PDA

View Full Version : GiTP Prestige Class Contest XLV: Hidden Knowledge



Techwarrior
2014-01-28, 10:36 AM
Hidden Knowledge

---

Someone always knows.

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

Giant in the Playground PrC Contest XLV

The contest begins with the posting of this thread and will run through midnight of February 17th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of March 3rd.

Rules

1) You will be creating an 'original' prestige class based on unearthing knowledge. Anything from master spies, to Archivist sects devoted to Dark Knowledge, to a blade scholar who uses an enemies own secrets against them. My diary is off limits (feel free to use any of the above) and anything that is official Wizards of the Coast or Paizo Pathfinder material is allowed for source material. Homebrew material as a base is allowed by permission (just ask).

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.

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)

Techwarrior
2014-01-28, 10:37 AM
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

Zaydos
2014-01-28, 08:13 PM
SECRETS THIEF

”Knowledge is power my friends. And for a price I can get you knowledge.”

Borderline psionic assassin-spies, Secrets Thieves live up to their name. A Secret Thief uses their psionic powers to rip information straight from the minds of their foes, stealing from them even their most guarded secrets. A skilled Secrets Thief is able to sense nearby minds, peering across their surface to scan their thoughts, steal from foes their psionic power reserves, and even shatter magic that would protect the mind. No secret is safe from a Secret Thief as long as it is stored in a living, or even unliving, mind.

BECOMING A SECRETS THIEF
Some say the first secrets thieves were elite illithid assassins, and it was the rebel Gith and her rebel followers which liberated the secret art and spread it to other races. Others claim it was originally a humanoid art, and its adoption by the illithids was simply due to their lust for knowledge. Whatever the truth, most secrets thieves learn their talents from a singular master in a personal apprenticeship. Others are taught by the vile cabals of Vecna, dread god of secrets, the snake cults of the yuan-ti, and even a scattering of shadowy guilds now teach the art.

Most Secret Thieves begin as one of a variety of psionic races, their natural psionic powers helping them in their art. Others have nothing more than a smattering of Wild Talent, but others dabble more deeply in psionics picking up a few useful psionic tricks.

ENTRY REQUIREMENTS
Skills: One Knowledge 8 ranks, another 4 ranks; one of these must be Knowledge (Psionics)
Skills: Hide or Move Silently 4 ranks, Sense Motive 4 ranks
Special: Must have a power point reserve.
Special: Sneak Attack, Sudden Strike, or Psionic Sneak Attack.

Secrets Thief
The Secrets Thief's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any; each taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head] Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Sneak Attack +1d6, Telepathy (30-ft)
2nd|
+1|
+0|
+3|
+3|Psychic Sneak Attack, Siphon Secrets
3rd|
+2|
+1|
+3|
+3|Assimilate Blade, Manifest Blade, Sneak Attack +2d6
4th|
+3|
+1|
+4|
+4|Read Thoughts
5th|
+3|
+1|
+4|
+4|Mindsight, Sneak Attack +3d6
6th|
+4|
+2|
+5|
+5|Psi-blast, Siphon Power Points
7th|
+5|
+2|
+5|
+5|Sneak Attack +4d6, Telepathy (60-ft)
8th|
+6|
+2|
+6|
+6|Psychic Lobotomy
9th|
+6|
+3|
+6|
+6|Rend Mind Blank, Sneak Attack +5d6
10th|
+7|
+3|
+7|
+7|Alter Memories, Telepathy (100-ft)[/table]

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

Sneak Attack: A Secrets Thief continues to learn how to perform lethal attacks on foes. A Secrets Thief continues to gain Sneak Attack (as the rogue ability) or gains sneak attack if they do not already have it. They gain an additional +1d6 damage with their sneak attack at 1st level and every odd level thereafter.

Telepathy (Su):A Secrets Thief learns to connect with the minds of others. A Secrets Thief gains telepathy with a 30-ft range as long as they are psionically focused, increasing to 60-ft at 7th level and 100-ft at 10th.

Psychic Sneak Attack (Su): A Secrets Thief can convert the devastating blows of their sneak attacks into a mental force. Beginning at 2nd level a Secrets Thief may make their Sneak Attack a mind-affecting effect. If they do so it ignores immunity to critical hits and fortification effects, but a creature immune to mind-affecting effects is also immune to its damage. This also applies to any Sudden Strike or Psionic Sneak Attack they may possess, and whenever a Secrets Thief class feature references dice of Sneak Attack it applies to the total of all three.

Siphon Secrets (Su): A Secrets Thief can steal secrets from the minds of foes. Beginning at 2nd level a Secrets Thief may when making a successful psychic sneak attack on a target pry from the target the information they know on one topic per 3 dice of sneak attack damage dealt (minimum 1 topic) learning what the target knows about the subject (if in doubt use the target’s knowledge skill), alternatively they may drain 1 prepared spell from the creature (rendering them expended as if cast) per topic they would have learned (beginning with their highest spell level). A creature is not aware of this effect, unless prepared spells are lost.

A topic, as used for this ability, can be most questions. The more precise the question the more detailed the information obtained.
Examples:

The dungeon's defenses: Would tell you about traps, and monsters that the target knows about, but would not provide detailed information on what spells Vorgath the 5/8ths Sane prepares, or more about Krarg than that he's an awakened hydra.
Magic used by the inhabitants: Would give you a general feel for Vorgath's prefered spells, such as the fact that despite being a necromancer he dabbles heavily in transmutation and enjoys polymorphing foes into rabbits, also Ilpheon the Nymph is a sorceress capable of using Wings of Flurry.
Spells Vorgath would use: Would tell you what the target thought Vorgath's prepared spells were, as Pete the Hypothetical Kobold is greatly misinformed about Vorgath this would be significantly heavier on the necromancy than conjuration and leave you ill-prepared.
Most powerful creature in the dungeon: Krarg the awakened hydra who lairs in Swamp Chamber C-3 and who enters a barbarian rage at the least provocation thrashing and destroying everything in his path. He has a taste for kobolds.
Reason the Shadow Knives are helping the monsters: Again this runs into Pete's misinformation problem rears its head, he thinks it has to do with their burning hatred of humanity, if you were asking someone fully informed you'd learn that it is part of a plot to replace the king with a doppleganger.
The Dungeon: You'd learn the general lay out of the dungeon, an overview of its politics (Krarg and Vorgath's rivalry), some basics of its dangers (not a list of all the traps in the tunnels, but traps, beholder, Krarg the awakened hydra) and learn that there are secret doors. You'd get the feeling Pete knows where many of these secret passages are.
The Kingdom of Plaesholdar: Well Pete the Kobold knows next to nothing about the kingdom, but if you used this on a peasant you'd get a general overview of the kingdom (limited by the peasant's knowledge), if you used it on the scheming duke Jack you'd get that he believes that it should be his, a general idea of the king, nobility, and politics, a good idea of what all the cities are, etc, but you'd not get details (that he knows) about his domain such as the name of the blacksmith who shoes his horses (Thomas if you must know), or even an exhaustive list of the six barons whose baronies are part of his fief (Jason, Kimberlee, William, Zack, Trini, and Oliver).

Assimilate Blade (Su): A good spy never allows themselves to be disarmed, and a Secrets Thief is a good spy. Beginning at 3rd level they may absorb a light weapon into their being as a full round action, or eject it again as a standard action. While this weapon is absorbed it is completely hidden to effects. A Secrets Thief may only have two assimilated weapons at a time.

Manifest Blade (Su): A Secrets Thief may also manifest a psychic projection of any weapon hidden within them. This is a free action and manifests a psychic duplicate of the weapon made of pure mental force, with identical enchantments and even considered the same material for all purposes, although it may not look the same. If this psychic manifestation leaves their hand it vanishes swiftly, although remaining long enough to be used as a thrown weapon, and they may only manifest one copy of any given weapon at a time. When wielding a manifested weapon a Secrets Thief may deal non-lethal damage without a penalty to hit and with their sneak attacks, but doing so renders the attack mind-affecting and grants it the ability to ignore 5 points of Damage Reduction.

Read Thoughts (Su): Beginning at 4th level a Secrets Thief can read the surface thoughts of creatures. By spending a move action you can read the thoughts of a creature within your telepathy range unless they succeed at a Will save (DC 10 + Class Level + Int modifier), it is unaware of this intrusion unless it succeeds at its Will save by 5 or more, and if it fails by at least 8 you may obtain information on one topic (as siphon secrets) from that creature (once you have obtained information on one topic from a specific creature this way you may not obtain information on another topic from that creature for 1 hour). If it succeeds its Will save you cannot target it with this ability for 1 minute.
Creatures with animal intelligence (1 or 2) have simple, instinctual thoughts you may pick up, and more intelligent creatures will of course have more complicated thoughts. You pick up on the target’s general mood, anything they are actively thinking about, and general awareness of other creatures nearby. In addition you gain a +4 bonus to Bluff, Diplomacy, and Intimidate checks against a target affected by this ability, as well as a +8 bonus to Sense Motive checks. Should a creature whose mind you are reading attack you the warning obtained from this means you are not flat-footed (or surprised; even if they are flat-footed) and gain a +4 insight bonus to AC and saving throws against it. This ability lasts as long as you spend a move action each round to maintain it and the creature remains in up to twice your telepathy range.

Mindsight: At 5th level a Secrets Thief gains MindsightLords of Madness as a bonus feat. If they already have Mindsight they may select another feat they qualify for as a bonus feat.

Telepathos (Psionic): At 6th level a Secrets Thief gains the ability to manifest a limited number of psionic powers. They gain the ability to manifest Mind Thrust (as a 1st level psionic power) and Ego Whip (as a 2nd level psionic power) as well as 3 power points per Secrets Thief level. Their manifester level with these powers equals their character level, and any save DCs are based off of Intellignece. A Secrets Thief does gain bonus power points for a high Intelligence, but only at a manifester level of their class level as opposed to full character level.

