuver with a Blast illumination that has either the Imbue blast shape or the Assault blast shape while in Henshin. Doing so is a full-round action, and the chosen maneuver cannot take longer than a standard action.

True Light of Justice (Su): At 8th level, you may add your Strike of Justice damage dice to all of your Blast illuminations. However, this does not allow you to add your Strike of Justice damage twice when using either the Imbue blast shape or the Assault blast shape. You also gain True Sentai as a bonus Sentai ability and Experienced Warrior of Justice as a bonus feat regardless of if you meet the prerequisites.

Radiant Abilities:
Martial Evoker [Radiant]
Benefit: Whenever you use a Blast illumination, you may treat it as if it possessed either the Imbue blast shape or the Assault blast shape. This replaces any effects the blast’s previous shape might have imparted, but does not alter the illumination’s final cost in any way.

Costumed Destiny [Radiant]
Benefit: You may add half of your Sentai level, rounded down, to your illumination-using class level to determine your Costume Effect limit.

Radiant Weaving [Radiant]
Requirements: Enhanced Armaments (costume), Enhanced Suit
Benefit: You may manifest your radiant hero suit out of pure radiant energy, adding its unenhanced armor bonus to your Touch AC. Your normal AC remains unchanged. For every 2m invested in this ability, you may add +1 of its enhancement bonus to your Touch AC.

Lightforged Device [Radiant]
Requirements: Enhanced Armaments (device), Enhanced Weapon
Benefit: You may summon a sentai device manifested from radiant energy that deals untyped energy damage, rather than physical damage. Any additional damage imparted by martial maneuvers executed while wielding a radiant device may likewise be converted to untyped energy damage. For every 2m invested in this ability, you may convert one Strike of Justice damage die into untyped energy damage.

Aegis of Justice [Radiant]
Requirements: Blazing Aegis, Sentai Knight, Enhanced Shield
Benefit: The shield bonuses provided by Blazing Aegis and Sentai Knight stack with each other. However, you only add the unenhanced shield bonus to adjacent allies. For every 2m invested in this ability, you may add +1 of its enhancement bonus as well.

Twinned Arms of Justice [Radiant]
Requirements: Enhanced Weapon, Twinned Device, Two-Weapon Fighting
Benefit: You may add your Strike of Justice damage to the amount of damage dealt by one floating sentai device when taking a full attack action. For every 2m invested in this ability, you may add it to another floating sentai device. For every 8m invested in the combined total of this ability and Twinned Device, you may attack with one floating sentai device as if you were wielding it and had Multiweapon Fighting.

Soulbond of Justice [Radiant]
Requirements: Craft Soulbond, Team Player
Benefit: You may create a Soulbond with a number of partners equal to your Illusion-using stat modifier. This allows you to benefit from multiple Soulbonds simultaneously. Each of your partners benefits from their Soulbond with you; however, your partners do not gain the benefit of each other unless they also have Soulbond of Justice.

Heart of Sentai [Radiant]
Requirements: Heart of War, Magical Adaptation
Benefit: For each of your personas, you may select a single sentai ability you qualify for. Once made, this choice can never be reversed. While manifesting a persona, you gain the benefits of the sentai ability assigned to it. You do not actually possess the chosen abilities, and this effect may not be used to qualify for any prerequisites which might require them.
Special: You may take this ability multiple times. Each time you take this ability, you gain the effects of an additional sentai ability for each of your personas. Sentai abilities already assigned to a given persona through an existing application of this ability may be used to qualify for prerequisites for the purpose of choosing sentai abilities for all further applications.

New Feats:
Illuminating Senshi [General, Multiclass]
Prerequisites: Radiant Armaments, Henshin class feature, none of your Costumes or Devices can be enhanced by any means other than Illumination-using class features
Benefit: Your Illumination-using class levels and Sentai levels stack for determining your Initiator Level and effective Sentai level. You may add half of your Sentai level, rounded down, to your Evoker level to determine your mote pool, the save DCs, and the maximum cost of a single Illumination. This cannot bring your Evoker level higher than your current HD. You may choose one of your costumes and one of your devices to be connected to your Henshin, thus subject to the mechanics in terms of duration, enhancement, and action speed. Alternately, you may choose to keep your hero suit or sentai weapon. Regardless of what choice is made, the chosen armor and weapon are known as your Radiant Hero Suit and Sentai Device, respectively. They gain the benefits of any Costume Effects, Enhanced Armaments, Suit Abilities, and Henshin/Sentai Weapon. Once this choice is made, it cannot be changed.
Special: If you have taken the Magician Archetype, you may add your Illumination-using class level to your Sentai level to determine your Shaper level.
Special: If you qualified via the Empath base class, you may add half of your Sentai level, rounded down, to your Empath class level to determine what aspects are available for your Manifest Persona class feature.

Extra Radiant Ability [General]
Prerequisites: Extra Sentai Ability, one [Radiant] ability
Benefit: You gain an extra [Radiant] ability for which you meet the prerequisites.
Special: You may take this feat once before character level 20, choosing a new [Radiant] ability each time. After character level 20, you may take this feat two more times, up to three times total.

EX-RADIANT SENSHI
If a Radiant Senshi's focus is destroyed in some manner, or his source of power removed, he loses all Suit abilities and supernatural class feature until he gains access to a new focus or power source. Her Costumes and Devices no longer function as Hero Suits and Sentai Weapons. If the new focus comes from a different power source, she may reassign the Suit abilities they have gained from class levels to different abilities. They must meet all prerequisites of the new abilities.

PLAYING A RADIANT SENSHI
While the entry requirements are stacked heavily on the Sentai side, this is ultimately an Illumination-using class at the heart of it.
Combat: Follow the same basic combat strategy for your Illumination-using base class, but take into consideration the bonuses and limitations added by the Sentai class features.
Advancement: The advancement really depends on the Illumination-using base class. Champions will make better use of the Sentai's prowess in martial maneuvers. Stargazers are better suited to be paired with the Magician Archetype to fight at a distance with illuminations and spellshaping. Empaths can go either route depending on how important Heart of Sentai is to them, as it naturally lends itself to the Magician archetype for easier access.
Resources: A Radiant Senshi gets most of her essential gear and enhancements provided for her through the features of her base classes, much like those who are dedicated solely to either one. As such, she can focus on spending her money on wondrous items and the like.

RADIANT SENSHI 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.

RADIANT SENSHI 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.
Pathfinder Adaptation: The following adjustments are made to the class for Pathfinder:
Replace Tumble with Acrobatics as an entry requirement skill.

Reduce all skill entry requirements by 3 ranks.

Class Skills: The Radiant Senshi's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Martial Lore (Int), Perception (Wis), Perform (any) (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), Use Magic Device (Cha)

Magician-based Radiant Senshi do not gain Concentration as a class skill. He may make concentration checks using the key ability for his spellshapes + his shaper level.
Magician Sentai: Magician Sentai entering the class apply these alternate entry requirements and class features to the Radiant Sentai:
Replace the Martial Lore and Maneuvers entry requirements and class features with:
Skills: Spellcraft 10 ranks
Spellshaping: Must be able to shape formulae of 5th level, must know at least 2 formulae of 2nd level or higher

Replace Martial Lore (Int) as a class skill with Concentration (Con) and Spellcraft (Int)

Replace Maneuvers and Stances with:
Spellshaping: At 1st level, and every two levels thereafter, you learn a new formula from any spellshaping circle that you had access to from Sentai levels. You must meet all prerequisites as normal. In addition, at 2nd level and every 4 levels thereafter, you can ready an additional formula.

Replace Sentai Evoker with:
Formulaic Evoker (Su): At 7th level, you may combine a formula shaped via Spellshape Strike with a Blast illumination that has either the Imbue blast shape or the Assault blast shape while in Henshin. Doing so is a full-round action, and the chosen formula cannot take longer than a standard action.

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

Zephirus
2013-07-13, 10:37 AM
SINGING KNIGHT OF THE HOLY CHOIR

http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1354/65/1354652818349.png


BECOMING A SINGING KNIGHT OF THE HOLY CHOIR

ENTRY REQUIREMENTS
Skills:Perform 5 ranks
Special:Be able to smite evil 2/day, be able to inspire courage
Alignment:Lawful Good

Class Skills
Singing Knight of the Holy Choir class skills (and the key ability for each skill)
Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Religion), Knowledge(Nobility and Royalty), Perform, Ride, Sense Motive
Skills Points at Each Level: 4 + int

Hit Dice: d10

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

1st|
+1|
+0|
+0|
+2|Inspire Courage +1, Devoted Performer, Paladin Progression, Bard Song|-

2nd|
+2|
+0|
+0|
+3|Eloquent Prayer|+1 divine

3rd|
+3|
+1|
+1|
+3|-|+1 divine

4th|
+4|
+1|
+1|
+4|-|+1 divine

5th|
+5|
+1|
+1|
+4|Inspire Greatness|+1 divine

6th|
+6|
+2|
+2|
+5|-|-

7th|
+7|
+2|
+2|
+6|Favored of the Gods|+1 divine

8th|
+8|
+2|
+2|
+6|-|+1 divine

9th|
+9|
+3|
+3|
+7|-|+1 divine

10th|
+10|
+3|
+3|
+7|Hymn of Regeneration|+1 divine[/table]

Weapon Proficiencies: Singing Knight of the Sacred Choir gains no weapon or armor proficiency.

Paladin Progression: If you have Paladin levels, they stack with Singing Knight for determining the number of smite evil per day, smite evil damage and lay on hands healing, but not for turn undead. Additionally you can freely switch between Paladin and Singing Knight.

Bard Song: Singing Knight levels stack with Bard for determining Bard Song uses and bonuses. If you have no levels in Bard, you receive the use of Bard Song as a Bard of your Singing Knight Level.

Inspire Courage(su): If you have 3 or more ranks in perform, you can use song or poetics to inspire courage in your allies, bolstering them against fear and improving combat abilities. To be affected, an ally must be able to hear the knight sing. The effect lasts as long as the song is heard and for 5 rounds thereafter. An affected ally receives +1 morale bonus on saving throws against fear and charm effects, and a +1 morale bonus on melee and ranged attack and damage rolls. Inspire Courage is mind affecting ability.

Devoted Performer: If you have levels in paladin and bard, those levels stack for the purpose of determining the bonus damage dealt by your smite evil ability and determining the number of times per day that you can use your bardic music. This feat does not allow additional daily uses of smite evil or bardic music abilities beyond what your class levels would normally allow. In addition, you can multiclass freely between the paladin and bard classes and may even gain additional bard levels regardless of your lawful alignment. You must still remain lawful good in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart.

Eloquent Prayer: If your Charisma is higher than your Wisdom, you can use it instead for determining your maximum spell level and bonus spells per day.

Inspire Greatness(su): If you have 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. To inspire greatness, you must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as sleep. Inspire greatness is a mind-affecting ability.

Favored of the Gods:The eloquence of your prayers touch the heart of even the most distant and cold of the gods. You can spontaneously cast or convert any divine spell present in the paladin list that you know.

Healing Hymn: If you have 18 or more ranks in perform, you can use song or poetics to inspire healing in your allies, making their wound to mend themselves. To be affected, an ally must be able to hear the knight sing. The effect lasts as long as the song is heard and for 5 rounds thereafter. An affected ally receives +1 fast healing.

PLAYING A CLASS SINGING KNIGHT OF THE HOLY CHOIR
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

You are a fearless leader in battle, protected by the gods and revered by the man. Natural leaders, they march to battle in the front line, inspiring their allies and smiting their enemies.

Combat:Singing Knights are a melee front liner that can dish a decent amount of damage and take lots of punishment. Singing Knights can provide good buffing and heal your party between fights.
Advancement:Singing Knights are usually draw from the paladin lines, thou clerics are not unheard of in the order. Some of them spent some time as bards, but it´s not really necessary.
Organizations: Despite the fact that the paladins usually frown from the bard ways, some of them saw in their techniques a valuable mean to fulfill the will of their gods. Thus was founded the order of the Sacred Choir. Where a holy warrior train both the sacred martial ways and poetics.

necroon
2013-07-18, 12:30 AM
ZE GOOD DOCTOR

http://th08.deviantart.net/fs71/PRE/f/2012/297/e/a/frankenstein_by_huskelbullen-d4ro71z.png
Used with permission by Huskelbullen (http://huskelbullen.deviantart.com/)- Check out his other great works!

They called me a monster. Does a monster do what he does for science? Does a monster sweat and toil for his fellow man? Does a monster attach a fire-breathing head to his traveling companion so his supper won't get cold? I think not!

Ze good doctor is one who enjoys the abilities his scientific knowledge affords him and seeks to use them often. On pretty much everyone he knows. Be that a gentle electric shock or making his party's fighter's feet "better" it's really all the same to him.
As his class features grant him a rather formidable "Animal Companion" ze good doctor usually takes more of a support role or that of a long-range combatant: preferring to let his "pet" do the gritty work.

BECOMING A ZE GOOD DOCTOR


ENTRY REQUIREMENTS
Skills: Heal 5 ranks
Special: Must be able to create at least level 2 Grafts using the Xenoalchemy (http://www.giantitp.com/forums/showthread.php?t=205119) class feature
Special: Defensive Countermeasures (http://www.giantitp.com/forums/showthread.php?t=262484) class feature


Class Skills
The Class Name's class skills (and the key ability for each skill) are....Appraise (Int), Concentration (Con), Craft (all) (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (architecture and engineering) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Cha), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device(Cha).
Skills Points at Each Level: 8 + int

Hit Dice: d6

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

1st|
+0|
+1|
+0|
+1|Grave-robber, Fields of Study, Creation Cohort|1|0|0

2nd|
+1|
+1|
+1|
+1|Power Word: Science|1|1|0

3rd|
+2|
+2|
+1|
+2|Thesis Monster|0|0|1

4th|
+3|
+2|
+1|
+2|Abnormal Accomplice|1|1|0

5th|
+3|
+3|
+2|
+3|Irrational Behavior|1|0|0

6th|
+4|
+3|
+2|
+3|Thesis Monster|0|1|1

7th|
+5|
+4|
+2|
+4|Mistaken Identity|1|0|0

8th|
+6|
+4|
+3|
+4|Superior Brain Power|1|1|0

9th|
+6|
+5|
+3|
+5|Thesis Monster|0|0|1

10th|
+7|
+5|
+3|
+5|IT'S ALIVE! ...AGAIN!|1|1|0[/table]

Weapon and armor Proficiencies: A Ze good doctor gains no proficiencies with weapons or armors.