Siphon Power Points (Su): At 6th level a Secrets Thief gains the ability to drain psionic power from foes. When they perform a psychic sneak attack on a creature with a psionic power point reserve they may drain 2 power points per die of sneak attack damage dealt, gaining 1 temporary power point per point drained which lasts for 1 minute or until used. They may only siphon power points from a single target once per round.

Psychic Lobotomy (Su): Beginning at 8th level a Secrets Thief’s attacks may rob their targets of intelligence. When a Secrets Thief performs a psychic sneak attack against a creature they deal 2 points of
Intelligence damage; a specific creature may only suffer Intelligence damage from this effect once per round regardless of how many times a Secrets Thief sneak attacks them.

Rend Mind Blank (Su): Beginning at 9th level a Secrets Thief’s psychic sneak attack is so devastating it destroys defenses that would stand against it. Whenever a Secrets Thief makes a psychic sneak attack against a target any immunity to mind-affecting effects they may possess, except that granted by being mindless, is suppressed for 3 rounds and any spell or psionic effect granting it is immediately dispelled. This effect is applied before damage would be dealt by a Secrets Thief's psychic sneak attack.

Alter Memories (Su): Beginning at 10th level a Secrets Thief can peer deeply into the mind of unconscious creatures. By spending a full-round action they may look into the mind of a touched unconscious creature observing its memories at a rate of 1 hour per round spent, and altering them at a rate of 1 minutes per round spent altering these memories (a single round can do both). Given sufficient time a Secrets Thief could alter the entirety of a creature’s life.

PLAYING A SECRETS THIEF
A Secret Thief is not about combat, but knowledge. While their continued sneak attack progression, and ability to get around many creatures' immunity to such, aids them in battle, their real power lies elsewhere. A Secret Thief is a scout able to perceive thinking threat with nothing more than their mind, a spy able to discover even a target's most deeply held secrets with a single blow. As such a Secrets Thief lends themselves to gathering information from foes, and a certain extent of the political game, relying more on clever use of knowledge than strict combat ability.
Combat: At low levels a secrets thief fights much like a rogue, relying on stealth or flanking to score sneak attacks. Their psychic sneak attack allows them to strike at normally immune elementals, but it is not till significantly later that they gain a means to harm intelligent undead and constructs with it due to the prevalence of immunity to mind-affecting effects. Their mindsight grants them an edge in combat detection, and their manifest weapons allows them to take greater advantage of thrown weapons by allowing a free action to draw such weapons. Once they obtain Siphon Power Points and Psychic Lobotomy they become more capable against psions and even wizards, a single blow able to strip a foe of several high level spells/powers per day and fueling their own psychic attacks. Psychic Lobotomy even allows them to take down any animal in a single blow, although at a high enough level (13th minimum) that animals are rarely a major threat.
Advancement: Some Secrets Thieves will return to rogue (assuming they entered from it) once they have completed the class, although another option is to dabble in a variety of sneak attack granting prestige classes to obtain the highest sneak attack possible using Rend Mind Blank and Psychic Sneak Attack to sneak attack any intelligent creature and to increase the power of their Steal Secrets and Siphon Power Point abilities. Others might dabble in magical or psionic means of stealth to further emphasize their stealthy capabilities. One option is a few levels of factotum for the Intelligence synergy gaining if nothing more Intelligence to Str and Dex skills.
Resources: A Secrets Thief which is part of an organization may draw upon appropriate resources. One that is part of the cabals of Vecna would have some access to their vast information network (of which they are likely one cell out of many) as well as friendly (for a certain value of friendly) divine and likely arcane arcane casters. A Secret Thief that served one of the Yuan-ti snake cults would likely have easier access to their notably smaller information network as well as priests and their powerful psionic powers. A Secrets Thief working for the less unwholesome (though still rather criminal) thief guilds known to employ them would have all the benefits to be gained from that. Even an independent secrets thief often develops a large range of contacts and allies either through their services as an information broker and spy or through the simple art of blackmail.

SECRETS THIEF IN THE WORLD
"Secret thieves, I don't believe in them, like some psychic gutter rat could reach into my mind and pry out my greatest secrets." - King Efygor, shortly before a failed assassination attempt preceding a battle with surprisingly good military intelligence.

Secrets Thieves do their best to keep a low profile in the world at large, even those who hire their services of information acquisition rarely know the methods and powers involved in it. Those that do, Vecna's cabals, Yuan-ti cults, and rare elite thieves guilds, are also those that are quite good at keeping their secrets; that the most powerful Secrets Thieves are able to make targets forget these secrets should they leak aid them intensely in keeping them. Even so such powers will be noted, and some among the learned know of secrets thieves and such tend to be the same sort as keep good watch of their secrets, though many such keep their existence as their own secret as a tool to be used against their less aware enemies.
Daily Life: Secrets thieves tend to value their own privacy, knowing exactly how much power information about a person's life can give you. Many secrets thieves have little contact with others outside of business, they are quiet and introverted sorts, prone to sitting alone in their favorite bar or pub. That is not to say that all secrets thieves are total introverts, give one the need and they can easily match any other spy in socializing, if not better; it's easy to pick the right words to charm the young duke when one can peer into his mind after all. Even so secrets thieves tend to live solitary and sometimes paranoidly erratic lives, fearing to allow themselves to fall into a pattern that another might take advantage of.
Notables: One could say that notable secrets thieves are rare, at least ones notable for being such; in their line of work it is best simply to have a reputation for success and that their methods and even the details of their person remain a secret. Even so there are many of their kind worth taking note of. One such specimen is Rithla Maruen. She was once captured by illithids, forced to work as their slaves in building some horrible artifact in the honor of their inscrutable god. A psychic rogue she was already psionically active when she was rescued by a band of adventurers who had been hired to root out the cause of a wave of disappearances. Soon after the escape she came face to face with an illithid secrets thief, her own mind reacting to its psychic probe as it pried the identities of her saviors from her mind. Luckily for all involved the illithid spy had acted sloppily, and her new allies included a rather wary archer whose arrows, launched through the window from well beyond the illithid's telepathy struck down the creature. Rithla has sense made it her duty to rouse her fellow elves against the illithid threat growing beneath her country. She has adapted their own powers to her ends, and begun to seek out the illithids' elven agents; of which she has found a horrifying number. Recently Rithla has gone missing, as well as many who were her close allies.

Another notable secrets thief is known simply as the Black Heron. A powerful freelance information broker, he is often employed by various governments across the world; even the church of Vecna respects, and occasionally hires, his skill. Formerly the guild master of the Red Arrows, a powerful coastal thieves' guild that was broken by a crusade which brought the churches of Heironeus and St. Cuthbert into a temporary and close alliance, he had already prepared his new identity for just such an occasion. Few know the natures of his skills, fewer still know his true identity as an immortal elan, and even fewer realize how many identities he has previously held and abandoned as he has manipulated both the growth and government of several neighboring kingdoms. The Black Heron is currently stoking the flames of war, feeding his employers information that will lead to two neighboring kingdoms entering a bloody battle. He stands to make a tidy profit in doing so, do to his own mercantile and mercenary investments.

Organizations: The Blue Shadows, one of the competing thieves' guild of insert major city here, harbor and train many secrets thieves. The Blue Shadows began largely as a smuggling ring, but have since branched out into political maneuverings. They now control several key lords, many of whom have come to rely on their services as information gatherers in their own fiefs, and now have to face the reality that the guild knows far too much of their secrets and illicit dealings and that should they turn against the guild they will probably find themselves destroyed politically. This fear was greatly increased after the guild let it be known that one lord had displeased them, and soon afterwards they faced mass peasant uprisings in their territory, and a truly horrid list of crimes was laid at their feet. The other lords are not sure how many of these crimes were true, but the end result, a year long war to put down the rebellion even after the king's forces moved in and the destruction of the noble house, is enough to make them wary of opposing the guild themselves.

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.

SECRETS THIEF IN THE GAME
Secrets thieves are similar to rogues. Their psychic sneak attack allows them to more easily affect elementals, and hive minded swarms, but aids in few other combats and their siphon secrets aids against prepared casters that a rogue can fight against to begin with. Instead their abilities mainly grant non-combat applications. Their ability to steal secrets can be used to solve mysteries where they are able to attack someone with key information, and their mind-reading gives a DM many chances to give clues and both are abilities that must be considered in building a mystery.
Adaptation: Secrets thieves could easily be tied to a specific organization in a campaign setting, perhaps given more religious ties and connected to Vecna or another god of information and knowledge (especially one tied to secrets). For a campaign without psionics you could remove the psionic power point and knowledge (psionic) requirements (replacing them with skill, feat, or casting requirements), and remove Psi-blast and Siphon Power Points replacing them with a personal mind blank or brain spiders or scrying/clairvoyance abilities.
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

Ra_Va
2014-01-28, 09:53 PM
True-Spoken Troubadour

http://Picture URL

I've had so many names... Old names that only the wind and the rivers can pronounce.

While the pursuit of knowledge is not among the stereotypical tropes of a Troubadour, a Bard's vocal skills make them uniquely apt at learning True Speak and learning the powers it possesses.

BECOMING A TRUE-SPOKEN TROUBADOUR
While it is possible for Bards who dabble in True-Name Magic to become True-Spoken Troubadours, most Troubadours are members of Illustrious Guilds, who guard the secrets of True-Speak jealously.

ENTRY REQUIREMENTS
Skills:Perform (any) 8 ranks,
Feats: Truename Training (Tome of Magic, p. 229), Mounted Combat
Special:Bardic music class feature.

Class Skills
The True-Spoken Troubadour's class skills (and the key ability for each skill) are Bluff(Cha), Climb(Cha), Concentration (Con), Craft (Int), Decipher Script(Int), Disguise(Cha), Forgery(Int), Gather Information(Cha), Hide(Dex), Intimidate (Cha), Jump(Str), Knowledge (Any)(Int), Move Silently(Dex), Open Lock(Dex), Profession(Wis), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Speak Language, Swim(Dex), Use Magic Device(Cha) and True Speak (Int).

Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+0|
+0|
+2|Troubadour's Voice, Known Personal Truename, TrueNamed Mount

2nd|
+1|
+0|
+0|
+3|Truename Research

3rd|
+1|
+1|
+1|
+3|Zone of Divulgence,

4th|
+2|
+1|
+1|
+4| Sekhen's Left Hand, Song of Distant Steps

5th|
+2|
+2|
+2|
+4|See the Named, Song of Restored Health

6th|
+3|
+2|
+2|
+5|Zone of Divulgence

7th|
+3|
+3|
+3|
+5|Song of Perfected Movement

8th|
+4|
+3|
+3|
+6|Song of the Thunder Drake 1/day

9th|
+4|
+4|
+4|
+6|Zone of Divulgence, Alter Personal Truename

10th|
+5|
+4|
+4|
+7|Song of the Thunder Drake 3/day, Zone of Divulgence, Sekhen's Right Hand[/table]

Maximum Utterance Level Known
{table=head]Level|Lexicon of the Evolving Mind|Lexicon of the Crafted Tool|Lexicon of the Perfected Map
1st | 1st | — | —
2nd| 1st | — | —
3rd | 2nd| — | —
4th | 2nd| 1st | —
5th | 3rd |1st | —
6th | 3rd | 2nd | 1st
7th | 4th | 2nd | 1st
8th | 5th | 3rd | 2nd
9th | 5th | 3rd | 2nd
10th | 6th | 4th | 3rd
[/table]

Utterances (Sp): Troubadours have the ability to sing utterances, powerful combinations of truenames that can alter the world around you in fundamental ways. Utterances exist in three lexicons: The Lexicon of the Evolving Mind, the Lexicon of the Crafted Tool, and the Lexicon of the Perfected Map. You begin play knowing one utterance from the 1st level of the Lexicon of the Evolving Mind, and you gain one utterance from this lexicon at each True-Named Troubadour level you attain. You gain access to higher levels of utterances at the levels indicated on the table above. When you gain access to higher-level utterances, you can choose an utterance from that level or from a lower level, if you wish.

Troubadour's Voice: All beneficial utterances effect all allies he knows the truename of within a 30 ft radius of the Troubadour.

All offensive utterances effect enemy creatures within a 30 ft radius.

Known Personal Truename: You know your own personal truename. You cannot pronounce it automatically; doing so requires a Truespeak check with a DC equal to 15 + CR + (2 x Utterance Level). Because it's your personal truename, you get a +4 bonus on the Truespeak check.

TrueNamed Mount: You gain a mount you can summon when speaking its true name aloud as a full-round action and dismiss it as a free action. The mount is the same creature each time it is summoned, though the Troubadour may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

If the mount dies, it immediately disappears, leaving behind any equipment it did not bring with it from its native realm. You cannot call forth another mount using this ability for thirty days or until you gain another True-Spoken Trabadour level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, you take a —2 penalty on Truespeak checks.

{table=head] Name | Type | HD | Speed | Stats | Feats | Special

Infernal Hell Cat | Large Outsider Animal |3d8+9|50 ft |Str:13, Dex:15, Con:15, Int:2, Wis:8, Cha:13|Mighty Roar|+2 to Diplomacy and +2 Intimidation for Infernal Outsiders

Abyssal Scorpion | Large Outsider Animal |4d8+12|30 ft |Str:12, Dex:5, Con:18, Int:2, Wis:8, Cha:13| | +2 to Diplomacy and +2 Intimidation for Abyssal Outsiders

Water Strider | Large Insect Animal |2d8+4|70 ft|Str:9, Dex:18, Con:10, Int:5, Wis:8, Cha:13 |Water Walk|-4 Penalty on those trying to track you

Gryphon | Large Animal |3d8+9|50 ft|Str:13, Dex:15, Con:15, Int:4, Wis:8, Cha:17 |Devoted Tracker| +2 to spot check and listen check

[/table]

Truename Research: At 2nd level, you gain the Truename Research feat as a bonus feat regardless of whether you meets its prerequisites.

Zone of Divulgence (Su): Starting at 3rd level, while in a location that the True-Spoken Troubadour knows the True Name of, out to a maximum of 5ft per class level (limited by the size of the location itself), You can see invisible creatures and objects as the See Invisibility spell. Every four levels after 3rd, the True-Spoken Troubadour uncovers additional truths in his immediate location as follows:

-- Starting at 6th level, in the area of his Zone of Divulgence, as long as the True-Spoken Troubadour knows the True Name of his location, creatures find themselves unable to tell lies as the Zone of Truth spell.

-- Starting at 9th level, in the area of his Zone of Divulgence, as long as the True-Spoken Troubadour knows the True Name of his location, he may produce his choice of a Speak with Dead, Speak with Plants, or Stone Tell effect as the spells, once each per location encounter.

-- At 10th level, in the area of his Zone of Divulgence, as long as the True-Spoken Troubadour knows the True Name of his location, he can discern the true nature of things as the True Seeing spell.

Sekhen's Left Hand:Make a Truespeak check as a full-round action and target a creature that is helpless. You must be within touch range of the creature to use this ability, and doing so provokes attacks of opportunity. If your Truespeak check is successful, the helpless creature takes 1d8 damage and looses all True-Speak Magic Knowledge they possess. All True-Speak Words and names known by that creature are now known by the Troubadour.

Song of Distant Steps:At 4th Level you can use dimension door (as the spell, PH 221) to transport yourself and any items you are carrying a maximum of 100 feet per even-numbered Level (4th, 6th, 8th, and 10th). You cannot use this ability to affect other creatures or any objects you aren't carrying. Location Transported to must be a place Troubadour is familiar with. This cost one Bardic Music usage

See the Named (Su): Beginning at 5th level, you have the ability to see a creature from afar whose personal truename you know. This ability works as the scrying spell, but does not require a mirror or pool of water to function. Instead, you must make a Truespeak check for the creature as normal. If your check is successful, the creature does not get a save to resist the ability, but you can view the subject for only 1 round. You can use this ability once per day.

Song of Restored Health:As a full-round action, make a Truespeak check [15 + CR + (2 x Utterance Level)] to heal yourself. You restore a number of hit points equal to your character level and your allies within 30ft for half of their character level. Using this ability provokes attacks of opportunity, but you can attempt to use it defensively, exactly as if it were a 3rd-level utterance.

Song of Perfected Movement: With this song you can move with great speed and agility, striding swiftly over the contours of the physical world. As a swift action you can make a DC 25 Truespeak check to increase your base speed by 20 feet. In addition, while this ability is active, you can walk on water, quicksand, snow, or even a spider's web without sinking or breaking through. You can take part of your movement for the round to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by your normal movement restrictions. If you do not end your movement on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground.

This benefit lasts for 1 round. This increase stacks with other bonuses to your speed, such as from the haste spell.

Song of the Thunder Drake: Once a day you can make a single breath weapon attack— specifically, a 20-foot cone of painful noise that deals 2d6 points of sonic damage per TrueSpeak Rank. The Reflex save to halve the damage is DC 10 + your True-Spoken Troubadour class level + your Con modifier + TrueSpeak Rank.

At level 10 you can use this ability 3 times per day.

Alter Personal Truename (Su): At 9th level, you can alter your own truename slightly—just enough to make it difficult or impossible for others to utter it correctly.

any creature other than you that attempts to speak your truename takes a —4 penalty on the Truespeak check.

Sekhen's Right Hand: Make a Truespeak check as a full-round action and target a creature that has died. You must be within touch range of the corpse to use this ability, and doing so provokes attacks of opportunity. If your Truespeak check is successful, the dead creature losses its True Name and cannot enter a realm of the After-life. Even if resurrected a ritual of
renaming has no effect, this leaves them unable to learn or practice true-name magic in any form.

Weapon Proficiencies: True-Spoken Troubadour gains no proficiency with any weapons, armor, or shields.

PLAYING A TRUE-SPOKEN TROUBADOUR
While not as focused as those who have studied True name Magic all their lives, a Troubadour only adds to the versatile abilities of the Bard adding more magic flair and abilities to compliment such an edge.

Combat: True-Spoken Troubadours work best as Scouts and Tacticians, due to class abilities however utterances should leave the Troubadour versatile enough to take offensive, defensiveness and support roles.

Advancement: Once you have undergone your initial training, you can
continue your studies in the downtime between adventures, much the way a wizard learns new spells. You’re always practicing the pronunciation of truenames you already know and trying to figure out the truenames you
don’t know yet. Occasionally, you might visit the library of your mentor or a truename-aware organization so you can
learn more truenames. When you reach higher levels, you might advance the lore of truenames yourself, discovering new truenames and becoming the first to speak them aloud.

As you attain more levels in the True-Spoken Troubadour class, the most important choice you face is which utterances to learn. Each utterance from the Lexicon of the Evolving Mind represents an action, and its reverse, that you can use against friends or enemies. Eventually, you learn words that you can use to form utterances that affect objects and places. At every level, you learn a new utterance that can affect creatures you encounter. The words you can learn also increase in difficulty (and therefore increase in power) as you gain levels, allowing access to new, more powerful
utterances.

Resources: While some may be nervous around Troubadours they are considered useful and most True-Name Academic Organizations allow them to study in their halls. Their Guilds are also usually easy enough to find in most major cities and some smaller towns.

TRUE-SPOKEN TROUBADOUR IN THE WORLD

"I was never the same after I heard that boy sing."

Most people do not know True-Spoken Troubadours and anything more then Bards who can sing in a foreign tongue, but anyone who even dabbles in the art of True-Name Magic know of the Troubadours and deal with them with anything from contempt to jealousy to hatred

Daily Life: Troubadours often spend there time in the library of their Guild Houses studying, or out traveling to keep the knowledge of True-Name Magic from those they deem unworthy, or would otherwise abuse it.

Notables:


Gelebor Hamastyl: The First of the Troubadours and Founder of the Mulhorandi Witch-Hunters Guild. The Bard son of a Truenamer who was killed by an evil eleven-fingered Bereft, He took up true name magic to better exact his revenge.