Fields of Study
A good doctor always furthers his studies, you see
Levels in Ze Good Doctor stack with levels in Xenoalchemist for determining the effects and limits of Xenoalcehmy (Ex).

Grave-robber
Waste not want not I always say! Now be a dear and hand me that shovel, would you?
Ze good doctor knows that sometimes fresh materials are not always easy to come by. For that reason he learns to shall we say... improvise. Ze Good Doctor may gather pieces from any creature as long as it has not been dead for longer than one month per class level.

Creation Cohort
Fetch me the wrench! The peroxide! A cup of coffee!
Ze good doctor has an infallible personality and is well respected far and wide for his exploits! The women adore him and all would wish to study under him... okay so maybe that's not true. At first level Ze Good Doctor gains the service of a Cohort (Similar to that of the Leadership Feat, although he does not gain additional followers). This follower is not a useful combatant however he can assist with Ze Good Doctor's work. When using the Aid Another action he grants the good doctor a +4 bonus to Knowledge and Craft checks instead of the usual +2 bonus.

Power Word: Science (Ex)
Thus the heavens shall cry out and know thy name. The skies shall bow before my intelligence. For progress! For human evolution! FOR SCIENCE!
Ze good doctor knows how to put on a good show and all good shows need a little background lighting. A number of times per day equal to his intelligence modifier Ze Good Doctor may shout "Science" in a dramatic fashion and call down the very fury of the skies themselves. This acts as a Call Lightening spell cast by a Wizard of his Character Level.

Thesis Monster
Ze Good Doctor gains a Thesis Monster (http://www.giantitp.com/forums/showthread.php?t=205119) ability at third level and every three levels there after as per the Xenoalchemist class feature.

Abnormal Accomplice
It's Aliiiiiive!
Ze good doctor is no brute. He is no ruffian. And fighting hand-to-hand is surely beneath him. At 4th level he gains the service of a sort of "Animal Companion" to handle these lowly tasks for him.

The details of such are outlined below:

The Abnormal Accomplice is a two-legged creature. It is a medium-sized Monstrous Humanoid with the Living Construct subtype.
The Abnormal Accomplice has a slam attack appropriate for it's size and is proficient with all simple weapons.
The Abnormal Accomplice generates it's stats using a Low-Fantasy point buy with the following restrictions:
-The Abnormal Accomplice's INT may not be higher than or lower than 4.
-The Abnormal Accomplice's WIS may not be higher than 6 or lower than 4.
-The The Abnormal Accomplice gains a +2 Racial bonus to the stat of Ze Good Doctor's choice.
If destroyed Ze Good Doctor can create another The Abnormal Accomplice with a recently dead humanoid corpse (1 week per Class level), an adequate work-space (a lab, roof during a thunder storm, ect.), and 20 GP Per level of materials. The newly created The Abnormal Accomplice does not have any of the grafts or possession that the previous had and generates new stats as described above.
To calculate the level of the Abnormal Accomplice add Ze Good Doctor's class levels with half the levels from other classes.



{table=head]Class Level|HD|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|feats|Natural Armor Bonus|STR/CON Bonus|Special

1st|2|+1|+2|+0|+0|0|1|+0|+0|Fire Bad!, Powerful Build, Good Patient|

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

3rd|3|+3|+3|+1|+1|1|2|+2|+1|Mettle|

4th|4|+4|+4|+1|+1|1|3|+2|+1|

5th|5|+5|+4|+1|+1|1|3|+2|+2|Lightening Rod, Outrun the Angry Mob+5|

6th|6|+6/+1|+5|+2|+2|2|4|+4|+2|

7th|6|+7/+2|+5|+2|+2|2|4|+4|+3|Fast Healing 3

8th|7|+8/+3|+6|+2|+2|2|5|+4|+3|

9th|8|+9/+4|+6|+3|+3|2|5|+6|+4|Multiattack|

10th|9|+10/+5|+7|+3|+3|3|6|+6|+4|Outrun the Angry Mob +10|

11th|9|+11/+6/+1|+7|+3|+3|3|6|+6|+5|

12th|10|+12/+7/+2|+8|+4|+4|3|7|+8|+5|Fast Healing 6

13th|11|+13/+8/+3|+8|+4|+4|3|7|+8|+6|

14th|12|+14/+9/+4|+9|+4|+4|4|8|+8|+6|

15th|12|+15/+10/+5|+9|+5|+5|4|8|+10|+7|Improved Mettle, Outrun the Angry Mob +15|

16th|13|+16/+11/+6/+1|+10|+5|+5|4|9|+10|+7|

17th|14|+17/+12/+7/+2|+10|+5|+5|4|9|+10|+8|Fast Healing 9|

18th|15|+18/+13/+8/+3|+11|+6|+6|5|10|+12|+8|

19th|15|+19/+14/+9/+4|+11|+6|+6|5|10|+12|+9|

20th|16|+20/+15/+10/+5|+12|+6|+6|5|11|+12|+9|Regeneration 9 or Fast Healing 12|
[/table]

Fire Bad!
Uh! Unnnnh! FIIIRE BAD!
The delicate patchwork and preserved flesh of the Abnormal Accomplice doesn't take well do being lit on fire. So it's strongly recommended you try and avoid that from happening. The Abnormal Accomplice takes 50% more damage from fire (be it magical or otherwise) regardless of whether a saving throw was allowed to resist the affect or wether or not said saving throw was made.

Powerful Build
Smash? Smash! Ugh!
The Abnormal Accomplice may wield weapons as if it were a size category larger without penalty (As a large creature). It may also treat it's slam attack damage as if it were a size category larger.

Good Patient
Hehehehe... pretty bunneh band-aid!
The Abnormal Accomplice is a really good patient. The best a doctor could ask for, actually. When Ze Good Doctor uses the Combat Medic class feature or targets the Abnormal Accomplice with the Heal Skill or a spell with the Healing subschool the Abnormal Accomplice gains an additional 50% hit points as if the effect was empowered. This does not stack with the Empowered spell metamagic feat.
In addition the Abnormal Accomplice is not subject to Graft Rejection and my have a number of bonus grats equal to one fourth it's HD.

Mettle
Huh? What that 'spose do?
The Abnormal Accomplice is good at shrugging off things that would cripple a lesser man. When the Abnormal Accomplice successfully makes a fortitude save that would allow for a lesser effect he suffers no effect instead.

Lightening Rod
Bzzzzzzzt! Pretty Colors!
The abnormal accomplice is no stranger to being struck by lightening. Starting at 5th level when he would be dealt electric damage he instead heals one hit point for every two hit points of damage he would have taken. In addition the reflex save DC of any electricity effect or spell increases by two as long as the Abnormal Accomplice is a target of the spell, effect, or ability.

Outrun the Angry Mob
Cronk not bad! Cronk just want pet kitty!
Being abnormal is tough. Sometimes the local villagers just don't understand what it's like to accidentally maul someone. Starting at 5th level the Abnormal Accomplice gains a 5 foot enhancement bonus to it's movement speed. This increases by 5 feet at 10th level and again at 15th level.

Fast Healing
Boo-boo go buh-bye... like you!
Starting at 7th level the Abnormal Accomplice gains Fast Healing: 3. This increases to Fast Healing 6 at at 12th level and Fast Healing 9 at 17th level.

Improved Mettle
Not know what bahn-she is but please stop screaming now!
To be honest nobody is quite sure whether or not the Abnormal Accomplice has developed an improved immunity or just ceased to care about most of the things that would (and should) stop it dead(er) in it's tracks. Starting at 15th level when he Abnormal Accomplice would make a fortitude save for a partial or reduced effect it suffers no effect on successful save and only the partial effect if it fails it's fortitude save.

Regeneration 9 or Fast Healing 12
I is invincible!
At 20th level Ze Good Doctor chooses whether to improve the Abnormal Accomplice's fast healing to 12 or to change it to regeneration. If ze good doctor chooses the later the Abnormal Accomplice's regeneration is overcome by fire.


Irrational Behavior
Ha! They called me mad! They said that a tuna with wings would never be possible! Ladies and gentlemen: The Draco-una!
Ze good doctor is not crazy! He is simply... different. At 5th level Ze Good Doctor gains the ability to give himself a flash of insight at the cost of his sanity. Once per encounter as a free action ze good doctor may purposely suffer the effects of a confusion spell in order to gain an Insight bonus to attack rolls, damage rolls, saving throws, rolls to confirm critical hits, and skill checks equal to his class level. He treats his creation cohort and abnormal accomplice as a spellcaster would their familiar while confused (meaning he will not attack them). This state lasts for a number of rounds equal to ze good doctor's Intelligence Modifier or until he ends the state as a free action.

Mistaken Identity
And they call my creation by my name! Can you belive the ignorance of the common-folk?
Ze good doctor is not sure why but everyone seems to get him and his monster's name confused. Starting at 7th level he decides to make the best of it. Once per encounter ze good doctor can switch places with his Abnormal Accomplice as an immediate action.

Superior Brain Power
Its official: I'm a certified genius. See my certification? It's got a seal and everything! I shall put it right next to my twelve modesty awards...
Ze good doctor always knew he was smarter than everyone else. At 8th level he gains a permanent +4 bonus to his intelligence at the cost of a -2 penalty to his charisma. In addition he may know use his Intelligence score in place of his Wisdom and Charisma scores when calculating saves, class abilities (form any other classes it possesses (ie A paladin's divine grace or a sorcerer's bonus spells), skill checks, and anything else that may rely on the effect of Wisdom and/or Charisma.

IT'S ALIVE! ...AGAIN! (Ex)
Oh these things happen. One minute Grog is wrestling a chimera 180 feet in the air and the next: splat. It's alright: he can walk it off
Ze good doctor is such that not even death can keep his creation down. For long. Once per week ze good doctor may bring his abnormal accomplice back from death as if targeting him with a True Resurrection cast by a cleric of his level.


PLAYING A CLASS NAME
A Ze Good Doctor brings quite a bit to the (operation) table. He has a big friend and he himself can provide a bit of support. What role he fills exactly greatly depends on the kinds of grafts he and his Abnormal Accomplice posses.
Combat: A Ze Good Doctor prefers to let his Abnormal Accomplice do most of the heavy lifting and up-close fighting while he himself sits back and peppers his foes with Power Word: Science.
Advancement: A Ze Good Doctor usually returns to either Machinist or Xenoalchemist however entering Wizard is not unheard of.
Resources: A Ze Good Doctor draws on the resources all around them. Foes are but work materials for furthering their cause.

CLASS NAME IN THE WORLD
He's a Lunatic. Completely Unstable. Cooped up in that house of his all day doing who knows what...

Most people find a Ze Good Doctor unsettling at the least. There's something about digging up corpses and using their arms that seems to ensure you aren't on the guest list for a lot of parties.
Daily Life: A Ze Good Doctor starts his day with a cup of coffee. After finishing said coffee it's usually down to the laboratory to experiment or off to the graveyard to gather some work materials.
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

sirpercival
2013-07-18, 09:53 AM
PRECESSION'S GUIDE

Image! (http://i299.photobucket.com/albums/mm319/arcdetk/spaceknight.jpg)

On this day, you, sir, will be introduced to the war of Mars, incarnate in this blade I'm holding in my hand. Yes, this one. It's very sharp, as you will soon discover. Sharpened by the very moonbeams in the night, it was. So what I'm saying is, don't mess with me.

Some Astronomers look to the stars, and realize that the stars are telling them to hit people with a sword. Since the stars said so, who are those astronomers to argue? Thus, a Precession's Guide is born.

BECOMING A PRECESSION'S GUIDE
A Precession's Guide is an Astronomer (http://www.minmaxboards.com/index.php?topic=9313.0) who has decided that the best way to further his studies is through the rockage of face.

ENTRY REQUIREMENTS
Base Attack Bonus: +3
Skills: Spot 8 ranks
Feats: Combat Reflexes
Observing: Ability to have at least 2 Inferior Conjunctions active simultaneously
Special: Einstein's Experiments astrolabe technique, ability to focus on a Constellation

Class Skills
The Precession's Guide's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Points at Each Level: 2 + int

Hit Dice: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Observing
1st |+1 |+2|+0|+2|Astrolabe technique, convergent strike, star charts|—
2nd |+2 |+3|+0|+3|Astric guide|+1 level of existing observing class
3rd |+3 |+3|+1|+3|Empyric grace|+1 level of existing observing class
4th |+4 |+4|+1|+4|Astrolabe technique|—
5th |+5 |+4|+1|+4|Precessing strike|+1 level of existing observing class
6th |+6 |+5|+2|+5|Rapid Precession|+1 level of existing observing class
7th |+7 |+5|+2|+5|Astrolabe technique|—
8th |+8 |+6|+2|+6|Improved empyric grace|+1 level of existing observing class
9th |+9 |+6|+3|+6|Improved astric guide|+1 level of existing observing class
10th|+10|+7|+3|+7|Astrolabe technique, greater precessing strike|—[/table]

Weapon Proficiencies: A Precession's Guide is proficient with all simple and martial weapons, light and medium armor, and shields.

Astrolabe Technique: At 1st level, and every 3 levels after, you learn a new astrolabe technique, as described in the Astronomer class writeup. Precession's Guide levels count as Astronomer levels for the purposes of the Kepler's Mathematics technique.

Convergent Strike (Su): You gain significant power from the alignment of heavenly bodies. As a swift action, you may choose to deactivate any number of active Inferior Conjunctions. For each Conjunction you deactivate, you gain a +1 to attack rolls and +1d4 bonus untyped damage on all attacks until the beginning of your next turn.

Star Charts: Precession's Guide levels stack with Astronomer levels for the purposes of determining the abilities and conjunctions you gain from your focused Constellation.

Observing: At each level indicated in the table above, you gain an increase in Phenomena known and Observer level as if you had gained a level of an Observing class in which you had levels before entering this prestige class. This does not grant you additional class features or any other benefits you would have gained from levels of that class.

Astric Guide (Su): By 2nd level, you have gained sufficient skill that you are able to guide the heavens into different alignments by your actions. Once per round, whenever you successfully strike an opponent in melee combat, you may sacrifice one of your attacks of opportunity in the round as a free action to attempt a Spot check to add or change an Inferior Conjunction (as per the Astronomer ability). You cannot use this ability if you have no attacks of opportunity remaining in the round.

Empyric Grace (Su): Beginning at 3rd level, you have acquired so much data and evidence during your martial experiments that a number of your observations can be made much more swiftly. You may observe any of the following phenomena as a move action instead of a standard action, provided that you know it and can observe it.
Empyric Phenomena:
Accretion
Albedo
Dispersion
Eccentricity
Electromagnetic Discontinuity
Great Attractor
Jovian Satellite
Magnetar
Nutation
Parallax
Precession
Redshift
Retrograde Motion
Sidereal Time
Singularity
Syzygy
Zenithh
Zone of Avoidance

Precessing Strike (Su): When you achieve 5th level, your studies of heavenly alignments have progressed, allowing you to take extra advantage of particular convergences. Whenever you use your Convergent Strike ability to deactivate an Inferior Conjunction, you gain an additional benefit depending on which Conjunction you deactivate, as shown on the table below. You can only gain one benefit from this ability at a time; if you deactivate more than one Conjunction at a time, you must choose which one to gain the benefit from.
{table=head]Inf.Conj|Benefit
Azimuth | Each attack you make this round which damages an opponent reduces that opponent's spell resistance, power resistance, and damage reduction (as applicable) by 2 points for 1d6 rounds
Declination | Whenever you attack an opponent in melee (but no more than once before the beginning of your next turn) you may cause an additional creature adjacent to that opponent to make a Reflex save (DC 10 + 1/2 observer level + Int mod) or take damage equal to half the damage dealt to the original target
Gravity | The range increments of any ranged attacks made against you this round are reduced to 10 feet
Moon | Choose an opponent adjacent to you to provoke; until the beginning of your next turn, that opponent must make a Will save (DC 10 + 1/2 observer level + Int mod) or be unable to affect anyone other than you with an attack, spell, or other ability
Occultation | Gain a dodge bonus to AC depending on your weapon size: +1 for a light weapon, +3 for a one-handed weapon, +5 for a two-handed weapon
Orbit | You can make a single normal melee attack this round against any creature within Close range (25 ft + 5 ft/2 observer levels)
Phase | Your attacks function normally against ethereal and incorporeal creatures until the beginning of your next turn
Spin | You may resolve one of your attacks this round against your opponent's touch AC instead of their regular AC
Stars | You can counteract miss chances due to magical concealment effects, reducing them by up to 5% per class level for your attacks this round
Transit | As an immediate action, you can cancel a single attack of opportunity which you would provoke before the beginning of your next turn[/table]

Rapid Precession (Su): Your studies progress through the evolving sky at a faster pace than more traditional observers. Beginning at 6th level, you can spend a full-round action to progress your focused Constellation, as if 24 hours had passed. If you do so, at the beginning of your next turn, you gain the benefits of the new focused Constellation, including resetting your automatic Inferior Conjunctions as if the encounter had just begun.

Improved Empyric Grace (Su): Upon reaching 8th level, whenever you use your Empyric Grace class feature, you can observe the given phenomena as a swift action instead of a move action.

Improved Astric Guide (Su): At 9th level, your contemplations of heavenly bodies gain in complexity and death. You may use your Astric Guide ability whenever you strike an opponent in combat, up to an amount equal to your remaining attacks of opportunity in the round.

Greater Precessing Strike: When you have achieved 10th level, you may gain as many benefits from your Precessing Strike feat as Conjunctions that you deactivate (rather than being limited to one at a time).

PLAYING A PRECESSION'S GUIDE
A Precession's Guide follows the great wheeling sky as it turns overhead, illuminating the best way to murder his enemies with impunity. He takes particular notice of any conjunctions he sees, which would suggest specific tactics for eviscerating opponents more efficiently (or less efficiently, as the case may be).
Combat: Precession's Guides tend to be melee combatants, making use of the variety of tools granted by this class and his phenomena to put the hurt on creatures in the wrong place at the wrong time.
Advancement: The best way to go is one of the following: more levels in Astronomer, levels in a martial class, or levels in another prestige class based on Astronomer.
Resources: Royal Colleges of Astronomers often need guards, and/or have exchange programs with Wartime Academies. If they do not do either of these things, you could likely persuade them so.

PRECESSION'S GUIDE IN THE WORLD
He was standing there, looking up at the sky like he was waitin' for something. Then he came over and tried to cut my head off! The nerve of some people, right?

As a Precession's Guide, you are likely to be underestimated, since most people will notice you stargazing and automatically assume you're not a fan of physical activity, particularly when it comes to the sublime art of beating-distribution.
Daily Life: Your day begins extremely early -- in fact, usually the night before, when you spend time observing the heavens and taking notes for the next day's adventuring. You might consult one or more almanacs or star atlases. Then, after a hearty sleep of some length, you would continue traveling the world, looking for annoying monsters to add to your collection of discarded corpses.
Notables: Ser Arthur of Eddingstown was a Precession's Guide of some repute, who had an ongoing rivalry with Lord Isaac of Novuston over the affection of a nearby gentlewoman. The two dueled, Ser Arthur with a blade and Lord Isaac with a reinforced spyglass. Legend has it that they struck each other dead in the same instant, whereby the gentlewoman in question collected both their things and moved to a tropical location to live out her life in luxury.
Organizations: The Royal College of Strute is a collection of renowned Astronomers who have financed the Strutesmen as a league of investigators of all things bellicose. The Strutesmen recruit Astronomers of robust constitution who fancy themselves amateur pugilists, train them in the proper forms of deadly combat, and turn them loose on unsuspecting dangerous fauna, with often traumatic (and extremely informative) results.

NPC Reaction
"Wot, a Presusshes Guy? Ne'er erd ovit. Can ye eatit?"

PRECESSION'S GUIDE IN THE GAME
A Precession's Guide is essentially an alternate-magic gish, dishing out pain with the support of the scientific method. He is often a frontliner or glass cannon, but with unusual versatility due to the Constellation and phenomena systems.
Adaptation: In a science fiction campaign, a Precession's Guide might be an elite nano-soldier, using quantum probabilities to explode his enemy's many eyeballs. In a maritime campaign, a Precession's Guide could traverse the waves while drawing strength and killing prowess from a variety of amorous sea creatures.

ErrantX
2013-07-25, 08:26 PM
Bump for great justice!

-X

Xefas
2013-07-30, 12:19 AM
http://i.imgur.com/4NQpWto.png
Picture by me! Copyright infringement that, law!

Epic Prestige Class: The Holocaust Sun

"I'd like to say that I'm greater than all of this now. I'd like to say that they're just ants to me, and that their happiness or suffering doesn't touch me, doesn't influence me. But that isn't true. When I look at each man, woman, and child whose identity I've taken away, whose life I traded without their consent, to make them into nothing more than a collection of hungers and debasements, I drink in their humiliation. And, for that one moment, my hatred for what I am, and what they are, and what I've made of this world, is greater than the pain of my flesh, and I can lose myself in the anger, and just kill, and maim, and abuse, and feel whole again. And safe. But it never lasts.

What will I do? - What will I do in those bleak millennia after I have driven every mother to eat their children, and every father to burn the fields and the forests until nothing is left? When they're all gone, what will become of me? I cannot imagine the loneliness, the agony, the insanity that will break me then. I try, though. With every ounce of me, I try, and I scream, and I salivate! That madness is all that I wish for, all that I desire! What could be more wonderful than the one nightmare I have not inflicted? The one horror so great that I cannot conceive of it? Nothing else could ever be so perfect."
~Siddhran, Holocaust Sun

A Holocaust Sun is a creature of rage and madness that has risen above merely expressing their brutality in the form of murders and small-scale atrocities. When a Teramach (http://www.giantitp.com/forums/showthread.php?t=286983) manages to devour the sun of the Prime Material Plane, and hones their expression of its fire and light, they attain the capacity to project their fear and anger in every ray, as a mad star, scouring the world of its purpose and humanity. From there, their existence is that of a living, mobile extinction event, capable of driving the populations of whole planets to feeding on themselves until there is nothing left. If life still thrives, and the heavens still stand, it is safe to assume that no such creature has yet come to be.

Becoming A Holocaust Sun
This path to power is a long and dangerous one. A Teramach would first have to reach into the greatest heights of their Mythos, initially to attain the durability to survive the presence of the sun, and additionally to gain the power to integrate it with themselves. This nearly requires an Epic Character in its own right, but it isn't enough. To fully realize their potential, they would need to achieve a degree of mastery of their body's flow of energy, to harness the golden light within them. Dabbling in the Swordsage class would be suitable, though more esoteric options are available, such as the Martial Adept (http://www.giantitp.com/forums/showpost.php?p=14352662&postcount=2).

ENTRY REQUIREMENTS
Skill: Intimidate 23 ranks, Jump 23 ranks
Mythos: Humanity Reaving Psychosis Echo (Merciful Abyss-Gazing Nightmare Therapy), Impatient Slaughter Speed, and Sun-Eating Gorge-Monster Gluttony (Unconquerable Swallowed-Sun Prana)
Stance: Holocaust Cloak (Desert Wind)
Special: Must have eaten a sun on the Prime Material Plane.
Special: Must be able to initiate, ready, and refresh maneuvers of the Desert Wind Discipline.

Class Skills
The Holocaust Sun's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level: 4 + Intelligence Modifier

Hit Dice: d12



Level
Special
Mythos
Maneuvers Known
Maneuvers Readied
Stances Known


1st
Nuclear Madness Combustion, World-Traumatizing Brutality Glare, Primal Brutality I, The Holocaust Sun's Mythos
+0
1
0
1


2nd

+1
1
1
0


3rd
Hollow Salvation Id Corona
+0
1
0
0


4th

+1
1
1
1


5th
Virtue-Obliterating Compassion, Primal Brutality II
+0
1
0
0


6th

+1
1
1
0


7th
Sempiternal Mythos
+1
1
0
0


8th

+1
1
1
1



Weapon Proficiencies: A Holocaust Sun does not gain proficiency with any new weapons or armor.

Maneuvers: A Holocaust Sun gains new Maneuvers Known, Maneuvers Readied, and Stances Known as denoted on his class table. Levels in Holocaust Sun are considered levels in a martial adept class for the purposes of calculating one's initiator level. New Maneuvers Known may be drawn from the Desert Wind, Setting Sun, or Tiger Claw Disciplines.

The Holocaust Sun's Mythos: With the Holocaust Sun class, a Teramach continues to gain new Mythos, which follow the same rules as The Monster's Mythos, but these are unique to this class, and express the Holocaust Sun's own legend, rather than that of the Monster. New Mythos Known gained from this class may be drawn from the Teramach's pool of available Mythos, or from the new Mythos listed below. A Holocaust Sun adds his class levels to his Teramach levels to determine his Teramach "class level" for the purposes of Mythos whose effects are dependent on class level.

Some Mythos are listed as "Sempiternal", which is the fifth tier of Mythos, above Exalted, and the Holocaust Sun gains the ability to begin learning them at 7th level. The cost of learning a new Sempiternal Mythos, above the ones automatically granted by level, is 200,000 Mythos Points and 20,000xp.

Primal Brutality: At 1st level, a Holocaust Sun adds a +6 enhancement bonus to attack and damage rolls made with his unarmed attacks and improvised weapons that he is proficient with. These weapons also bypass damage reduction as if they were Epic. At 5th level, this bonus increases to +7.

Nuclear Madness Combustion: At 1st level, a Holocaust Sun enters his Holocaust Cloak stance, and can no longer leave it; it becomes an inherent, extraordinary quality of his being. However, its continued activation no longer counts as being in a stance, so the Sun may freely adopt new stances as normal.

In addition, the fires of his body burn hot and bright. He adds his initiator level to the damage dealt by his Holocaust Cloak. Creatures within 1000 feet that gaze directly at him must make a Fortitude save each round or be rendered permanently blind. Within 500 feet, just having one's eyes open at all provokes the Fortitude save. Within 200 feet, anyone that does not have a solid, opaque barrier between their eyes and the Sun's light must make the save (eyelids aren't solid enough, naturally). Everything within 1000 feat of a Holocaust Sun takes 1 fire damage per round. This increases to 5 at 500 feet, 10 at 200 feet, and (1/2 the Sun's Holocaust Cloak damage) within 100 feet. Magic items worn by the Holocaust Sun are immune to this damage.

Finally, these flames are fed by the Holocaust Sun's insatiable monstrosity. Every 24 hours that he goes without killing, or inflicting permanent insanity upon, a sapient mortal, or a sapient Outsider with either the Lawful or Good subtype, his maximum hit points decrease by 1. This reduction can be reversed by engaging the aforementioned killing or madness-inflicting, but only one point of reduction is negated per 24 hours.

If a Holocaust Sun's maximum hit points are reduced to below 1/2 their normal value by this effect, the seed of the Monster's Mythos within his legend rebels, and forces the Untamed Apocalypse Shintai Mythos on him without his consent, if he does not already possess it.

World-Traumatizing Brutality Glare: Summoning up every ounce of his incandescent rage and inhuman contempt for peace and reason, the Holocaust Sun may augment a use of his Post-Traumatic Brutality Roar, such that it effects every living thing that can see his light, rather than just enemies that can hear him within 60ft that have seen him torment a living thing. These unfortunate souls are plagued with waking nightmares culled from the bleak pit of his burning heart.

This release of energy is taxing, temporarily reducing his Maneuvers Readied by half (round down). Every 24 hours, these is a 50% chance that one of his burnt-out Maneuvers Readied returns to him. He may not use the World-Traumatizing Brutality Glare again until all of his Maneuvers Readied are returned.

Hollow Salvation Id Corona: At 3rd level, a Holocaust Sun materializes a pressurized aura of unreasonable, savage cruelty. He adds his Strength modifier as a Deflection bonus to his Armor Class, and any hostile spell effect that includes him fails to affect him unless its caster makes a caster level check with a DC equal to his Strength score. Negated attacks are merely swallowed by the absurdity that a universe worth living in would allow the Holocaust Sun to exist, followed by a brief flare of white light.

Virtue-Obliterating Compassion: At 5th level, the Merciful Abyss-Gazing Nightmare Therapy manifestation of the Sun's Humanity-Reaving Psychosis Echo Mythos expands to encompass creatures with PC class levels, but only ones with a character level 1/4 of their own or less. These characters have their ability scores rearranged such that their physical ability scores are higher than their mental ones.

Exalted Mythos

Gods-As-Charcoal Misotheism Furnace
Prerequisite: -

When you activate Sun-Eating Gorge-Monster Gluttony, you become aware of the presence of any creatures with Divine Ranks within the potential radius of destruction. If you sense even one such being, you enter a Rage, which lasts as long as you can perceive a deity in your presence, and for one minute after (if a deity re-enters your presence, the duration is reset). While in this Rage, you ignore all divine bonuses to statistics on enemies that you target (such as a divine bonus to saving throws, or a divine bonus to armor class), and enemies that target you do not receive divine bonuses to statistics that would aid them in harming you.