Vyrthur Kjenth: A Troubadour that describes himself as 'The Prophet of Baftis'. He serves the consort of the Lord of the Seventh, hoping to one day win her affections, through either his music or his deeds and arguably rules her small but dedicated Cult. He Endlessly seeks the Truename of Baalzebul, and seeks to put Baftis on the Throne Maladomini, and eventually all of Baator.


Organizations:


House of the Unnamed: One of the only academies in the Realms devoted to truename magic is found in Velprintalar in Aglarond. The House of the Unnamed contains the largest library dedicated to truename magic in the Realms. Other libraries such as Candlekeep or the one found in the Leaves of Learning may contain more volumes of interest to truenamers but none are as well-cataloged or concentrated as in this school.

Daughters of Dis: An evil group of all female Troubadours who make their home in the Iron City of Dis. They protect the Infernal Library of True-Names with Fanatic devotion.

Mulhorandi Witch-Hunters Guild: A Guild dedicated to taking out evil Berefts, FiendBiners, and others who would use True-Name Magic to their own ends.

Untherian Bards College: Hiding in plain site, the Troubadours of the Bards College hold an impressive archive of True-Name Magic Tomes, but lock it away from even other members of the College.

Thayan Thieves Guild: A group of Rouge-ish Troubadours, who are known for stealing True-Name Documents from the Infernal Libraries of Baator and replacing them with nonsense. Obvious rivalry with the Daughters of Dis.



NPC Reaction
Those who do not dabble in True Speak will react to them just as they would any bard, however those with any knowledge if True-Name Magic tend to be on shaky ground once they know they are dealing with a Troubadour, even if they have nothing to hide from them.

True-Spoken Troubadour IN THE GAME
Troubadours rely on truename magic,. But as long as
truename magic is compatible with your ongoing campaign, you can introduce it gradually. Troubadours are versatile enough to have fun in nearly any sort of encounter.

Adaptation: You can use utterances and recitation feats. That leaves plenty of room to replace those elements with utterances and recitation feats invented by the Troubadour or DM.

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

Adam1949
2014-01-29, 12:46 AM
This prestige class is based on a personal favorite visual novel of mine, Umineko no Naku Koro Ni (http://umineko.wikia.com/wiki/Umineko_no_Naku_Koro_ni_Wiki), "When the Seagulls Cry". Specifically, it's based on the main pro- and antagonists of the series, who utilize a mysterious variety of 'magic' in order to solve a supposedly unsolvable mystery. That's the background of the class, at least.
This class may be used with either the original version of the Truenamer, or with any of the myriad Truespeech fixes. This class only cares about two things; the character knows the Truespeak as a skill, and that they might know Utterances.

The Chromatic Truthseeker


http://i.imgur.com/c8NLiiO.jpghttp://ankichan.files.wordpress.com/2011/07/2n9kz6u.png


"Everything I speak in Red is the Truth! There's absolutely no need to doubt it!" ~The Duchess Evangeline, Gold-ranked Chromatic Truthseeker

The language of Truespeech is one that is difficult to master, to say the least. The very words are enough to warp reality and control time & space in the immediate vicinity. While some use this power to call outsiders into their service, or to unmake their physical imperfections, others utilize Truespeak as a method of uncovering secrets that others would prefer to keep hidden. After a time, these individuals end up afflicted with a sort of synesthesia; they begin to see certain words in various colors, each filled with meaning. More importantly, they can impose these chromatic sentences upon others, forcing them to reveal their lies that they so foolishly thought they could cover with half-truths and plain talk.

BECOMING A CHROMATIC TRUTHSEEKER

Almost all Chromatic Truthseekers are either Truenamers, or characters that have the Truename Training feat. Spellcasters, especially Beguilers and Bards, enjoy the bonuses to convincing and controlling others. Anyone who wishes to improve their ability to outmaneuver others in wordplay, however, would benefit from the class.

ENTRY REQUIREMENTS
Feats: Investigator, Negotiator, or Persuasive.
Skills: Truespeak 13 ranks, Sense Motive 8 ranks, and at least two of Bluff, Diplomacy, or Intimidate 5 ranks.
Special: The character must have disbelieved an illusion or shaken off an enchantment after having originally been fooled by it.


Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Any, taken separately) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Truespeak (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 2 + int

Hit Dice: d6

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

1st|
+0|
+2|
+0|
+2|Colorful Skill Mastery, Mettle|+1 level of existing Truenaming class

2nd|
+1|
+3|
+0|
+3|Prisma Word (Weaken), Ruby Truth|+1 level of existing Truenaming class

3rd|
+1|
+3|
+1|
+3|Implausible Deniability (Saving Throws)|+1 level of existing Truenaming class

4th|
+2|
+4|
+1|
+4|Prisma Word (Distract), Sapphire Truth|-

5th|
+2|
+4|
+1|
+4|Implausible Deniability (Recovery)|+1 level of existing Truenaming class

6th|
+3|
+5|
+2|
+5|Amethyst Declaration, Prisma Word (Disable)|+1 level of existing Truenaming class

7th|
+3|
+5|
+2|
+5|Implausible Deniability (Damage)|+1 level of existing Truenaming class

8th|
+4|
+6|
+2|
+6|Philosophical Perfection Truth, Prisma Word (Stun)|-
[/table]

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

Truenaming: At every level except 4th and 8th, a chromatic truthseeker increases their number of utterances known and the maximum utterance level he can learn as though he advanced a level in an utterance-using class. He does not, however, gain any other effect of advancing in an utterance-using class, including the DC to use an utterance.

Colorful Skill Mastery: Due to his connection to the words that can undo and reshape reality, a chromatic truthseeker's maximum skill ranks in Truespeak is different from other characters; his maximum number of ranks in that skill is equal to twice his character level.

Mettle (Ex): A chromatic truthseeker can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping chromatic truthseeker does not gain the benefit of mettle.

Prisma Word (Sp): Beginning at 2nd level, a chromatic truthseeker learns a handful of potent words, each able to afflict their foes beyond understanding each other. By making a DC 20 Truespeak check, a truthseeker may use Power Word Weaken as a spell-like ability. By making a DC 25 Truespeak check, a truthseeker of 4th level and higher can use Power Word Distract as a spell-like ability. By making a DC 30 Truespeak check, a truthseeker of at least 6th level may use Power Word Disable as a spell-like ability. Finally, an 8th level truthseeker may make a DC 35 Truespeak check in order to cast Power Word Stun as a spell-like ability. A Chromatic Truthseeker may use a number of Prisma Words equal to the better of his Intelligence and Charisma modifiers each day.

Ruby Truth (Su): Beginning at 2nd level, a chromatic truthseeker may make an agreement with the laws of metaphysics and narrative causality that enforces The Truth upon all that can hear it. The chromatic truthseeker begins by making a Truespeak check (DC 10 + his class level + his combined Charisma and Intelligence modifiers); success indicates that the agreement has been reached. For a number of rounds equal to his Intelligence modifier, the chromatic truthseeker may not lie (note that this does not mean he can not use the Bluff skill; only that he may not willingly tell a falsehood). In trade for keeping his honesty, all creatures that can hear the chromatic truthseeker and understand his the language he speaks in also cannot lie, nor do they believe that what the truthseeker says could possibly be a lie. They may interpret his statements under various circumstances, and may even attack his logic in order to interpret it under a different light, but they will not believe it to be a lie.
Example: Leo Hawke, a Chromatic Truthseeker, activates the Ruby Truth, and succeeds his Truespeak check. He makes the following statement after surprising a young woman in a room she believed herself to be the sole person within: "I did not leave or enter this room through any hidden doors." His opponent, the Duchess Evangeline, does not believe that he is telling the whole truth, and so makes the following counterpoint: "Just because there is no hidden door in this room, does not mean that there isn't a secret way in or out of here."
A Chromatic Truthseeker may invoke the Ruby Truth a number of times per day equal to his Intelligence modifier.

Implausible Deniability (Ex/Su): A chromatic truthseeker of of at least third level has the mystical ability to argue against any sort of problem that life throws at them, regardless of how unlikely their own version of the truth may be, using cold reason. They gain a bonus to Bluff, Diplomacy, and Intimidate equal to their Intelligence modifier (this is an Extraordinary effect). In addition, they gain access to special actions of speech, all of which require an immediate action to use and are Supernatural in nature.
At 3rd level, the chromatic truthseeker may make a DC 30 Diplomacy check to parlay with the universe to grant himself a bonus to all saving throws equal to his class level for a number of rounds equal to his Intelligence modifier. After the bonus has ended, he then takes a penalty to all saving throws equal to half his bonus (rounded up) for the same number of rounds; during this penalty, the chromatic truthseeker may not utilize this manifestation of Implausible Deniability.
At 5th level, the chromatic truthseeker may trick the universe into believing himself uninjured. The truthseeker makes a Bluff check; the character gains the resulting number in temporary hit points for a number of rounds equal to his Intelligence modifier. Until the round count ends, the chromatic truthseeker may not utilize this manifestation of Implausible Deniability, even if he no longer has any temporary hit points from the ability.
At 7th level, the chromatic truthseeker may strong-arm the universe into harming his foes, against all odds. If the truthseeker succeeds a DC 30 Intimidate check, he may select one target whose existence he is aware of within 200 feet of him (he does not need to see or hear the target, or even know that the target is within range, only that the target exists); that target takes damage equal to the truthseeker's Intelligence modifier for a number of rounds equal to his Intelligence modifier. This damage overcomes any and all Damage Reduction the target may have. After using this manifestation of Implausible Deniability, the chromatic truthseeker may not call upon it again for a number of rounds equal to his Intelligence modifier, regardless of whether or not his intended target was actually harmed.