If you kill a God while in a Rage, you may draw them in and burn their divinity in the flames of your wrath. They irrevocably die, and cannot reconstitute themselves. In a setting where a God's mantle is transferred in some way after their death, this does not transpire; their divine spark is forever gone, and there will no longer be a caretaker for the lost portfolio unless some new godly power can be forged anew in its place.

Furthermore, your body immunizes itself to spells in the burnt deity's Domains, rendering you completely unaffected by them in the future.

Finally, you gain a number of special charges equal to the Divine Rank of the God you killed. By expending one charge, you may cast any one spell belonging to one of the God's Domains as a spell-like ability, as you literally hurl a sizzling chunk of the dead God's glory, culled from the black coals in the hearth of your soul. This requires the same action that casting the spell normally would, and its visuals are distorted, becoming altogether horrifying for those that worshiped the deity in life, allowing you to make a Demoralize attempt as a free action, and apply it against those worshipers who can see the spell's effects transpire.

Charges, once spent, are gone forever. If you kill multiple Gods, their charges are tracked separately.

Irresistible Demon-Star Gravity
Prerequisite: -

As a swift action, while you are in a Stance, you may exit the Stance that you are in, and roll a Strength check. Every living creature within 500ft must make a Strength check with a DC equal to your result, or be pulled adjacent to you in a straight line. This line will drag them through solid objects that are too large or sturdy for them to pull with them, applying the hit points of the object as damage to the victim. If the victim survives, they shatter the object on the way to your side. If they don't, then the object shatters them instead. Objects without hit points, such as a wall of pure force, just stop creatures that hit them, dealing 1d6 damage to them per 10 feet the victim was pulled beforehand, to a maximum of 20d6 damage.

If you pull too many creatures for there to be enough space adjacent to you, then the furthest creatures are pulled as far as they can be, resting contiguous with the rest of the creatures pulled to you.

Solar-Flare Fist Impetus
Prerequisite: -

Your unarmed attacks deal additional fire damage equal to the damage inflicted by your Holocaust Cloak. When using an unarmed attack, your Reach is increased by 100ft as you manifest writhing solar flares from your ambient heat and light. These flares are considered 'preferred' weapons for the Desert Wind Discipline, even though unarmed strikes are not normally on that list.

Once per turn, as a free action, you may expend an unexpended maneuver to augment your solar flares until the beginning of your next turn. If the expended maneuver is from the Desert Wind, their Reach is multiplied by the level of the maneuver. If the expended maneuver is from the Setting Sun, then attacks made with them render the target flat-footed. If the maneuver is from the Tiger Claw, then any full-attack you make with your flares may include an additional attack at your highest base attack bonus.

Stoking the Cosmic Inferno
Prerequisite: -

Half of all fire damage that you deal while in a Rage, whether from a Mythos, a class feature, or even just the properties of an external magic item that you're using, becomes an insidious stellar radiation that is not subject to fire resistance or immunity, and deals full damage to objects.

In addition, you may direct your flames to propel yourself, granting you a Fly speed equal to your normal land speed, multiplied by your Strength modifier, with Perfect maneuverability. When you spend an action to move, everything within 50ft of you takes damage equal to the damage inflicted by your Holocaust Cloak, as the fire of your propulsion buffets them.


Sempiternal Mythos

Astronomical Geocide Cannon
Prerequisite: -

When you activate the Unconquerable Swallowed-Sun Prana manifestation of your Sun-Eating Gorge-Monster Gluttony Mythos while under at least two Rage Effects, you may choose to funnel significantly more power through it to create a weapon of rarely paralleled destruction. This deactivates the field of fire damage and blindness created by your Nuclear Madness Combustion class feature, as all of your light and heat is drawn inward, and focused. At first, nothing happens.

Then, at the beginning of your next turn, you unleash the torrent of golden annihilation usually produced by Unconquerable Swallowed-Sun Prana, except that the line is 20,000 feet long and the damage it inflicts is multiplied by 5.

Your aura of light and heat begins to return slowly after about 5 minutes, with its various ranges reduced by 90%. Another 10% of range returns every 5 minutes, until it reaches its full glory once more. The Astronomical Geocide Cannon cannot be used again until your aura has fully recovered.

Multiversal Horizon-Fissure Nirvana
Prerequisite: -

Your heart, soul, and the core of your legend are partitioned off from this world, and cast into a burning fissure beyond where the Great Wheel can touch them. Creatures that worship you, when they die, proceed to this other-world as if it were their rightful afterlife (any Reavers that you create are automatically considered to worship you, even if they are incapable of comprehending such concepts, and especially if they hate you). Even Outsiders, upon death, have their essence subsumed into your Nirvana, rather than by their home plane. There, in this brilliant, burning maelstrom, the dead are remade into its native Outsiders, much as the essence of petitioners become the Demons of the Abyss, or the Archons of Heaven.

The names and forms of these Outsiders are for the group of players to decide (the character himself has no control over what his soul looks like), as are the physical qualities of your Nirvana, though there should always be a range of powers, from small challenge rating ~1 minions to great and terrible challenge rating ~20 overlords. Planar travel to and from your Nirvana, including summoning spells, is normally impossible, unless you personally aid a spellcaster in creating a new spell that specifically serves such a purpose. Independent research to that effect will always be fruitless, without your intuitive knowledge to guide them.

At the center of your other-world is your Core, a colossal but insensate horror with a single hit point, though doubtless there are other defenses erected around it by its Outsider caretakers.

While you have native Outsiders within your Nirvana, damage that would reduce you below 0 hit points, or an effect that would outright kill you, instead reduces you to 0 hit points, and puts you in a kind of stasis where you cannot move or act, but neither can outside forces act upon you. This stasis lasts for one minute, during which your body becomes a one-way portal to your Nirvana. After that minute, your stasis ends and you rise back to 1 hit point, closing the portal. To truly kill you, your Nirvana must be infiltrated, and your Core must be destroyed.


Playing A Holocaust Sun
Combat: While many of the Holocaust Sun's abilities have a long range, their primary combat aptitude will likely lie in melee, or at least at close range, depending on one's choice of Mythos. While you may potentially be defeated by epic-level martial initiators and spellcasters, few characters are philosophically prepared for the dissolution of the civilization or species for which they were fighting. If you can defile or destroy anything they could've reasonably cared about, then the only rationale left for them to fight you is ultimately meaningless vengeance. At that point, even in death, you can consider yourself victorious for having progressed the cause of senseless violence one more step, no matter how small. There's nothing wrong with setting asymmetrical victory conditions.
Advancement: Advancing within the Holocaust Sun class is less a matter of deciding on what your character will be capable of - they will always excel at killing and psychologically destroying others - and more a series of decisions on what method they find the most appealing. Solar fire? Irresistible pressure? Blinding light? Once the class has been completed, there are few pre-established places for them to naturally move towards. A homebrewed epic martial initiator ruleset could be used, to allow the Holocaust Sun to express their horrific nature as a set of martial arts, for those twisted denizens of the planes who would seek enlightenment through such a ruinous path. Of course, another homebrewed epic-level Mythos-based Prestige Class could be created, to progress their understanding of the Monster to new, unprecedented tiers of might.
Resources: A Holocaust Sun is likely to be feared and hated by the majority of the denizens of the multiverse, which is by design. They are meant to be highly self sufficient. That said, there is more than one layer of the Abyss within which their unthinkable glory could find creatures mad enough to follow and worship them.

Holocaust Suns In The World
"Who did what with my what now?"
~Pelor, God of the Sun, on hearing the news

To most mortals, the Holocaust Sun is just the end of all that they knew. To immortals, they are a potent rival, or dangerous threat to the stability of the multiverse, depending on which end of the alignment pool the immortal hails from. For this reason, it is often safest for the Holocaust Sun to make their forays outside the Prime brief. After all, if the higher powers of Law and Good could just hop on over to the Prime every time some great catastrophe was happening, and avert it, then it would completely render the quests of your standard adventuring party moot. Speaking of adventurers, you should probably get used to them showing up to kill you.
Daily Life: A day in the life of a Holocaust Sun is quite variable, considering it is they who decides when to rise and when to set, or if they should do so at all. Although, I suppose, to them, the concept of "days" is largely inconsequential.
Notables: Fortunately, the mantle of Holocaust Sun has never been filled. But you could be the first! Now that's a legend that will stand the test of time. Even if you leave no survivors to tell your tale, the universe will always be scarred by what you've done, and signs of your Mythos will live on forever.
Organizations: Unless the prospective Holocaust Sun has created their own cults to their magnificence, there are no organizations associated with the ideal.

NPC Reaction

Holocaust Suns in the Game
At a glance, it might seem like the Holocaust Sun isn't much of a team player. It might seem like they don't fit very well into a party. That's not true! They make excellent front-line fighters, which easily draw attention away from the squishier-yet-nonetheless-astrally-projected-from-a-genesis-plane-and-therefore-functionally-immortal spellcasters, saving them the valuable time and spell slots they would need to astrally project another copy of themselves to the battle. They can also serve as an excellent "face", handling social situations with characters whose defensive magics are too great to overcome with mental enchantment. Even the most stubborn Demon Prince can become more pliable when their kingdom has been devolved into a frenzy of orgiastic suicide (that they don't control).
Adaptation: A Planescape or Spelljammer setting allows a Holocaust Sun greater freedom in where they can go, and what they can do, given the greater degree of definition to places outside the standard "world". A fleet of Spelljammers full of ravening psychopaths, flanked around a mobile and sentient star-monster could be the seed for an entertaining story. A Holocaust Sun is likely to be the least destructive to the Forgotten Realms setting, as the prolific plot armor, rapid-fire retcons, and standard epic-level town guards do much to deflect the significance of any player character, even one designed to shake the pillars of the universe.
Encounters: An NPC Holocaust Sun is likely to be encountered in space! So dress warmly. But not too warmly. It's a fine balance between freezing to death in the void and being incinerated by solar fire.

Sample Encounter
EL 23: Siddhran is an utterly debased husk of a person, filled with the otherworldly fury and power of the Monster. To all outside observers, he has given every shred of himself over to that madness. But that isn't true. He can still think. Not with sanity, for that was long ago sacrificed on the altar of the Monster, until he could no more distinguish fantasy from reality than he could distinguish right from wrong. And not with purpose like any reasonable human would perceive it. He is barely capable of understanding that he exists, save that other things exist, and those things make him angry, and therefore he must still be.

But he can still think. And it was that small difference from the perfected template of the Monster's Mythos that allowed him to do what the Monster never could, and putrify the greatest symbol of life and purity and happiness in all of mortal-kind's history. He thinks, and he thinks about the future, and that callous eternity excites even his mutilated heart.

(The statistics below assume that Siddhran has All-Consuming Rampage Release and Body of Samsara's Supernal Monster active at all times, and that he has used his two Devolution Mythos to reduce his Wisdom and Charisma to 1; their base score is 8. He is represented with NPC Wealth-by-Level and a 30 point-buy for his ability scores.)

Siddhran, Holocaust Sun
Chaotic Evil Male Human Teramach 19/Swordsage 1/Holocaust Sun 3
Init +12, Senses: Listen +76, Spot +76,
Languages Common
------------------------------------------------
AC 43 (+7 Dex, +13 Natural, +11 Deflection, +1 Enhancement, +1 Insight), touch 42, flat-footed 36
hp 268 (19d12 + 1d8 + 3d12 + 115)
Fort +23, Ref +27, Will +25
------------------------------------------------
Speed 60ft, Fly 360 (Perfect)
Melee Unarmed +36/+36/+31/+31/+26/+26/+21/+21 (6d6+24 +18 fire) [15-20/x2]
Base Atk +19, Grp +47
Size/Reach 15ft, 115ft (not a typo)
-----------------------------------------------
Abilities Str 34, Dex 24, Con 20, Int 10, Wis 1, Cha 1
SQ Discipline Focus (Weapon Focus [Desert Wind]), Quick to Act +1, Primitive Brutality, Primal Brutality, Monstrous Rage, Fast Healing 6, Immunity to Fire, Blindness, Poison, and Disease, Resistance 15 to Cold, Electricity, Acid, and Sonic, Powerful Build, Damage Reduction 12/-, etc
Feats Combat Reflexes, Two-Weapon Fighting, Superior Unarmed Strike, Leap Attack, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Willing Deformity, Deformity (Madness)
Epic Feats Perfect Two-Weapon Fighting
Bonus Feats From Mythos Power Attack, Steadfast Determination, Improved Initiative, Improved Grapple, Improved Natural Armor, Improved Sunder, Improved Trip, Improved Critical, Power Critical, Brutal Throw, Power Throw, Throw Anything, Natural Heavyweight, Imperious Command, Faster Healing
Skills Balance +33, Intimidate +79, Jump +37, Listen +76, Sense Motive +59, Spot +76, Tumble +33
Possesions Sash of Resistance +5, +1 Soulfire Dhoti, Belt of Minor Displacement, Ring of Freedom of Movement, Cat's Eye Brooch, +1 Manual of Gainful Exercise, Dusty Rose Ioun Stone, Dark Blue Ioun Stone

(Abilities marked with an asterisk were purchased via Mythos Points)
Mythos
Exceptional: All Consuming Rampage Release (Torn Muscle Ignorance), *Casting Stones At Sheep (Boulder-Hurling Jotunn Stance), *Dismembering Gorebeast Fury (Break Down The Meat, Skin Party Like Water), Fury Is Freedom, *God-Smashing Blow (Godplate-Piercing Strike), *Raging Behemoth Charge (Terrifying Thunderclap Blessing), Retribution Will Follow (*Hate Feeds the Meat, Provoking the Hellborn, *Resistance Is Futile), World-Breaker Grip

Fantastic: Humanity-Reaving Psychosis Echo (Merciful Abyss-Gazing Nightmare Therapy), Joyful Cessation of Restraint (Pouncing on Helpless Prey), *Perpetual Rage Engine (Gamma Giant Expansion), Post-Traumatic Brutality Roar (Grotesque Phobophage Acclimation), *Screaming Meat Shield (Filicidal Parry Guffaw), *Solipsistic Reality-Rejecting Devolution (I Can See Forever *Senseless Violence Acceptance), *Tireless Abomination Vitality (Sleeping Off Broken Bones, ...I Got Better, *It Came From The Depths, *Nerveless Flesh Abundance)

Legendary: *Impatient Slaughter Speed (Unstoppable Force Embodiment), Meaningless Force-of-Nature Devolution (Shrieking Heartbeat Agony), Protagonism-Devouring Legend Singularity (Death-is-Death Conclusion), Rampaging Through Paper Cities (Gaia-Disfiguring Hate)

Exalted: *Body of Samsara's Supernal Monster, *Solar Flare Fist Impetus, Sun-Eating Gorge-Monster Gluttony (Unconquerable Swallowed-Sun Prana), Stoking the Cosmic Inferno, *Within A Perfect World I Would Be Dead

Excellencies
Casting Off Restraint, Hands Like Bloodied Meat Hooks, Indiscriminate Filth-Quaffing Appetite, Inhuman Strength Proliferation (x2), Inhuman Dexterity Proliferation (x2), Inhuman Constitution Proliferation (x2), Mind-is-Meat Understanding, *Nothing This Big Should Move This Fast, Obstreperous Shell-Cracking Mien, *Primal Intimidate Perfection, *Primal Listen Perfection, *Primal Sense Motive Perfection, *Primal Spot Perfection, Unassailable Juggernaut Rancor, *Unthinking Spot Comprehension, *Unthinking Tumble Comprehension, Wordless Terror Demonstration

Maneuvers Readied: 5
Desert Wind: Burning Blade, Fire Riposte, Searing Blade, Leaping Flame, Desert Tempest
Setting Sun: Counter Charge, Clever Positioning, Mirrored Pursuit, Scorpion Parry

Stances: Holocaust Cloak, Blood in the Water

Amechra
2013-08-01, 11:52 AM
The Herald of Dawn

http://Picture URL

Let me tell you something, villain.
You may think yourself invincible.
You might think that you are a god.
You might be a god.
You may be humanity's, no, the world's greatest nightmare.

I accept all that.

But you know what?
There's always going to be dawn somewhere.
And in the light of day...

YOU.
ARE.
NOTHING.

Nightmares aren't real.
You just think you are.

Night falls on a hundred, hundred worlds; monsters creep, charge, and caper through its dark embrace. Children call for their mothers, and families huddle near candles, praying not to become prey themselves.

But the sun always rises; the monsters flee, the child moves past their nightmares, and families go back to their good, honest work. The day is for the good, and the light is their angel.

The Herald of Dawn is a living embodiment of that truth. Where they hunt, the shadows of night flee their hatefully blessed radiance.

BECOMING A HERALD OF DAWN
A Herald of Dawn always had a light in their soul, nurturing it with their own good deeds. And then, one day, it burst into glory.

ENTRY REQUIREMENTS
Evoker Level: (http://www.giantitp.com/forums/showthread.php?t=258654) 5
Feats: Mortal Miracle (http://www.giantitp.com/forums/showpost.php?p=14062771&postcount=7)
Special: You must hold a vigil over a town over the course of a full night, and then watch the sun rise.

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|Illuminations

1st|
+x|
+x|
+x|
+x|Dawn of the Soul (1), Light Begets Light|+1 Level of Previous Class

2nd|
+x|
+x|
+x|
+x||+1 Level of Previous Class

3rd|
+x|
+x|
+x|
+x|Dawn of the Soul (2), The Sun Yet Shines|+1 Level of Previous Class

4th|
+x|
+x|
+x|
+x||+1 Level of Previous Class

5th|
+x|
+x|
+x|
+x|Dawn of the Soul (3)|+1 Level of Previous Class

6th|
+x|
+x|
+x|
+x||+1 Level of Previous Class

7th|
+x|
+x|
+x|
+x|Dawn of the Soul (4)|+1 Level of Previous Class

8th|
+x|
+x|
+x|
+x||+1 Level of Previous Class

9th|
+x|
+x|
+x|
+x|Dawn of the Soul (5)|+1 Level of Previous Class

10th|
+x|
+x|
+x|
+x|Should the Sun Not Rise|+1 Level of Previous Class[/table]

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

Dawn of the Soul (Ex and Su): You are a Herald; you have a mirror of the dawn in your soul.

At dawn, you may bank the radiance of your soul to allow some of the dawn-light through; if you do so, reduce your Mote Pool by up to the amount listed on the above table for 24 hours.

However, for those 24 hours, you gain access to what is referred to as a Dawn Pool, with a capacity of 5 motes for each reduction you took to your Mote Pool. The Dawn Pool does not refresh each round, and motes from the pool may only be spent on Illuminations.

When spending Motes to power Illuminations, you may spend Motes from either your Mote Pool, your Dawn Pool, or a combination of them as you see fit.

Each time you gain access to your Dawn Pool, it has a starting capacity of 5 motes.

Light Begets Light (Ex): The dawn-light burns through you; you are filled with a hope that transcends that of one person.

Upon achieving 1st level in this prestige class, you lose any ability that gives you an additional vulnerability to light in any way, shape, or form.

In addition, all of your Illuminations are considered spells with the [Light] descriptor of a level equal to half of their Mote cost for the purposes of dispelling [Darkness] effects.

Finally, you gain access to an additional Secondary Component for all 3 types of Illumination:


Dawnflare [Champion, Empath, Stargazer]
[Mote Cost: 3m]
Every expression of your inner light carries hints of the dawn; some of them bear its full essence. When you use an Illumination enhanced by this effect, your Dawn Pool gains 5 Motes.

The Sun Yet Shines (Su): Just like the sun, you do not fall permanently; you will always rise.

At 3rd level, when you use your Mortal Miracle feat, you immediately regain a number of hit points equal to twice the reduction to your Mote Pool from Dawn of the Soul.

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

Temotei
2013-08-02, 03:01 PM
Loreshifter

I knew that would happen.
-- Claire Voyense, loreshifter

The loreshifter is a scholar of time, studying and learning when she can--in more ways than one. In bending time to her will, she learns more than anyone could possibly imagine and learns special scholarly chronoshifts.

Hit Die: d4.

Requirements
To qualify to become a loreshifter, a character must fulfill all of the following criteria.
Skills: Knowledge (history) 9 ranks, Knowledge (any other individual skill) 7 ranks.
Feats: Time Lore (http://www.giantitp.com/forums/showpost.php?p=13663412&postcount=3).
Special: The character must have used at least one 3rd-level chronoshift (http://www.giantitp.com/forums/showpost.php?p=13663397&postcount=1).

Class Skills: The loreshifter's class skills (and the key ability for each skill) are Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Speak Language (n/a), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier

LORESHIFTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Chronoshifting
1st|+0|+0|+0|+2|Chronoshift research, loreshifting|+1 level of existing chronoshifting class
2nd|+1|+0|+0|+3|Practical knowledge|+1 level of existing chronoshifting class
3rd|+1|+1|+1|+3|Knowledge mastery, story retold|-
4th|+2|+1|+1|+4|Bonus feat|+1 level of existing chronoshifting class
5th|+2|+1|+1|+4|Destiny lore|-[/table]

Class Features
All of the following are class features of the loreshifter.

Weapon and Armor Proficiency: Loreshifters gain no additional weapon or armor proficiencies.

Chronoshift Research: A loreshifter is a scholar of time, looking at all of its intricate folds and, occasionally, bending them to her will. At each level, the loreshifter can learn a new chronoshift from the list below by spending one week studying. At the end of the week, the loreshifter spends 250 XP per level of the chronoshift and permanently gains access to it. These XP cannot be restored by any effect. The loreshifter cannot spend so much XP that she loses a level, so she cannot research a chronoshift unless she has enough XP to spare. However, she may, upon gaining enough XP to attain a new level, use those XP for researching a chronoshift rather than keeping them and advancing a level. The loreshifter cannot research a chronoshift from a higher level than is available to her.

Loreshifting: A loreshifter infuses the essence of knowledge into her chronoshifts. Whenever the loreshifter uses a chronoshift, she can make a bardic knowledge (http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge) check with a bonus equal to her chronoshifting levels + her Wisdom modifier immediately after as a free action. She can only make one bardic knowledge check per subject.

Loreshifting otherwise works exactly like chronoshifting.

Practical Knowledge: A loreshifter does sit and study quite a bit, but this doesn't hinder her ability to contribute to practical matters. In fact, it bolsters it. At 2nd level, the loreshifter can use a Knowledge check in place of another skill check, as shown on the table below, in addition to Perform and Profession checks made in relation to what the Knowledge skill covers. For example, Claire could make a Knowledge (nobility and royalty) check instead of a Perform check to perform in front of royalty, but would make a Knowledge (local) check when performing for the public. In the case of two Knowledge skills covering the topic, use the lower of either Knowledge skill. The loreshifter must still possess ranks in trained only skills to replace them with a Knowledge check.

{table=head]Knowledge|Replaces
Arcana|Spellcraft
Architecture and engineering|Appraise, Craft
Dungeoneering|Climb, Jump
Geography|Survival, Swim
History|Decipher Script, Forgery
Local|Gather Information
Nature|Handle Animal, Ride
Nobility and royalty|Diplomacy
Religion|Heal, Sense Motive
The planes|Intimidate[/table]

Knowledge Mastery (Ex): At 3rd level, when the loreshifter makes a Knowledge check, she may take 10 even if stress and distractions would normally prevent her from doing so. In addition, when she fails a Knowledge check, the loreshifter can roll again for the check. This can only be done once for every failed check (so if she fails on her reroll, the loreshifter doesn't roll again).

Story Retold (Su): A loreshifter does not simply not have knowledge on a subject. If she fails a Knowledge check, the loreshifter can make up reasonable lore on the subject, subject to DM approval. This lore becomes actuality.

Bonus Feat: At 4th level, the loreshifter gains a bonus feat chosen from the following list: Chronoshift Dodge (http://www.giantitp.com/forums/showpost.php?p=13663412&postcount=3), Chronoshift Focus, Danger Shift, Extra Shift Points, Greater Chronoshift Focus, Improved Prepared Chronoshift, Improved Warp Slide, Iron Will, Skill Focus (any Knowledge), Uncover Loreshift (see below), Warp Slide.

Clarity Pocket (Su): At 5th level, the loreshifter has found a calm, clarity-filled pocket in time only her mind can fit into...and it's the perfect size. While her mind is in this pocket, the loreshifter is capable of replacing any Will save to avoid a chronoshift's warp effect with a Knowledge (history) check. In addition, the pocket provides protection to her mind while it resides there, granting immunity to mind-affecting spells and effects. Finally, the loreshifter can use any chronoshift she has researched (not automatically learned) as a full-round action (or a standard action if the chronoshift normally requires a swift action or immediate action to use) to increase her Wisdom by 2 for the duration of her mind's stay in the pocket. This Wisdom bonus stacks with itself. The loreshifter must spend 4 shift points for every round spent in the pocket.


Level 1 Chronoshifts:
Alter Truth
Range: Touch
Target: Touched creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)

Latching on and pulling on the flow of time for just a second, the loreshifter takes away a clump of truth. This truth allows the target to make a single swift action immediately as it realizes it hasn't followed time's plan (it actually has, but the loreshifter just changed it). This chronoshift must be used before the loreshifter makes any swift actions.

Warp
The loreshifter cannot make a swift or immediate action this turn.

Book Learning
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)

The loreshifter takes a bit of subconscious knowledge from people's pasts and bestows it upon the target. This grants a +1 bonus on Intelligence- and Wisdom-based checks for 1 round. This chronoshift requires only a swift action.

Warp
The loreshifter takes a -1 penalty on Intelligence- and Wisdom-based checks for 1 round.

Level 2 Chronoshifts:
Instant Education
Range: Touch
Target: Touched creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)

This chronoshift bestows a permanent +1 competence bonus to a single Knowledge skill of the loreshifter's choice to the target. In addition, the target can succeed on checks of higher than DC 10 with the boosted Knowledge skill even if it is untrained in the skill.

Warp
The loreshifter automatically fails her next Knowledge check of the same type as the one granted to the target. If more than one Knowledge boost was granted and the loreshifter is subject to this warp multiple times, this penalty stacks, forcing automatic failure a number of times equal to the times she is subject to the warp.

Truth Wave
Range: Close (25 + 5 ft./2 levels)
Target: 20-ft.-radius emanation
Duration: Instantaneous
Saving Throw: Will negates (harmless)

This chronoshift works exactly like the chronoshift tidbit, except in a 20-foot radius. Only the loreshifter's allies gain an extra swift action.

Warp
The loreshifter cannot make a swift or immediate action for 2 rounds.

Level 3 Chronoshifts:
Close the Book
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 2 rounds
Saving Throw: Will negates

This chronoshift makes it impossible to focus. All activities impossible while in a rage become impossible for the target to perform for the duration.

Warp
The loreshifter is also subject to the chronoshift (and is therefore unable to use chronoshifts).

Infinite Hindsight
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)

This chronoshift works exactly like the chronoshift brief hindsight, except the bonus is a +3 insight bonus and applies to all rolls of the same type for 1 round.

Warp
After the bonus is used (or after the duration is over), the loreshifter takes a -3 penalty on her next attack roll, damage roll, saving throw, or skill check and all rolls of the same type for 1 round.

Level 4 Chronoshifts:
Brain Slip
Range: Personal
Target: You
Duration: 2 rounds; see text
Saving Throw: Will negates (harmless)

The loreshifter allows her mind to slip into the future. The loreshifter can use two chronoshifts per round for 2 rounds starting on the loreshifter's next turn.

Warp
The loreshifter takes 1d4 Wisdom damage per chronoshift used for the duration (not including brain slip).

Story Unfolded
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Will negates (harmless)

This chronoshift grants the loreshifter a +15 insight bonus on her next Knowledge or bardic knowledge check made in the same round. In addition, the loreshifter can roll again on this check if she is not satisfied with the roll result before she receives information from it. This chronoshift requires only a swift action.

Warp
The loreshifter obtains harmful false information. The DM rolls the loreshifter's Will save for this warp.

DM Note: An example of harmful false information is finding out that the leader of a city is evil and harmful to the city and that she walks alone in the alleys of her city for a few hours every night when in actuality she is well-loved by her subjects and is never alone (at least two hiding guards, possibly invisible, follow her at night).

Level 5 Chronoshifts:
Endless Lecture
Range: 30 ft.
Area: 30-ft.-radius emanation, centered on you
Duration: 2 rounds
Saving Throw: Will negates (harmless)

The loreshifter compresses a lecture to her allies and foes into a few seconds that seem like hours (and actually are), granting herself and all allies a +2 morale bonus on attack rolls, weapon damage rolls, saving throws, and skill checks for 2 rounds while enemies suffer an equal penalty to the same rolls.