Sapphire Truth (Su): Upon reaching 4th level, a chromatic truthseeker may argue a point that he believes untrue, unraveling any sort of falsehood that may come of it. By making a Truespeak check (DC 15 + his class level + his combined Charisma and Intelligence modifiers), the truthseeker makes a statement that seeks to attack a previously-heard statement. If the statement they attack cannot be proven without a doubt to be true (usually by forcing the use of a Ruby Truth), the one who made the false statement must make a Fortitude save with a DC equal to the chromatic truthseeker's Truespeak DC or immediately drop take damage equal to their current HP, which overcomes any form of DR they may have.
Example: To continue, the Duchess Evangeline argues Leo's previous statement about hidden doors: "Although you did not enter this room using a hidden door, is it not possible that you entered this room through a hidden window?" Leo, in an attempt to uphold his Ruby Truth, invokes another Ruby Truth as a counter: "Leo Hawke did not enter this room by any hidden means; not through a door, window, hallway, grate, or pipe." Still unbelieving of him, Evangeline uses yet another Sapphire Truth: "You have yet to truly prove that you are, in fact, the man you say you are. Therefore, there is a possibility that you are, honestly, not Leo Hawke at all, but a sham!" "Leo", indeed, is actually a close friend of the real Leo, who is elsewhere in the building. Unable to come up with a true explanation as to how he can be both Leo and not Leo, he must make a Fortitude save in order to avoid falling unconscious on the spot.
A Chromatic Truthseeker may invoke the Sapphire Truth a number of times per day equal to his Intelligence modifier.

Amethyst Declaration (Su): A number of times per week equal to his Intelligence modifier, a chromatic truthseeker of 6th level or more may lie through his teeth, even against his or another's own statements. By increasing the Ruby Truth DC by 10, he may attempt to make a falsehood even while under the effects of the Ruby or Sapphire Truth. If he succeeds, he is treated as having told the truth; if he fails the increased DC but would have succeeded the original DC, he cannot lie and all those that can hear him gain a +2 insight bonus on all skill checks, attack rolls, and damage saves against him (the use of an Amethyst Declaration is still used up). Complete failure of even the original DC wastes both a use of his Amethyst Declaration and Ruby Truth, and grants all those that can hear him the previous insight bonus.
Example: Having succeeded in his previous Fortitude save, the fake-Leo bows to the Duchess Evangeline, before posing an Amethyst Declaration: "I am, for the last 12 hours and the next 12 hours, for all intents and purposes, the real Leo Hawke." If he succeeds his Truespeak check, the Duchess Evangeline will be forced to act as though he had said a Ruby Truth. If he fails by less then 10, Evangeline would be in all rights to attack him physically.

Philosophical Perfection Truth (Su): A number of times per month equal to his Intelligence modifier, a Chromatic Truthseeker of 8th level can simply demand that destiny and reality listen to him. He may make a DC 50 Truespeak check; failure indicates that the universe refuses to comply, costing him a use of the Philosophical Perfection Truth and forcing him to make a DC 30 Fortitude save or die on the spot.
Success, on the other hand, allows him to do a multitude of things. The chromatic Truthseeker may do any of the following:

Cast Miracle or Wish as a spell-like ability at no XP cost
Cast True Resurrection as a spell-like ability at no XP cost
Cast Power Word Kill as a spell-like ability
Treat any roll that was made by anyone he can see (including himself) within the last round to be treated as the roller having made either a natural 1 or a natural 20
Have a possible (although not necessarily probable) chain of events occur retroactively within the last 8 hours
Any other effect within the same strength as above

Example: The Duchess Evangeline, growing tired of the needless wordplay between herself and not-Leo, invokes the Philosophical Perfection Truth: "This game bores me. Or rather, bores the being that you currently see. In actuality, this "Duchess" which stands before you is a perfect illusory imitation of the real Duchess Evangeline, created by a close associate of her, and granted her powers via programming. This illusion will fade within the next minute, after which there will not be any evidence of it having ever existed." Assuming she makes her Truespeak roll, the Duchess will be completely accurate; a good friend of hers really would have made an illusion-version of her, and the copy will disappear within the minute.

AN IMPORTANT NOTE ABOUT THIS CLASS: More than usual, a player and a GM need to work together in order to decide if a character can gain levels in the Chromatic Truthseeker prestige class. For one, it is very powerful; it can cast super-charged spells at basically no cost. Secondly, it changes the entire dynamic of the game, turning it into more of a mystery, a "Whodunnit", rather than whatever it was before. Play with this class at your own volition.

PLAYING A CHROMATIC TRUTHSEEKER
Combat: Fighting isn't really a Chromatic Truthseeker's main focus. That's not to say that they aren't good in combat; indeed, given their potent abilities, including useful Power Words and the ability to stifle skill checks, a truthseeker is actually quite capable. It's simply that they lend themselves to a more inquisitorial role, rather than in warfare. That said, their Implausible Deniability and Sapphire Truths, in particular, are very powerful in the right hands.
Advancement: A Chromatic Truthseeker is likely to take levels in a class that grants them options, be this in regards to skills, feats, or spells.
Resources: A Chromatic Truthseeker has the power of colored Truespeak to fall back on whenever they need to talk their way out of a problem. Barring that, they can just as easily use more 'mundane' abilities such as Bluff, Diplomacy, and Intimidate to outmaneuver their foes.

CHROMATIC TRUTHSEEKERS IN THE WORLD
Suppose that the murderer was a humanoid. In other words, not necessarily a human! It is entirely possible that the killer was, in fact, a half-elf, or perhaps an aasimar, that had disguised his true heritage from the rest of the victims and the rest of the attendees! By simply pretending to be human, the killer could make an alibi for himself that no one could either prove nor disprove. Therefore, it does not matter if every 'human' had an alibi, as the killer isn't a human!~Leo Hawke, Amethyst-rank Chromatic Truthseeker

Daily Life: The day of a Chromatic Truthseeker often begins with challenging himself with a new puzzle to solve. This often involves mental acrobatics, cunning wordplay, and all sorts of other nonsense in order to find if he can trip himself up. After doing this, the truthseeker then searches high and low, wanting nothing more than a good mystery to solve. As he advances in level, a Chromatic Truthseeker usually starts to become less and less inclined to actually use their powers for any real purpose, instead finding it more fun to force others into playing his games.
Notables: Once people have heard of them, Chromatic Truthseekers are extremely well-known for both their eccentricities and their power. Leo Hawke (Human Rog10/Cts6) is a travelling mystery-hunter, eager to go up against any and all unsolved crimes that he finds. The Duchess Evangeline (Aasimar Tru2/Wiz10/Cts8) is a legend among legends, known by some as "The Witch of Miracles" for her unbelievable ability to make the impossible a reality simply by her will. She is also a cruel, uncaring woman who is only spoken of whispers for fear of attracting her attention.
Organizations: Most Chromatic Truthseekers are loners, preferring to use only their own skills and not have to rely on anothers' abilities. However, a rare group of truthseekers known as a Coven may form, each of them covering each others' flaws and weaknesses to make an iron-tight seal against logical errors and verbal mistakes.

NPC Reaction
Characters that know about a Chromatic Truthseeker will react in one of two ways: fear of upsetting them, or begging for their help. Depending on their personal opinions and personalities, a single truthseeker may act either way with equal likelihood.

CHROMATIC TRUTHSEEKERS IN THE GAME
Adaptation: In worlds without Truespeak, the most likely change to the chromatic truthseeker would be their prerequisites; increase one of Bluff, Diplomacy, or Intimidate to needing 13 ranks, and give the truthseeker advancement in an arcane spellcasting class instead of truenaming. In a world where the gods play an important role, a truthseeker is likely to be a divine servitor, speaking the voice of the gods to the uneducated masses as living mouthpieces.
Encounters: Without a doubt, the Chromatic Truthseeker makes an impressive villain for a party to meet. Rather than face him head-on (and potentially end up defeated without even laying a finger on him), the players will need to be tricky with wordplay and debate, giving their characters lots of potential for roleplaying and personal growth without anyone even drawing a weapon.

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


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

Fortuna
2014-01-29, 06:15 AM
Augur

"Stop. Look around. See how the leaves on the trees dance in the wind. See the movement of the patterns as the sun shines on the water. Hear the ebb and the flow of the city's voice. I need not consult the stars or read your palm, for your future, and mine, are written all around for those with the eyes to see them.
Sala Cloudspeaker, master augur, to her apprentice Thyrn Goldsteel.

Why do people turn to stars and tea-leaves and entrails when we wish to know the future? Surely they do not imagine that these trifles cause the events to come, that a battle's entire course will be changed because a pig's kidney was here instead of there. But equally, it is ludicrous to claim that what they seek somehow causes the changes in the chosen medium - if nothing else, the future hasn't happened yet. But time and again, there are those who return to these crude sub-magics and their small utility instead of the wizard's arts.
Augurs are those who have mastered these arts, and more, mastered what underlies them. What one understands when looking to the shape of clouds and the flight of birds to tell the future is that the world is complex. These arts seek to find connections between the smaller and simpler complexities which we can read and the larger complexities of reality. An augur must recognize that these connections exist, and go further, recognizing that they exist everywhere. By tapping into them, an augur may divine the great from the small, and read both future and present as an open book.

BECOMING AN AUGUR
Augurs are those astrologers and palm-readers who come to understand the foundations of their arts, and extend and exploit it. Most often they are dabblers, and adventuring augurs are often rogues or factotums.

ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 4 ranks, Profession (Astrologer) 8 ranks*, Sense Motive 4 ranks, Spot 4 ranks, Listen 4 ranks
Feats: Fortune-Teller**
*Or other similar profession by DM approval
**New feat - see end of post

Class Skills
The Augur's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (each skill taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language and Spot (Wis).
Skill Points at Each Level: 6 + Int modifier.

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Cast Auspice


2nd

+1

+0

+3

+3
Omen, Master Fortune-Teller


3rd

+2

+1

+3

+3
Detection, Uncanny Dodge


4th

+3

+1

+4

+4
Sense Scrying, Detect Divination


5th

+3

+1

+4

+4
Auspice Familiarity, Greater Omen


6th

+4

+2

+5

+5
Preternatural Senses


7th

+5

+2

+5

+5
Trace Connections


8th

+6

+2

+6

+6
High Auspice


9th

+6

+3

+6

+6
Perfect Omen, True Auspice





Level
Maneuvers Known
Maneuvers Readied
Stances Known


1st

5

2

0


2nd

5

2

0


3rd

6

3

1


4th

6

3

1


5th

7

3

1


6th

7

3

1


7th

8

4

1


8th

8

4

2


9th

9

4

2



Weapon Proficiencies: An Augur gains no new weapon or armor proficiencies.