Warp
The loreshifter becomes unable to make Knowledge or bardic knowledge checks for 8 hours.

Wisdom of the Ancients
Range: Touch
Target: Touched creature
Duration: 2 rounds; see text
Saving Throw: Will negates (harmless)

The loreshifter calls for the wisdom of ancient heroes and leaders of the past, granting a +8 insight bonus to Intelligence and Wisdom for 2 rounds. After this time, the target takes a -4 penalty to both Intelligence and Wisdom for 2 rounds as the ancient ones disrupt the target's thoughts upon leaving.

Warp
The loreshifter takes 1d8 Intelligence and Wisdom damage.

Level 6 Chronoshifts:
Page Turner
Range: Personal
Target: You
Duration: 1 round; see text
Saving Throw: Will negates (harmless)

This chronoshift allows the loreshifter to read an entire book in 1 round. From her perspective, time has stopped and she spends several days reading it, never falling prey to basic needs because time is passing very slowly. The loreshifter cannot perform any action other than reading a single book. If she does, the chronoshift's effect ends and time begins to flow normally again. After finishing the book, the loreshifter gains a +8 insight bonus on her next Knowledge check regarding the subject material within 1 day.

Warp
The loreshifter destroys the book in question after reading it (though the knowledge stays with her) and takes 2d4 Intelligence and Wisdom damage.

Preservation
Range: Touch
Target: Touched object
Duration: 1 round; see text
Saving Throw: Fortitude negates (object)

The loreshifter touches a single object, bestowing the gift of extra time upon it. A consumable item is not consumed as long as its value does not exceed 1,500 gp and is used within 1 round. A dead body is preserved in gentle repose, as the spell. Other objects simply don't corrode in extreme weather, food doesn't rot, and so on for 1 day per level. Consumable items can only be granted this extra use once.

Warp
The loreshifter accidentally transfers some of her own time to the touched object, losing 1d10 years off her maximum lifespan and taking 2d4 Wisdom damage. If the loreshifter dies from reaching her maximum age, she disappears, forever trapped in a stream of time.

Level 7 Chronoshifts:
Fin
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 rounds; see text
Saving Throw: Will partial; see text

This chronoshift works exactly like the chronoshift time's up, except in a 20-foot radius and on a successful save, creatures take 5d6 + 1/level damage as the loreshifter ends every target's story.

Warp
The loreshifter becomes dazed for 2 rounds and suffers 6d6 damage the round after unless she succeeds on a Will saving throw of DC 12 + the number of chronoshifts used within the last minute. Success allows the loreshifter to avoid being dazed.

Warp's End
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None

The loreshifter has uncovered a great secret: how to avoid the nigh-unavoidable. Time has never been safe to work with, but this chronoshift makes it quite a bit safer. The loreshifter uses this chronoshift to avoid a single warp effect, making the chronoshift that would have caused it function normally. An ultimate chronoshift's warp cannot be avoided in this manner. This chronoshift requires only an immediate action.

Warp
The loreshifter takes 4d4 Wisdom damage.


Uncover Loreshift [Chronoshifting]
Like a loreshifter, you have discovered a new way to bend time to your will.
Prerequisites: Time Lore.
Benefit: You can learn a single new chronoshift from the loreshifter list by spending one week studying. At the end of the week, you spend 250 XP per level of the chronoshift and permanently gain access to it. These XP cannot be restored by any effect. You cannot spend so much XP that you lose a level, so you cannot research a chronoshift unless you have enough XP to spare. However, you may, upon gaining enough XP to attain a new level, use those XP for researching a chronoshift rather than keeping them and advancing a level. You cannot research a chronoshift from a higher level than is available to you.
Special: You can gain this feat multiple times. Each time you take the feat, you can research another chronoshift.



PLAYING A LORESHIFTER

The loreshifter is a scholar. Time is her tool in learning and her subject, as well.

Combat: With chronoshifts, the loreshifter is versatile. Battlefield control, damage, protection, and buffing are all part of the loreshifter's combat game. With knowledge on her side, the loreshifter can also identify threats and perhaps even deal with them herself.

Advancement: The vast majority of loreshifters will continue down the path of the chronoshifter, choosing to learn all they can about time and its secrets. However, some may diverge and become diviners. Those who follow such a path usually end up being loremasters.

Resources: Chronoshifting, chronoshifting, chronoshifting. Manipulating time has many uses in and out of combat. Along with her use of chronoshifts, a loreshifter is knowledgeable and able to use her knowledge to great practical effect with her practical knowledge feature.


LORESHIFTERS IN THE WORLD

"Did...did she read that entire book?" "No way. It took me three weeks to finish it! She can't be done already..."

With their vast knowledge of chronoshifts and history, there's almost no telling how much of an effect a loreshifter can have on the world.

Daily Life: Most loreshifters spend their days learning as much as they can. Studying, researching, exploring--whatever yields knowledge, you can bet the loreshifter is there milking it for all it's got.

Notables: The most famous loreshifter was Shi Lin, one of the greatest teachers of any time. She traveled throughout the land, spreading as much knowledge as she could in the pursuit of knowledge herself and in the hopes that it could be used to advance in all areas of study.

Aside from Shi, not many notable loreshifters have come about due to their generally isolated existence.

Organizations: There are no official loreshifter organizations. However, loreshifters will often congregate to learn from each other about...everything.


NPC REACTION

Most NPCs look on the loreshifters as they would any scholar, though with a bit more suspicion. "Time isn't something you mess around with lightly," they say. The loreshifters scoff at this sort of thinking. It's preposterous! It's superstitious! It's limiting!


LORESHIFTERS IN THE GAME

Loreshifters are the ultimate scholars on any subject time-related and almost any subject otherwise.

Adaptation: Loreshifters are easy to fit into any setting that has time flow and includes scholars. That's pretty much every setting. Without a formal organization, it's even easier to throw a few loreshifters into the world.

Encounters: The PCs could be gathering books from a library, only to be set upon by a loreshifter outside, who hopes to convince the party to leave the books in the library so that the town (he) may learn from their (his) history. Or the PCs could be stealing valuable books only to be stopped by the loreshifter librarian before they leave.


Sample Encounter

You enjoy the fresh morning air as a damp fog settles over the little town. Then...it all stops. The people, the fog...everything seems to have paused. You look around and spot a single figure walking around studying the frozen bodies and objects of the once-lively town.

EL 8: Claire Voyense has been changing time's flow in this small town for a short time now and the citizens are getting sick of it. Tensions are rising and many of the locals feel they might have to take matters into their own hands, which could lead to disaster on one end or the other...


Claire Voyense
Chaotic neutral female halfling chronoshifter 6/loreshifter 2
Init +2, Senses Listen +19, Spot +15
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, Sylvan, Undercommon
------------------------------------------------
AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 masterwork leather)
hp 51 (8d4+16)
Fort +7, Ref +7, Will +16 (+2 on all saves vs. fear)
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +4 masterwork dagger
Ranged +9 masterwork light crossbow or +10 masterwork dagger
Base Atk +5, Grp -1
Atk Options Chronoshifting
Combat Gear masterwork dagger, masterwork leather armor, masterwork light crossbow
Supernatural Abilities Chronoshifting
------------------------------------------------
Abilities Str 6, Dex 15, Con 14, Int 12, Wis 17, Cha 10
Feats Extra Shift Points, Time Lore, Uncover Loreshift (close the book)
Skills Knowledge (arcana) +12, Knowledge (history) +18, Knowledge (local) +7, Knowledge (nobility and royalty) +12, Listen +15, Spot +11
Possessions acid, alchemist's fire, antitoxin, chronocharm of the celestial wanderer, chronocharm of the fateweaver, chronocharm of the grand master, chronocharm of the horizon walker, cloak of resistance +1, crystal mask of knowledge (Knowledge (local)), elixir of truth, headband of the lorebinder, ink, inkpen, least crystal of adaptation, least crystal of illumination, leather armor, masterwork dagger, masterwork light crossbow, oil, sunrod, unguent of timelessness, 25 sheets of paper, 4 sheets of parchment, 152 gp

Zarthrax
2013-08-02, 09:39 PM
Evolved Devastation

http://www.superherodb.com/pictures/fullbody/abomination.jpg

I AM THE WALKING APOCALYPSE! - Emil Blonsky, Evolved Devastation

There are Teramachs that tap into the forces of Gramarie already. Those monsters tend to create biomes around themselves and foster murder to others. This path is walked by those who wish nothing else than to become someone who becomes a ravenous beast.

BECOMING AN EVOLVED DEVASTATION
Most Evolved Devastations enter the class through a mix of Anabolist and Teramach levels. Some cool their growing bloodlust with other pursuits, only taking a few levels in Teramach and taking levels in Fighter, Monk, or some other such class.

ENTRY REQUIREMENTS
Base Attack Bonus: +7
Anabolist Class Feature: (http://www.giantitp.com/forums/showpost.php?p=15629582&postcount=452) Evolution
Teramach Class Feature: (http://www.giantitp.com/forums/showthread.php?t=286983&page=3) Primitive Brutality II
Feats: Power Attack, Improved Sunder


Class Skills
The Class Name's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Control Shape (Wis), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis) Survival (Wis), Swim (Str) and Tumble (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Principles Known|Mythos Known|Excellencies Known

1st|
+1|
+2|
+0|
+0|Adaptions, Mythos|+0|+1|+0

2nd|
+2|
+3|
+0|
+0|Discovery|+0|+0|+1

3rd|
+3|
+3|
+1|
+1|Variable Evolution I|+0|+1|+0

4th|
+4|
+4|
+1|
+1|Discovery|+0|+0|+1

5th|
+5|
+4|
+1|
+1|Unnatural Mobility|+1|+1|+0

6th|
+6|
+5|
+2|
+2|Discovery, Variable Evolution II|+0|+0|+1

7th|
+7|
+5|
+2|
+2|Damage Reduction|+0|+1|+0

8th|
+8|
+6|
+2|
+2|Discovery|+0|+0|+1

9th|
+9|
+6|
+3|
+3|Variable Evolution III|+0|+1|+0

10th|
+10|
+7|
+3|
+3|Monster Reborn, Discovery|+1|+0|+1[/table]

Weapon Proficiencies: An Evolved Devastation gains no additional weapon proficiencies.

Adaptions- This class counts as levels of Anabolist in determing number and available level of Adaptions, as well as Fast Movement bonus. Also stacks for purposes of Principle access.

Mythos- This class counts as levels of Teramach for determing Mythos availability. This also counts as Teramach levels for learning additional Mythos through XP, and stacks with Teramach levels to determining Primitive Brutality bonus.

Discoveries- At every even level, you learn one biollurgical discovery. If you cannot choose another discovery due to knowing all of them, you may pick one discipline to start choosing discoveries from.

Variable Evolutions- At third, sixth, and ninth level, you gain one additional Evolution, as the Anabolist class feature. However, unlike said class feature, after 8 hours of rest and 1 hour of meditation, you may replace these Evolutions with any other Evolution you would qualify for. This may be done at will.

Unnatural Mobility- Starting at 9th level, the Evolved Devastation gains a bonus to Climb, Jump and Tumble checks equal to his class level. If he already possesses this class feature from levels in Anabolist, these values stack

Principles- At 5th and 10th levels, you gain one additional principle known. This principle must be from the biollugy school.

Damage Reduction- The Evolved Devastation gains Damage Reduction 5/-. If he possesses this class feature from levels in Anabolist, Evolved Devastation levels stack with Anabolist for determining the total of his DR. If he possesses 18 levels in Anabolist when he gains this feature from the PrC, it instead increases the value of this DR by 5.

Monster Reborn- At 10th level, the Monster is the pinnacle of evolution, but still has steps to take to ensure his primacy.

You become a Biollurgical Chassis of yourself. Your stats stay the same, except you now do not age. You may apply any biollurgical discoveries or principles you know to yourself, if they would benefit you.

In addition, you may choose one specialist evolution for a principle you do not know. This evolution is permanently applied to you.

You may also alter the Prerequisites for the Jerallian Dragon prestige class (http://www.giantitp.com/forums/showpost.php?p=15687173&postcount=529) to the following:

Gramarie: 1 Specialist Doctorate Principle of Biollurgy
Skills:23 ranks in Heal
Feat: Creative Surgeon
Special: Must have developed a Biollurgical Chassis that has achieved sentience OR be a Sentient Biollurgical Chassis.


PLAYING AN EVOLVED DEVASTATION
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..

EVOLVED DEVASTATIONS 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.

Gadzooks27
2013-08-03, 06:13 PM
TENEBROUS KNIGHT

http://fc01.deviantart.net/fs12/i/2006/285/3/d/Demon_inside_by_Hellstern.jpg

"Has the darkness taken over? Has my heart given in? If that's the price for justice, so be it." -Balthazar Davour, The Cold One

A tenebrous knight is a fierce fighter fueled by the demonic powers of the beast within his soul.

BECOMING A TENEBROUS KNIGHT
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Alignment: Good.
Base Attack Bonus: +5
Skill Ranks: Concentration 9 ranks
Feats: Quiescent Beast, Dark Deal (http://www.giantitp.com/forums/showthread.php?t=188148), Weapon Focus (any)
Class Features: Must have the Tenebrous Touch (2d6) (http://www.giantitp.com/forums/showthread.php?t=188148) class feature.

Class Skills
The tenebrous knight does not gain any class skills.
Skills Points at Each Level: 2 + int

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+0|The Greater Demon, Fighter's Prowess, Tenebrous Touch +1d6

2nd|
+2|
+3|
+0|
+0|Tenebrous Touch (Melee), Bonus Feat

3rd|
+3|
+3|
+1|
+1|Harrowing

4th|
+4|
+4|
+1|
+1|Bonus Feat,Tenebrous Touch +2d6

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

6th|
+6|
+5|
+2|
+2|

7th|
+7|
+5|
+2|
+2|Bonus Feat, Tenebrous Touch +3d6

8th|
+8|
+6|
+2|
+2|Harrowing

9th|
+9|
+6|
+3|
+3|Bonus Feat

10th|
+10|
+7|
+3|
+3|Tenebrous Touch +4d6[/table]

Weapon Proficiencies: A tenebrous knight does not gain any weapon or armor proficiencies.