Maneuvers: The Augur's heightened senses and pattern-seeking lend themselves well to martial endeavours, and all Augurs instinctively master certain precepts of the Sublime Way even without training. An Augur may learn and ready maneuvers of the Diamond Mind and Setting Sun schools as laid out in the table above. The Augur may ready their maneuvers by meditating for five minutes. Once the Augur has used a maneuver, it is expended, and may not be used again until recovered. The Augur may at any time take a move action to roll 1d20. If they roll at least 11, they may recover an expended maneuver of their choice; otherwise, they recover an expended maneuver at random.
Stances Known: At 3rd level and again at 8th level, you can learn a new martial stance from the Diamond Mind or Setting Sun discipline. You must meet a stance's prerequisite to learn it.

Cast Auspice (Su): A first level Augur learns to seek knowledge in the most unlikely of places. Whether by flipping a coin, rolling a die, or watching the sky for the next bird to pass and seeing if it flies east or west, the Augur seeks knowledge of the advisability of a course of action, taking a standard action to do so. The player should describe the course of action to the DM, and the DM decides whether the course is auspicious or inauspicious (that is, overall good for the character or bad for the character), and conveys that information to the player. There is a base 5% chance that instead the auspice will return the opposite result. The player should choose a specific form of divination for the character when this ability is first gained - using any other form of divination will increase the reversal chance by 10%. Appropriate forms of divination include flipping a coin or rolling a die, and many more are possible by negotiation with the dungeon master. Additionally, at the DM's discretion, if a major factor in the determination is protected from divinations then the chance of reversal rises by 25%. Finally, each time this ability is used the character suffers an additional 10% reversal chance, cumulatively, which reduces by 5% per hour since the last auspice used. For each level of Augur above the first, the additional reversal chance for using the ability is reduced by 1%. In no event may the reversal chance ever rise above 50%. See below for reversal chances by level, including modifiers from Auspice Familiarity and True Auspice.



Level
Base Reversal Chance
Unfamiliar Method
Shrouded Factor
Increase Per Use


1
5%
+10%
+25%
10%


2
5%
+10%
+25%
9%


3
5%
+10%
+25%
8%


4
5%
+10%
+25%
7%


5
5%
-
+25%
6%


6
5%
-
+25%
5%


7
5%
-
+25%
4%


8
5%
-
+25%
3%


9
5%
-
+25%
0%



Omen (Su): Starting at second level, an Augur may take a swift action to gauge the omens for their near-future endeavours. The Augur's player immediately rolls a number of d2s, in order, equal to the Augur's class level (if desired, coins may be used, with heads denoting 2 and tails denoting 1), and makes a list of these results. Each time that the Augur rolls a d20 on their turn, until all of these rolls have been used, they must replace the d20 with either 1d10 (if the next result was 1) or 1d10+10 (if the next result was 2) and cross the next result off their list. No effects may modify the d2 rolls. If the Augur rolls a total of 1 on the replacement roll before all other modifiers, but after the modifiers caused by this ability (if any), it is treated as though a natural 1 had been rolled on the d20. Likewise, if the Augur rolls a total of 20 on the replacement roll before all other modifiers, it is treated as though a natural 20 had been rolled. If an effect would cause a roll replaced by this ability to be rerolled, another of the Omen results is used rather than rerolling the replacement roll. The Augur may not use this ability again until all of the results have been exhausted or they spend one minute in meditation to clear the unused rolls.

Master Fortune-Teller (Ex): A second-level Augur may use any kind of divination with the Fortune-Teller feat, not just the few chosen on selecting the feat. Additionally, they may reduce the time required to one minute. If they do not, they gain a +5 competence bonus to the Knowledge (Arcana) check.

Detection (Su): A third-level Augur learns to detect all manner of unusual activity. By taking a full minute to attempt some kind of divination - whether a tarot reading, assembling a cat's cradle, or walking around inspecting the patterns of fallen leaves - the Augur may detect (as per the appropriate spell except as noted here) animals or plants, chaos, evil, good, law, magic, poison, secret doors, snares and pits, thoughts, or undead within a radius of fifty feet per class level. The Augur selects any number of these things to detect. They cannot distinguish between the things they choose to detect, but do know at the moment the ritual is concluded how many valid targets there are within range, and how far away each signature is (to within ten feet), as well as rough direction (up, down, left, forward, etc.). Additionally, no further analysis as the relevant spells normally allow is possible.

Uncanny Dodge (Ex): Starting at third level, an Augur can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If an Augur already has uncanny dodge from a different class they automatically gain improved uncanny dodge instead.

Sense Scrying (Ex): An Augur of fourth level or higher constantly benefits from Detect Scrying, as the spell.

Detect Divination (Su): An Augur of fourth level or above can perceive divination magic with but a moment's concentration. This acts like a permanent Detect Magic spell, but only with respect to magics of the Divination school.

Auspice Familiarity: Starting from fifth level, an Augur no longer takes any penalty for using any divination method to cast auspices.

Greater Omen: When an Augur of fifth level or above uses Omen, rather than rolling d2s they roll d4s, and d20 rolls that Omen replaces are replaced instead by 1d5 (if the result was 1), 1d5+5 (if the result was 2), 1d5+10 (if the result was 3) or 1d5+15 (if the result was 4). Since the d5 is a rather unusual die, the player may prefer to use 1d10 and subtract 5 if the result is 6 or more.

Preternatural Senses (Ex): An Augur of sixth level is so attuned to the connections pervading the world as to be instantly aware upon failing any Spot or Listen check.

Trace Connections (Su): An Augur of seventh level or above may spend a full minute performing a divinatory ritual of some kind to gain the benefits of Locate Creature, Locate Object or Find The Path, with a caster level equal to their class level, at will.

High Auspice (Su): Augurs of eighth level have learned to cast their auspices for questions of far greater importance than before. By accepting a 10% increase to their reversal rate, taking a full minute, and adding an additional 10% to the reversal rate increase incurred for repeated casting of auspices, the Augur may ask the DM any yes-or-no question, rather than merely asking for guidance on a course of action. Note that the penalty for a shrouded factor may still apply.

Perfect Omen: On achieving ninth level, the Augur perfects their ability to draw knowledge from the chaos of the world. Their Omen now allows them to roll d20s instead of d4s, and the results of these rolls directly replace appropriate d20 rolls rather than dictating what replacement dice should be rolled.

True Auspice: A ninth level Augur no longer needs to actively cast auspices, for they have finally mastered the art of reading the world as it unfolds. They may now cast auspices as a free action and reduce the increase to the reversal rate for casting auspices to zero. They also do not require any overt divination - they can read the world directly, without the crutches of dice or cards.

PLAYING AN AUGUR
Augurs bring a combination of utility and combat power to the table. With Omen and martial initiation, you can deliver your most powerful blows when you know they're going to matter, and your other class features help to make you a valuable asset to the party outside of combat.
Combat: An augur's playstyle really depends on how they entered the class, but their key combat trick is Omen. As they level up, they can predict entire turns of activity, laying out in advance which attacks will succeed and which will fail and putting their maximum force behind sure bets instead of gambles.
Advancement: High level augurs will often go on to study the Sublime Way in more depth, or turn to the rogue or factotum classes to reinforce their broad selection of skills and their excellent utility.
Resources: Augurs have a very easy time finding any organizations, contacts or whatever else that they might need, thanks to their ability to cast auspices. Since augurs are seldom found in large groups, it's hard to generalize about what they have available, but it's a fair bet that any given augur has at least one place to turn in a pinch.

AUGURS IN THE WORLD
"It was bloody uncanny, it was. As soon as the fight started going our way, they were already falling back, melting away, and when they came back they crashed into us like a bloody wave.
Elin Hamhurl, general at the Battle of Omens.

Augurs are the greatest among fortune-tellers, and each one is a master of the lesser divinations as well as their own, more sophisticated arts. Often they make their way by peddling star charts and palm readings, and just as often by lifting purses when the omens align auspiciously.
Daily Life: Augurs are unique in the ease with which they can look on the future, even if they do not always see clearly. Most often they begin the day by casting auspices, ensuring that the signs for their path are good. Unlike many fortune-tellers, augurs are seldom superstitious - they have no need to be, for they know what is a portent and what is not.
Notables: Sala Cloudspeaker has been an advisor to three different emperors, and each met his downfall only when he disregarded her advice. Lately she has grown weary of politics, and word has it that she has chosen an apprentice to bear her knowledge forward. The Green Terror is a bandit augur who relies on his wits and foresight to avoid capture - a practice that has so far served him amply well.
Organizations: Augurs are sufficiently rare that they seldom have dedicated organizations, but they often rise high among guilds of astrologers or similar. Their understanding of the principles which underlie fortune-telling also allows them to reach the attention, and the ear, of the mighty more often than one might expect.

NPC Reaction
Augurs are viewed with suspicion in some places and welcomed with open arms in others. The public seldom truly understands what an augur can do, and usually assumes that they are little more than another fortune-teller - and for their part, many augurs do little to dispel this belief, for in many places a fortune-teller can make a comfortable living for themselves. Among those who do know of their skills, augurs are treated with the respect they are due, for the superstitious often believe that augurs can as easily change the future as read it.

AUGURS IN THE GAME
Augurs are a good way to get some interesting utility and combat tricks together on a character. They make for interesting variations on the rogue, factotum, swordsage or even bard or beguiler.
Adaptation: This class doesn't need much adaptation, but if you decide that you'd rather have telling the future be restricted only to 'proper' magic, you might replace the Fortune-Teller feat prerequisite with the ability to cast a divination spell, and maybe give the class some spellcasting progression.
Encounters: Augurs have the most impact when used as planners rather than combatants, directing minions or advising leaders far away from the PCs. Getting to fight an augur who doesn't want to fight should be a significant challenge.

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

New Feat
Fortune-Teller
Prerequisites: Knowledge (Arcana) 1 rank
Effect: You may attempt to use your arcane knowledge to foretell the future. When you select this feat, you may choose a number of modes of divination (for example astrology, palmistry, reading tea-leaves, or whatever else) equal to your Intelligence modifier (minimum 1). You may spend ten minutes with the appropriate tools to attempt to read the fate of a person who is present, so long as they participate in any required ritual (whether willingly or not). At the end of the ten minutes, make a Knowledge (Arcana) check and refer to the table below. If you have an appropriate Profession skill for the type of divination you are using, you may substitute that for Knowledge (Arcana) for this purpose. Note that results on the table are cumulative.



Check Result
Effect


15
Gain a +1 bonus to Bluff, Diplomacy, Intimidate and Sense Motive checks against the subject, plus another +1 bonus for every three points above 15, for the next 24 hours.


20
Either learn the subject's highest ability score, or learn the class in which the subject has the most levels and the skill for which the subject has the highest modifier (break ties randomly)


25
Learn both of the options given for a result of 20


30
The DM relays one piece of cryptic prophecy or murky secret to you. For every five points by which you exceed a result of 30, the DM relays one more piece of knowledge.



Normal: You cannot tell fortunes.

Vaynor
2014-01-29, 06:50 AM
Befuddled Mage

http://i.imgur.com/rxMdwjQ.png
Image credit (http://latent-talent.deviantart.com/art/Old-mage-portrait-329607595)

”Hmm...yes. Wait, what?”

A befuddled mage is an old, senile wizard who, while once great, has become less quick-witted with time. Things that he once found easy to remember no longer come easily. Now, with old age, he becomes confused about spells he thought he prepared, about what the spells actually do, and the metamagic he’s altered his spells with. While the befuddled mage may appear incompetent at first glance, constantly sleeping and forgetting to cast spells, his experience, talent, and raw power make up for his senility, allowing him to cast spells he doesn’t even know with little effort.

BECOMING A BEFUDDLED MAGE

Only an experienced and aged spellcaster can become a befuddled mage, since they rely on senility in order to use their abilities.

ENTRY REQUIREMENTS
Spells: Ability to cast 4th-level arcane spells
Age: Must be at least Old or Venerable
Skills: Concentration 10 ranks, Knowledge (arcana) 10 ranks
Feats: Any one metamagic feat
Special: Must prepare spells
Special: If the character has a long, white beard, he only needs to have 5 ranks in Knowledge (arcana)

Class Skills
The befuddled mage's class skills are Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int).
Skills Points at Each Level: 2 + Int modifier

Hit Dice: d4



Level
BAB
Fort
Ref
Will
Special
Spellcasting


1st

+0

+0

+0

+2
What was I doing?, easily distracted, what’s that called? 1/day
+1 level of existing arcane spellcasting class


2nd

+1

+0

+0

+3
What’s that called? 2/day, always napping
+1 level of existing arcane spellcasting class


3rd

+1

+1

+1

+3
What’s that called? 3/day, arthritic
+1 level of existing arcane spellcasting class


4th

+2

+1

+1

+4
What’s that called? 4/day, kids these days
+1 level of existing arcane spellcasting class


5th

+2

+1

+1

+4
What’s that called? 5/day, back in my day
+1 level of existing arcane spellcasting class



Class Features

Weapon Proficiencies: Befuddled mages gain no proficiency with any weapon or armor.

What Was I Doing?: The befuddled mage’s memory isn’t what it used to be. When casting a spell he has applied a metamagic feat to, the befuddled mage has a chance to have a different metamagic feat applied to the spell instead, regardless of the normal spell level adjustment for the metamagic feat. If multiple metamagic feats are used to improve a spell, only the feat that affects the spell level the most is affected. If the metamagic components of the spell are changed to no longer allow the spell to be cast (for example, if a quickened spell is changed to a maximized spell), the spell is simply not cast but no spell slots are lost. The befuddled mage can also choose to attempt to add a metamagic component to a spell not prepared with a metamagic feat to begin with. If used in this fashion, and a 6 is rolled, the spell fails.




d6

Result


1-3
No change



4
Random known metamagic feat



5
Random core metamagic feat (see table below)



6
No metamagic feat



If a 4 is rolled, use the following table and substitute each number’s result for a known metamagic feat. Any other result is considered a re-roll. If a 5 is rolled, use the following table:




d10
Result



1
Empower Spell



2
Enlarge Spell



3
Extend Spell



4
Heighten Spell



5
Maximize Spell



6
Quicken Spell



7
Silent Spell



8
Still Spell



9
Widen Spell



10
No metamagic added



If the result is not applicable to the spell, no metamagic feat is applied.

Easily Distracted: The befuddled mage’s attention span is lacking and the intricate nature of spell casting can often be too draining. Whenever the befuddled mage casts a spell, he must succeed on a Concentration check even if it were normally not necessary. The befuddled mage must succeed on a DC 15 + spell level Concentration check in order to cast a spell. If the Concentration check is failed, the spell is not cast but no spell slot is consumed.

What’s That Called?: Sometimes, the befuddled mage forgets what spell he prepared and accidentally casts a different one. Once per day, the befuddled mage may sacrifice a prepared spell in order to cast any other spell of the same level or lower that he is able to cast, even if that spell was not prepared or if that spell is not known by the befuddled mage. The spell sacrificed must be of the same school as the spell intended to be cast. For example, a befuddled mage can sacrifice a prepared, third-level fireball spell and instead cast lightning bolt even if the befuddled mage has not learned or prepared the lightning bolt spell. The befuddled mage can only cast spells using this ability that have a spell level that is equal to or less than the befuddled mage’s class level. The befuddled mage gains an additional use of this ability at 2nd level, and every level thereafter.

Always Napping: The befuddled mage is often tired and has trouble staying awake. Starting at level 2, if the befuddled mage rolls a 1 when rolling a Concentration check for Easily Distracted, he falls asleep for that round, allowing no further actions to take place until the caster’s next round (as well as negating the spell he was attempting to cast). Additionally, instead of needing to sleep for 8 hours straight in order to regain his spells for the day, the befuddled mage can sleep these 8 hours at any point during the day. As long as he sleeps for at least 8 hours every day, he can prepare his spells as normal.

Arthritic: The befuddled mage’s joints are arthritic, and casting spells can be painful. Because the befuddled mage is lazy, he will often decide to put off casting spells to ease his arthritic pain. The problem is, delaying a spell can cause the befuddled mage to forget he was casting a spell in the first place. The befuddled mage can delay the effects of a spell he casts by up to 1 round per class level. When the befuddled mage remembers that the spell was supposed to go off, it suddenly activates. The caster does not need to decide exactly when the spell effects will occur, as long as it is activated before the maximum amount of delayed rounds. Activating a spell in this manner is an immediate action. For example, a level 3 befuddled mage can cast a wall of ice spell in the first round of combat, and choose to delay the effects for up to 3 rounds. He can activate the wall of ice after his turn in round one, or at any point during rounds two, three, or four. Only one spell can be delayed using this ability at a time.

Kids These Days: Kids these days think they can cast spells effectively, but any more experienced mage knows how to really cast spells. When attempting to counterspell any middle-aged or younger caster, the befuddled mage gains a bonus on his Spellcraft check and dispel check when counterspelling equal to his class level.

Back In My Day: The befuddled mage’s memory of spells is a little off, and sometimes he remember spells as being different than they actually are. When casting a spell, the befuddled mage can alter small details about a spell. The befuddled mage can change the descriptor of a spell and its effects. If the spell has the acid, cold, electricity, fire, force, or sonic descriptors, he can switch it with another listed descriptor, thus changing the spells effects. If the spell deals damage, the type of damage also changes. For example, when casting a fire trap spell (with the [Fire] descriptor), he can instead cast it with the [Sonic] descriptor, causing the spell to deal sonic damage instead of fire damage. The befuddled mage can also switch descriptors if the descriptor is chaotic, lawful, evil, or good.

PLAYING A BEFUDDLED MAGE
A befuddled mage fills the role of arcane spellcaster in most groups, but uses his more unpredictable talents
Combat: One of the main combat benefits of a befuddled mage is being able to cast non-prepared or known spells at will, as well as being able to delay spells to set up situations to benefit his party and surprise his enemies.
Advancement: The befuddled mage benefits from most other full-casting prestige classes.
Resources: Befuddled mages have no organizations, and have connections and resources that any normal wizard would have access to.

BEFUDDLED MAGES IN THE WORLD

”Someone should put him in a home. He’s a menace.”
–Fen’til, non-senile elf wizard

Befuddled mages are often misunderstood, and in general people tend to underestimate their power due to outward appearances.
Daily Life: Most of a befuddled mage’s day consists of sleeping and rambling on about the good old days.
Notables: One of the more notable befuddled mages is James Halfglen, a senile wizard who defeated the evil lich lord Hazgren by accidentally stumbling upon a battle between the lich and some adventurers and almost blowing himself up.
Organizations: Befuddled mages tend to be members of many old and respected wizarding organizations, most of which they have forgetten they are members of.

NPC Reaction
NPCs tend to perceive befuddled mages as less of a threat than they deserve, since their power is not diminished, but in fact empowered. Because they are often napping, rambling, or having their spells not function at all, they are often ignored in combat. Befuddled mages tend not to interact much with others outside of combat, since they are often sleeping, or, if they’re awake, they ramble about inconsequential things for hours.

BEFUDDLED MAGES IN THE GAME
Befuddled mages gain some powerful spellcasting abilities, but many of these are lessened by the drawbacks of the class.
Adaptation: Not much is needed to adapt the befuddled mage to a different setting. If the setting would not allow for a befuddled mage for any reason, there likely wouldn’t be any place for a befuddled mage at all.
Encounters: PCs could encounter a befuddled mage in most cases when a wizard would be encountered normally, except they might be especially notable due to their apparent incompetence.