Fighter's Prowess: Levels in tenebrous knight are either considered fighter levels for the purpose of qualifying for feats or paladin levels for the purpose of increasing the Smite Evil and lay on hands abilities. This choice is made upon entering this prestige.
The Greater Demon (Su): The beast within now has greater control of its hosts body when the tenebrous knight gives into its power. In exchange for this bodily control, the beast within must abide by a dark deal struck by his host. Whenever a tenebrous knight is required to make a will save for his class feature the beast within (http://www.giantitp.com/forums/showthread.php?t=188148), he may choose to automatically fail and thereby give up control of his body. If he does choose to give up control, he may add a single target or easily labeled group of targets who may not be harmed to his dark deal (http://www.giantitp.com/forums/showthread.php?t=188148). Then, while under the control of his beast, the tenebrous knight enters a whirling frenzy, as described on page 66 of Unearthed Arcana. For example, Balthazar Davour fires a shot of his beast's frigid hate (http://www.giantitp.com/forums/showthread.php?t=188148) at an enemy. When he does this, he needs to make a will save or become controlled by his demon. Instead of making his save, Balthazar deliberately fails and declares, "None of these villagers shall ye harm!" The DM then controls the tenebrous knight's body, which is now in a frenzy, while keeping in mind that none of Balthazar's allies, family members, or villagers can be harmed by him. This does allow room for abuse- if one or two of Balthazar's current enemies is a resident of this or any other village, for example, Balthazar will not harm them in any way. The same works for the case of an innocent wandering merchant or a traveler of noble blood who happens to be in the nearby vicinity.
If the greater demon is invoked instead of the beast within, it only lasts a number of rounds equal to 3 + your constitution modifier.
Tenebrous Touch: As the Harrowed (http://www.giantitp.com/forums/showthread.php?t=188148) class feature. This stacks onto existing tenebrous touch damage, and maintains the same type of tenebrous touch as the one originally selected for the harrowed's starting level.
Tenebrous Touch (Melee) (Su): At second level, a tenebrous knight gains the ability to channel his tenebrous touch into a melee attack at will. Once per round, a tenebrous knight may use a swift action to charge the weapon in his hand with the power of his tenebrous touch. The weapon he is holding must be one for which he has the weapon focus feat, and this damage does not increase with a critical hit.
Bonus Feat: At 2nd, 4th, 7th, and 9th levels, a tenebrous knight gains a bonus feat from the list of fighter bonus feats.
Harrowing: As the harrowed's (http://www.giantitp.com/forums/showthread.php?t=188148) class feature.

PLAYING A TENEBROUS KNIGHT
Brief description on how to play the class you are designing.
Combat: A tenebrous knight embraces his own pain and fights by striking ferociously and without relent. He infuses his mighty blows with the tenebrous energies bubbling in his soul.
Advancement: The tenebrous knight will inevitably become a much more melee-oriented fighter as he progresses in levels.
Resources: Tenebrous knights draw power directly from their weapons, melee prowess, and the dark magic fused to their souls by the harrowing beast within. Ability-wise, Charisma, Strength and Constitution serve the tenebrous knight the best.

CLASS NAME IN THE WORLD
"Colonel Dasher fought like a demon. The peculiar thing is that if he weren't serving the Holy Order of Our Sovereign Sun, I'd think he was!" Brother Maynor, paladin squire of the Holy Order.

Daily Life: Typically, tenebrous knights spend a majority of their days praying and honing their skills with their blade and their inner beast. They meditate almost as much as monks do, in order to quiet their mind when the beast is not needed.
Notables: Balthazar "The Cold One" Davour is infamous as a lone tenebrous knight who destroyed a dark necromancer and her minions in the mountains of Versailles. While he does not work well with others, he is famously helpful on the field of battle. Along with Davour, Auntrey de Liesche, Colonel Brazen Dasher, and Feldspar "Master of The Void" Gomer are fierce and high-ranking tenebrous knights of various holy orders who have brought much nobility to all those who have been harrowed.
Organizations: Since the harrowed race are few and far between as it is, there is only one coordinated organization to date which commonly recruits tenebrous knights into its ranks- the Soldiers of The Black Dawn. These soldiers are committed to fighting fire with fire. The world is full of evil and dark skies. The Soldiers of The Black Dawn believe that through dark means, the can vanquish darkness and bring forth a greater, holier light.

NPC Reaction
While adventurers of all kinds can appreciate the combative support you can lend, most NPC's will view your attitude and the general air of dark and eeriness unsettling. While you fight impressively, there is no doubt an unholy aura emanating from your presence, and this aura is doubly present in your almost mad combat style. Because you ally yourself the the gray and neutral side of the moral compass, most people see your way of life as selfish and careless; you seem to be willing to tear down anything in your path for some justified glory.

CLASS NAME IN THE GAME

Adaptation: Tenebrous Knights are best associated with campaigns wherein morality has a very gray area which is frequented constantly. They are know to be socially unappealing and particularly serious towards most PC's and NPC's alike. They could, however, be brought into a macabre and "dark comedy" style genre game, wherein accidentally burning entire villages to the ground is simply something that makes other teammates shake their heads in mild exasperation.
Encounters: Almost all NPC tenebrous knights will be serious to the point of intruding on the moral space of the players and beating every attempt at humor into the ground. They serve a purpose and constantly suffer for it. Any tenebrous knight with a light heart and a sense of humor is usually beyond quirky and "hard to get" for other PC's. Tenebrous Knights do not necessarily get along with other tenebrous knights. Other than that, most NPC tenebrous knights are selfless and extremely helpful toward good-aligned adventurers; the opposite applies to evil-aligned adventurers. All adventuring types of a kind nature are thought to have a valuable place in the world for these NPC's.

Sample Encounter

EL 8:
Balthazar Davour, the Cold One
Lawful Good/Male/Human: Human Paladin 3/ Harrowed 3/ Tenebrous Knight 2; CR 8
Init +0, Senses: Listen +2, Spot +2,
Languages: Common
------------------------------------------------
AC 23, touch (10), flat-footed (23)
hp: 55 (8 HD)
Fort +10 (+4), Ref +4, (+4)Will +6 (+4)
------------------------------------------------
Speed 20 ft. ( squares)
Melee +1 Great Axe +11, 1d12 +4 (+3d6 tenebrous, half cold) x3
Base Atk +7, Grp +10
Atk Options Great Axe, Tenebrous Touch
Combat Gear: +2 Full Plate
Supernatural Abilities: Aura of Good, Smite Evil (1/day), Divine Grace, Lay On Hands (12 hp), Aura of Courage, The Monster Within, Tenebrous Touch (Frigid Hate), Two-World Eyes, The Greater Demon, Tenebrous Touch (Melee).
-----------------------------------------------
Abilities Str 16, Dex 10, Con 16, Int 8, Wis 14, Cha 18
SQ Aura of Good, Harrowings: Bestial Armor (+3 Nat), Unholy Resistance (Resist fire 6)
Feats: Lightning Reflexes, Quiescent Beast, Dark Deal, Weapon Focus (Great Axe)
Skills Concentration +12, Diplomacy +8, Listen +2, Sense Motive +6, Spot +2
Possessions Assorted healing potions and potions of bull's strength, and an adventurer's kit.

Jm2c
2013-08-07, 07:46 AM
BLOOD FRENZY

"There will be blood? I'll show you blood, little man."

— Arthol Redbeard

Blood is the warrior's lifeline: It boils, it freezes, it flows freely to paint the earth red. It beats a rythm in their chest, every fighter's very own drum of war. Sometimes, it stands for the cause it was spilled for, a token that connects every soul on the battlefield. And, of course, he who runs out of blood dies.
Even among those who can be called mad warriors, there is a special kind of insanity. A blood frenzy takes a very literal approach to the term: They form a bond with themselves stronger than any totem and as clear as any madness, and throw themselves into battle wielding their own life as a weapon and shield. And no matter what, they never seem to run out of blood.

BECOMING A BLOOD FRENZY
Five levels of War-Frenzy are the simplest and most common entry method for aspiring Blood Frenzies, though any combination of full BAB classes with at least one level of War-Frenzy will do the trick. Among the available madnesses, Despair and Fury are the most prominent options, with Duty a close third. Other madnesses are rarer, but can still take advantage of the class's abilities just fine.

ENTRY REQUIREMENTS
Base Attack Bonus: +5.
Skills: Autohypnosis 8 ranks, Heal 8 ranks.
Special: War-Frenzy (http://www.minmaxboards.com/index.php?topic=5550.0)'s madness ability.
Special: Must possess a functioning circulatory system1.

1
When it's not obvious, whether a specific creature has a circulatory system is up to the DM, but in general living creatures with a discernible anatomy can be assumed to have one unless stated otherwise. An easy rule of thumb is to ask: Is the creature naturally susceptible to critical hits? If it is, it probably has something close enough to count. Some kinds of undead, such as vampires, have a circulatory system as well.

Class Skills
The Blood Frenzy's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (all) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d12

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

1st|
+0|
+2|
+0|
+0|Crimson Madness, Scarlet Mark (status)

2nd|
+1|
+3|
+0|
+0|Fast healing

3rd|
+2|
+3|
+1|
+1|Blood Edge

4th|
+3|
+4|
+1|
+1|Bloodletting

5th|
+3|
+4|
+1|
+1|Scarlet Mark (Share Madness)

6th|
+4|
+5|
+2|
+2|Thicker Than Poison

7th|
+5|
+5|
+2|
+2|Cascade of Red

8th|
+6|
+6|
+2|
+2|Blood's Heart

9th|
+6|
+6|
+3|
+3|Scarlet Mark (shielding)

10th|
+7|
+7|
+3|
+3|Sanguine Avatar[/table]

Weapon Proficiencies: Blood frenzies gain no proficiency with any weapon or armor.

Crimson Madness: A blood frenzy's class levels stack with their war-frenzy levels for determining the benefits of her trance (but not for other class features they gain from their choice of Madness). For example, a War-Frenzy 5/Blood Frenzy 4 with the Madness of Fury would gain a +8 bonus to Strength while in a trance, but wouldn't benefit from the Thundering Wrath ability.

Scarlet Mark (Su): A blood frenzy can mark allies with their own blood, leaving a mark such as a hand print or parallel lines anywhere on a willing creature's body (usually on the face or arms) as a full-round action. For as long as the blood frenzy sustains it, this mark remains fresh and brilliant red, linking them to the marked creatures. This link increases in strength and utility as the blood frenzy gains levels.
At first level, the blood frenzy may monitor marked creatures as with the status (http://www.d20srd.org/srd/spells/status.htm) spell.
At fifth level, the blood frenzy may share her Madness's bonuses with marked creatures as if they had the Share Madness ability, except only marked creatures are affected. If they already have Share Madness or later gain that ability, marked creatures may be affected at any range (but not on other planes of existence).
At ninth level, the blood frenzy may, as an immediate action, collapse into a small pool of blood and reappear adjacent to any marked creature on the same plane of existence, bursting from the mark in a spray of gore. The status ability of the marks improves to allow the blood frenzy to use this immediate action in response to any action that would deal hit point damage or change the marked creature's condition in a way detectable by the status spell, in which case the blood frenzy may choose to suffer that attack in place of the marked creature on their arrival.
A given mark lasts until the blood frenzy chooses to terminate it (a free action), sleeps or otherwise loses consciousness, or dies, at which point the blood dries in a matter of seconds and flakes off.

Fast Healing (Ex): Starting at second level, a blood frenzy has fast healing equal to their class level, as blood clots and wounds heal of their own accord faster than the eye can see.

Blood Edge (Ex): At third level, the blood frenzy gains the ability to shoot blood out of fresh wounds with enough force to cut steel and split skulls. Once per round, when the blood frenzy takes hit point damage, they may take a special attack of opportunity against the creature or object that inflicted the damage if it is within ten feet. This is treated as a melee or ranged attack (whichever is more advantageous) with a natural weapon with the following traits: Damage 1d8 (at Medium size), slashing and piercing, critical 19-20/x2, no weight. The blood frenzy is automatically proficient with this weapon.
For every 10 hit points the blood frenzy loses starting from the beginning of an encounter, this weapon gains a +1 enhancement bonus to attack and damage rolls, up to a maximum of their class level.
At level seven, this ability may trigger any number of times per round (though each attack still consumes an attack of opportunity for the round). In addition, the attack of opportunity may target any creature or object in range, not just the aggressor who triggered it (the blood frenzy may even attack herself to forcibly trigger it, if desired).

Bloodletting (Su): Starting at fourth level, the blood frenzy can recover from crippling blows and magic in a torrent of blood, literally shunting the affliction out of their body. As a swift action, the blood frenzy may pay a number of hit points in order instantly recover from any one condition (http://www.d20srd.org/indexes/conditions.htm) (except dead) affecting them. The amount of hit points they must pay depends on how long the condition would last if not healed: 10 hit points for a duration of less than one minute, 20 for durations between one and ten minutes, 40 for durations between ten minutes and one hour, and 80 for longer durations. This payment is not damage, and therefore cannot be reduced or circumvented in any way, but the lost hit points can be healed normally.
If a condition (such as stunning or confusion) prevents the blood frenzy from taking the swift action needed to activate this ability, they may activate it regardless as a standard action instead, leaving them free of the condition, but with their standard action for the turn used up.
If the blood frenzy enters a trance or a surge, they may use this ability as part of the same action, and may take the action even if a condition would prevent them from taking swift actions.

Thicker Than Poison (Su): At sixth level, the blood frenzy learns to draw their allies' suffering into themselves through their blood marks, only to spit it back out in a crimson spray. When the blood frenzy uses their Bloodletting ability, they may heal any creature marked with their Scarlet Mark ability instead of themselves, at the usual hit point cost. Alternatively, as a full-round action and by paying an additional 10 hit points, the blood frenzy may heal themselves and any number of marked creatures of any one condition. This full-round action may be used even if the blood frenzy is prevented from taking full-round actions by a condition.

Cascade of Red (Ex): At level seven, the blood frenzy's body produces seemingly unending rivers of blood. Whenever they are affected by an effect that specifically causes massive blood loss (such as a wounding weapon, an avasculate spell, or a vampire's Blood Drain), they gain the following two benefits:
First, any loss of hit points caused by the effect counts towards paying for an activation of the blood frenzy's Bloodletting ability within the next round. Points of Constitution damage or drain inflicted by the effect are counted as lost hit points equal to half the blood frenzy's hit dice per point of damage or drain. For example, if the blood frenzy loses 50 hit points to an avasculate spell, she could shake off the stunning effect at no cost (hit points lost in excess of the cost are wasted).
Second, whenever the blood frenzy suffers such an effect, the damage die of her Blood Edge ability increases in size by one step and its range increases by 10 feet until the end of their next turn. These increases stack if the blood frenzy is subject to multiple such effects in the same round.

Blood's Heart (Su): Starting at eighth level, the blood frenzy's passions flow out of them with their blood, filling the air with the scent of madness. While they are in a trance, every creature within ten feet of the blood frenzy is subject to a general mood or emotion, directed towards the blood frenzy and chosen from the four below on entering the trance. Affected creatures take a morale penalty equal to the bonus granted by the blood frenzy's madness ability (half the bonus in case of the madness of Fury) to any d20 rolls involved in actions that go directly counter to the chosen emotion (at the GM's discretion, actions other than the provided examples may qualify).
Anger: Attacking anyone but the blood frenzy, attempting to discuss rationally and honestly, holding back
Fear: Moving closer to the blood frenzy, resisting intimidation, attacking the blood frenzy without fighting defensively (or similar)
Apathy: Attacking the blood frenzy in preference to other targets, noticing the blood frenzy, retaliating
Desire: Attacking the blood frenzy with intent to harm rather than subdue or capture, displeasing the blood frenzy, moving away from the blood frenzy
While the blood frenzy is in a surge, the radius of this ability doubled. The blood frenzy may exempt any creatures marked with Scarlet Mark from the effects.
This ability is a mind-affecting compulsion effect.

Sanguine Avatar (Ex): At level ten, the blood frenzy's blood takes on a life of its own, suffusing their entire body and even soul without regard for blood vessels. Their fast healing improves to allow them to regrow limbs in 3d6 minutes or reattach them instantly if the member is held to the stump. Additionally, the blood frenzy becomes immune to critical hits, stunning, poison, and paralysis.
As a final benefit, should the blood frenzy be killed, if any blood remains in whatever is left of them, their body will regenerate and return to life conscious, stable, and at -9 hit points 24 hours later without any loss of Constitution or character levels. This may be prevented by completely exsanguinating the body (easier said than done) or destroying it entirely (such as with a disintegrate spell or by burning it or dissolving it in a vat of acid).

PLAYING A BLOOD FRENZY
Blood frenzies take on a team-oriented, aggressive support role compared to regular war-frenzies. Where war-frenzies work best in closely-ranked groups using similar fighting styles, blood frenzies offer more to a mixed group, being able to hold the front lines while simultaneously defending and supporting the rear.
Combat: The key to playing a blood frenzy is to get in the enemy's way. With potent recovery abilities in Fast Healing and Bloodletting, you can take attacks that might incapacitate or seriously inconvenience another character while returning the favor with Blood Edge.
Advancement: Most blood frenzies will want to keep progressing in war-frenzy or another class that further improves their Madness ability. Some, however, may find a few levels of Paladin beneficial for the bonus to saves, while the additional flexibility of maneuvers could make the martial adept classes attractive.
Resources: Lacking an overarching organization, blood frenzies generally draw on community resources based on their role as warriors. They are especially welcome in less civilized, survival-oriented communities, where their messy but valuable healing abilities are respected highly. Some blood frenzies may be part of cults or churches of appropriate gods, in which case, they may enjoy a similar status to paladins.

BLOOD FRENZIES IN THE WORLD
"First there was blood all over the place. Then he got serious, and there was blood everywhere!" - Janitor of Stormkeep

Blood frenzies are chiefly warriors in temperament and skill set, with a strong inclination towards protectiveness, making them natural leaders in frontier regions and less civilized societies. Unlike many warriors, they rarely fight for gold alone, but rather for the benefit of their community, friends, and family. Contrary to the connotations of their particular fighting style, many blood frenzies tend towards lawful and/or good alignments.
Daily Life: Outside of their combat and leadership roles, blood frenzies tend to act as hunters, personal guardians and peacekeepers. They rarely take up the protection of structures and objects, caring more for the community and people than for mere possessions with no lifeblood.
Notables: Arthol Redbeard (CG Dwarf War-Frenzy (Fury) 5/Blood Frenzy 3) is the chief of a nomadic barbarian tribe of the tundra - an affable, if intimidating man who will take insane risks to tame his territory.
Meliss of Steelkeep (LE Human War-Frenzy (Duty) 2/Crusader 3/Blood Frenzy 5) is a champion of Hextor, a no-holds-barred mercenary who hires out to further her god's cause.
Organizations: Like other war-frenzies, blood frenzies are often part of warrior societies or berserker lodges, though they walk a different path from their comrades. They tend to treat their way as a family traditions and sometimes double as a noble class or family.

NPC Reaction
On the surface, a blood frenzy may not look very different from any other war-frenzy until skin is broken. Once they are aware of the former's abilities, though, civilized society finds the indiscriminate, even enthusiastic bloodshed highly unsettling. Other areas treat blood frenzies with cautious respect for their casual prowess with the juice of life.

BLOOD FRENZIES IN THE GAME
Blood frenzies operate in a risky manner, taking damage for their own benefit and relying on Fast Healing and party members to patch them back up after combat. At the same time, they can casually shrug off more debilitating conditions, making the party value efficient and repeatable means of hit point recovery between fights highly.
Adaptation: While the typical blood frenzy has a strong association with barbarian cultures, the class can just as easily be recast as a practitioner of a mystical martial art or an holy warrior for a god of life or war. The visuals strongly lean towards the visceral, but the class could also use the strength of the soul to protect and influence instead.
Encounters: Blood frenzies are almost never encountered alone - whether others are also combatants or not, they will usually be part of or at the head of a group. They might be bodyguards, mercenaries, or warleaders.

Sample Encounter
EL 13: While raiding an orc encampment, the PCs find the warchief (War Frenzy (Fury) 5/Blood Frenzy 6) in his tent alongside his shamans (Sorcerer 9 and Druid 9), posing a potent physical threat while also hindering any offense directed at his supporters.

MoleMage
2013-08-13, 10:08 PM
POSTED AFTER DEADLINE

CARD SLINGER

"I raise."

Some mages like to use their magic to help others, or seek the magic as its own pursuit. Card Slingers see magic as a way to dupe fools out of their money. Most begin as untrustworthy sorcerers and rogues, combining the talents of magic and trickery to cheat at cards. Eventually, they either discover or create a living deck of cards to be their familiar, and learn to truly do magic with a deck of cards.

BECOMING A CARD SLINGER

ENTRY REQUIREMENTS
Feat: Improved Familiar
Skills: Bluff 7 ranks, Sleight of Hand 5 ranks
Class Abilities: Sneak Attack +2d6
Spells:Ability to cast 2nd level Arcane Spells
Special: Must have a Card Shark (http://www.giantitp.com/forums/showthread.php?t=149940) familiar

Class Skills
The Card Slinger's class skills (and the key ability for each skill) are....Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Move Silently (Dex), Open Lock (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha)

Skills Points at Each Level: 6 + int

Hit Dice: d6

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

1st|
+0|
+0|
+2|
+2|Card Enhancement +1/+10ft, Trick Shuffle|+1 Arcane Spellcaster level

2nd|
+1|
+0|
+3|
+3|Spellcard (1st), Snap Throw|+1 Arcane Spellcaster level

3rd|
+2|
+1|
+3|
+3|Card Enhancement +2/+20ft, Sneak Attack +1d6

4th|
+3|
+1|
+4|
+4|Spellcard (2nd), Touch Cards|+1 Arcane Spellcaster level

5th|
+3|
+1|
+4|
+4|Card Enhancement +3/+30ft, Trick Shot

6th|
+4|
+2|
+5|
+5|Spellcard (3rd), Sneak Attack +1d6|+1 Arcane Spellcaster level

7th|
+5|
+2|
+5|
+5|Card Enhancement +4/+40ft, Manifest Deck

8th|
+6/+1|
+2|
+6|
+6|Spellcard (4th), Ace up my Sleeve|+1 Arcane Spellcaster level

9th|
+6/+1|
+3|
+6|
+6|Card Enhancement +5/+50ft, Sneak Attack +1d6

10th|
+7/+2|
+3|
+7|
+7|Spellcard (5th), Lucky Cards|+1 Arcane Spellcaster level[/table]

Weapon Proficiencies: A Card Slinger gains proficiency in throwing cards.

Spells: A Card Slinger gains new spells per day (and spells known, if applicable) at first level and every even level as if he had gained a level in whatever Arcane spellcasting class he belonged to before taking levels in this prestige class. If a character had more than one spellcasting class before becoming a Card Slinger, he must decide to which class he adds the new level for purposes of determining spells per day.

Familiar: A Card Slinger’s Card Shark familiar increases in power as he gains levels in the class. Card Slinger levels stack with levels in whatever class granted him the Card Shark familiar for the purposes of determining bonus AC, intelligence, and special abilities, and his level for that purpose is treated as up to three higher (cannot exceed character level).

Additionally, a Card Slinger’s Card Shark familiar is able to use its masters Card Enhancement, Touch Cards, Trick Shot, and Lucky Cards abilities (though it uses its master’s spells for Trick Shot and its master’s daily uses of Lucky Cards).

Card Enhancement(Su): When a Card Slinger attacks with a throwing card, he gains a +1 Enhancement bonus to attack and damage rolls, and a +10 foot increase to range increment. He additionally can damage armored opponents normally with throwing cards. A Card Slinger can transform up to ten regular cards into throwing cards as a full round action not provoking attacks of opportunity. Once these cards leave his person, they revert to normal cards one round later.

At 3rd, 5th, 7th, and 9th level the Enhancement bonus increases by an additional +1, and the range increment increases by an additional +10ft.

Trick Shuffle (Su/Ex): Card Slingers are notorious cheaters, and notoriously good at it. Their familiars’ ability to rearrange cards to their liking rubs off of them. This ability functions like the Card Shark ability of the same name, substituting a Sleight of Hand check for the Bluff check and including gaining a +10 bonus to the check when able to use the supernatural component.

Shuffling a deck is a standard action, during which the Card Slinger may use Trick Shuffle as an optional free action.

If a Card Slinger and his familiar both use Trick Shuffle, observers must beat the higher Trick Shuffle check to recognize that anything is happening.



Trick Shuffle (Su/Ex, see text)
When a card shark in Deck Form is shuffled, it may as a free action during the shuffle decide to rearrange itself into any order it pleases. This is both supernatural and extraordinary in nature, and as such it will work in an anti-magic field or similar effect, but not perfectly. In such conditions, the shark has only a 50% chance of accomplishing the order it desires. A dedicated observer can notice this with a Spot check opposed by the card shark's Bluff check. If the shark can use the supernatural component of this ability, it also gains a +10 racial bonus to this Bluff check.


Spellcard: A Card Slinger learns to imbue his cards with spells. Any type of card may be imbued with a spell, but only the Card Slinger or his familiar is able to activate the spell. Activating the Spellcard can be done in two ways. The first is to reveal the card as a Standard Action provoking Attacks of Opportunity (a Card Shark with component Spellcards can do this using its Activate Component Cards ability). The second is to throw the card as a ranged attack, whereby it activates its stored spell on wherever it lands or whatever it hits.

Use the rules for creating Scrolls to make Spellcards. At first, only 1st level Spellcards can be made. As the Card Slinger progresses, he can make higher level Spellcards as indicated on the chart.

Snap Throw(Ex): The first time a Card Slinger attacks a given opponent in an encounter with a concealed throwing card, he treats them as flat-footed for that attack. If the target spotted his concealed throwing cards prior to being attacked, they are not subject to this ability.

Sneak Attack(Ex): At every third level, a Card Slinger’s Sneak Attack dice improve by 1d6. If a Card Slinger gets a sneak attack bonus from another source the bonuses on damage stack.

Touch Cards(Su): A Card Slinger eventually learns to extend the reach of his spells with cards. He may cast touch spells through any thrown card by making a ranged touch attack with the card. If he attempts to throw a card as a touch attack and misses, the spell is wasted.

Trick Shot(Su): A Card Slinger’s cards seem to disobey the laws of physics as they fly through the air. By consuming a spell slot or prepared spell while throwing a card, he can choose to ignore the target’s armor, shield, dexterity, dodge, or cover bonuses to Armor Class up to twice the consumed slot’s spell level. He can even throw cards around corners so long as he is aware of the target’s location. For the purposes of this effect, treat total cover or a corner as Improved Cover.

Manifest Deck(Su): Eventually, a Card Slinger and his familiar gain a more powerful bond. While shuffling a deck of cards which is not his familiar, a Card Slinger may use his Trick Shuffle ability to switch the deck with his Card Shark, so long as the Shark is within arm’s reach.

Once per day, he may cause any deck of cards he is holding or shuffling to transform into his Shark as a full-round action not provoking Attacks of Opportunity, so long as his Shark is alive and on the same plane as the deck.

Ace up my Sleeve(Su): A Card Shark makes his own luck. He may make produce and attack with an additional throwing card as if he had it concealed on his person as a swift action whenever he makes a standard attack. This is treated as and counts as two-weapon fighting with a light weapon in his off-hand.

In a round in which he takes a full-attack option, he may use this card to make an additional attack at his highest base attack bonus, but all attacks that round are made at a -2 penalty.

Lucky Cards(Su): A Card Shark can imbue a deck of playing cards with great magical energy once per day as a full-round action provoking Attacks of Opportunity. For the next hour, every card drawn from that deck counts as a throwing card and deals an additional 1d6 energy damage based on its suit (Hearts: Fire, Diamonds: Electricity, Clubs: Cold, Spades: Acid). A joker instead deals an additional 1d6 damage of each energy type.

Using this ability causes the deck to be shuffled. Cards drawn from the deck lose the benefit of this effect one round after they are drawn. Trick Shuffle still functions on the deck without breaking this effect.

Though a partial deck can be affected with this ability, it will not imbue more cards than are in a standard deck (13 of each suit and 2 jokers).

Throwing cards
Throwing cards (exotic): 1 damage, slashing, range increment 10, 19-20/x2 critical. Cost: 1g for 10.

[LIST]
Throwing cards deal no no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. Because they do not appear to be weapons and are easily concealed, throwing cards grant a +8 bonus to Sleight of Hand checks to conceal them. Throwing cards may be drawn from concealment with a free action so long as the wielder has at least 5 ranks in Sleight of Hand.
A Card Shark made out of throwing cards gains the benefit of their improved critical range as well as any enhancements applied to them, and may fire one of its cards as a ranged natural attack dealing the damage of the throwing card.


unfinished fluffy stuff:
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.

Techwarrior
2013-09-05, 12:26 PM
Voting Thread (http://www.giantitp.com/forums/showthread.php?p=15964272) is here.