Changelog:
What Was I Doing? now causes a spell to fail entirely on a 6 if attempting to add a metamagic feat to a non-metamagicked spell.
Made it more clear that Always Napping's critical failure causes the spell to fail.
Arthritic now only allows one delayed spell at a time.
Clarified the effects of changing metamagic components and loss of spell slots in What Was I Doing?.
Rolling a 5 and then a 10 on What Was I Doing? no longer causes a re-roll, but causes the spell to have no metamagic added at all.
What’s That Called? now limited in spell level to class level. E.g. a level 3 befuddled mage can only cast spells using this ability that are 3rd-level or lower.
What’s That Called? now requires you to sacrifice a spell of the same school as the one you cast.

Techwarrior
2014-02-01, 09:22 PM
Bump, let's keep the entries coming.

Grimsage Matt
2014-02-05, 10:00 AM
Scholar



You assume that because I am reasonably intelligent, well educated, and wear robes that I am a wizard? I am hardly one of those. They favor power over understanding, and favor brute force, forcing the universe to do as they will instead of working with it. I sirrah am a scholar. Professor John Smith

Scholars are often scoffed at by spellcasters and their ilk, but at the same time, this is motivated partially by fear. What would happen to clerics if scholars could cure everything short of death? What would happen to artificers if scholars could design devices that required no magic and made enchanted items obsolete? To the wizard or sorcerer that finds the devestating offensive of magic has been replaced with more mundane weapons? What happens when the bard is replaced with music storing devices and search engines?

For the most part, few Scholars have gotten that far. But some diviners have seen the future that these mundanes bring, and it sends fear into there hearts.

Becoming a Scholar
Many scholars are not adventuerers, but simple folk dedicated to learning and knowledge. That said, some scholars are self taught, keeping notes of their observations, recording personal experiments, consulting with locals for addtional data. But many join libraries or universities. While a common haunt for wizards and their ilk, it is the abode of knowledge, and that is all they need.

ENTRY REQUIREMENTS
Feats: Knowledge Devotion, Skill Focus (Any two knowledge skills)
Skills: Any three knowledge skills 7 ranks, 4 ranks in at least four other skills, Craft(Writing) 5 ranks, Profession (Scholar) 5 ranks.


Class Skills
The Scholars class skills (and the key ability for each skill) are; Craft (Int), Knowledge (Int), Profession (Wis), and Search (Int) and the Scholar may pick any ten additional skills to be Scholar class skills (once chosen, they cannot be changed)
Skills Points at Each Level: 8 + int

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|Knowledge is Power +1, Knowledge Focus +2, Cultured (Scholar)

2nd|
+1|
+0|
+0|
+3|Bonus Feat, Wise Writing, Intellecutal Scholarship

3rd|
+1|
+1|
+1|
+3|Knowledge is Power +2, Knowledge Focus +4, Librarian

4th|
+2|
+1|
+1|
+4|Bonus Skill Trick, Expert Scholar

5th|
+2|
+1|
+1|
+4|Knowledge is Power +3, Knowledge Focus +6, Bonus Feat

6th|
+3|
+2|
+2|
+5|Scholarly Work, Librarian

7th|
+3|
+2|
+2|
+5|Knowledge is Power +4, Knowledge Focus +8, Bonus Feat, Expert Scholar

8th|
+4|
+2|
+2|
+6|Bonus Skill Trick

9th|
+4|
+3|
+3|
+6|Knowledge is Power +5, Knowledge Focus +10, Librarian

10th|
+5|
+3|
+3|
+7| True Understanding, Expert Scholar [/table]

Weapon Proficiencies: A Scholar gains no new weapon or armor profecincies.

Knowledge is Power (EX); A scholar knows much about the many creatures of the world, and the sheer deoth and width one can find in many well stocked libraries is frightening. But, a Scholar knows how to use it in ways that few others can.

The bonuses granted by the Knowledge Devotion feat are increased by the value listed in the table, and also apply as an insight bonus to Armor Class and Saving Throws against those types of creatures.

Knowledge Focus (EX); The Scholar gains a insight bonus to knowledge checks equal to the value shown on the table.

Cultured; You gain no longer divide your Craft (Writing) or Profession (Scholar) check to determine your income.

Wise Writing, Intellecutal Scholarship (EX); You may add your wisdom bonus (if positive) to Craft (Writing) checks and your intelligence modifier to Profession (Scholar) checks.

Librarian; You gain Librarian (http://www.purpleduckgames.com/i-q3) as a bonus feat at third, sixth and ninth level.

Expert Scholar (EX); Choose a Knowledge skill you have at least ten ranks in. You gain a +2 infulence bonus to Bluff, Diplomacy, Intimidate, and Perform checks for every five ranks you have in that skill when speaking about the area of your expert knowledge.

Scholarly Work (EX); So long as you are writing or studing a Knowledge Skill you have selected for Expert Scholar, you may multiply your income from Profession (Scholar) checks by the half the ranks in that knowledge skill.

Bonus Feats; At 2nd, 5th and 7th level The Scholar gains a bonus feat they meet the prerequisites for.

Bonus Skill Tricks; At 4th and 8th level The Scholar gains a bonus Skill Trick they meet the prerequisites for.

True Understanding (EX); The greatest abillity of a Scholar is their abillity to understand, to peice together information and do so in both a matter of moments and in any situation.

A tenth level Scholar may take 20 as a free action for any skill they have selected either for Expert Scholar or have the Skill Focus feat for.



Playing a Scholar
A Scholar's abillities depend on what he understands. One who focuses on Knowledge (chemistry) and Heal will have diffrent abilltiies then one who focuses on Craft (Alchemy) and Knowledge (Chemistry). They may be healer or support, even a limited blaster of sorts.
Combat: A scholar tries to avoid combat if they can, but once in it, they rely on their knowledge Devotion and Practical understanding to see them through.
Advancement: This is intended as a NPC prestige class. While difficult to enter, it is meant for experts to show off their higher then average intelligence and their knowledge skills. That said, Archivists benifit from the large bonuses to knowledge checks Scholars are capable of.
Resources: Much of it depends on if the Scholar belongs to a formal university or not. If one does, they have acess to research books

Scholars in the World
Doctor Jones is a good woman. Saved my boys from the plaquge last year, and she's managed to keep this town alive more times then I can remember. I don't care if you priests are threatened someone is healing people round here without magic, we get along just fine. Farmer Ted talking to a Cleric of Pelor

A scholars reaction is diffrent depending on what they study. One who studies medicene is not the same as one who studies explosives after all. But one thing is held in common. They know things. Things that even wizards, who have there heads too far in the sky, fail to even notice.
Daily Life: Most scholars read and write a great deal over the course of a day, recording obervations and taking notes of anythin they can find. However, much of a Scholars daily life depends on their main field of study.
Notables:
Doctor Jones is not a young woman anymore, but she reamins as much a part of Northabby as ever. A naturalist and a healer, she does not have magic at her command to make her or her charges lives instantly better. But the entire community respects her for risking her life in the face of plague, and the local orcs know not to antagonize this little old lady.

However, not all Scholars come from the civilized world. Kurg grew up in the Shatter-Frost mountians, a lone Troll. A good deal more intelligent then his kin, he stubled onto a ruin containing many books. Granted, he has used his new found knowledge to act as a weapons dealer to the orcs and goblinoids of the region, but he is always experimenting with new alloys and gunpowder mixes.

Organizations:

For the most part, Scholars are members of libraries or universities, or on there own. There are very few large and overreaching Scholarly Orginizations.

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
For the most part Scholars rarely leave their libaries or labratories.
.
EL 15: The Orcs and Goblins have had increasingly powerful weapons, that work not off of magical princibles, but rather on some sort of technological artifice. But the source has been tracked down to what was once one of the greatest ruins in the northern mountians. Now, it is the home of Kurg the Iron Troll, so named for his foundires and technological skill.

You have been tasked with eleminating the threat, and aquiring his secerts for the civilized realms.


Kurg the Iron Troll
NE Large Male Troll 5/Scholar 10
Init +5, Senses: Listen +12, Spot +12,
Languages Common, Giant, Orc, Goblin, Undercommon
------------------------------------------------
AC 22, touch 9, flat-footed 22(-1 Size, +7 Natural, +6 Peerless Woven Spidersilk)
hp166 (15 HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed 30ft. (6 squares)
Melee Peerless Warhammer +17/+15 (2d6+8), or Bite +15 (1d6+3) or Claw +15 (1d6+7)
Ranged
Base Atk +8, Grp +20
Atk Options
Combat Gear Peerless percussion cap Musket (Steampower, Rifling Barrel, Grenade Launcher), 2 Peerless percussion cap Heavy Pistols, 12 Fragmentation grenades, Peerless Warhammer.
Combat Options Shrug it Off 7/Day, Reckless Assult, Hunter Leap, Lunging Throw, Rend, Tear through, Overrun, Knowledge Devotion, Knowledge is Power +5
-----------------------------------------------
Abilities Str 26, Dex 12, Con 24, Int 20, Wis 18, Cha 12
SQ
Feats
Skills
Possessions

Glimbur
2014-02-09, 10:03 PM
Flow Walker

They try to patrol, but they set up on an enormous ley line. They can no sooner catch me than their own shadows. - Reginald, Senior Scout in His Majesty’s 104th

Flow Walkers have learned to ride and manipulate the invisible, omnipresent flow of energy. They are not mages, who bottle it up and spend it, but they act more like fish, swimming in the flow.

Becoming a Flow Walker
Most Flow Walkers are self taught; they feel a Flow by accident and have the curiosity to investigate further. Some military corps train Flow Walkers in order to use their abilities to scout.

ENTRY REQUIREMENTS
Class Feature:Skirmish (+1 AC)
Skill:8 ranks in Balance, Tumble, Move Silently, Swim, Jump, or Escape Artist
Skill:4 ranks in Spellcraft or Knowledge (Arcana)

Class Skills
The Flow Walker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skills Points at Each Level: 6 + int mod

Hit Dice: d8

LevelBABFortRefWillSpecial
1st+0+0+2+0Find Flow (Standard), Flow Walk, Eddy Reading (Knowledge or Sense Motive)
2nd+1+0+3+0Skirmish (+1 AC), Shunt or Stick
3rd+2+1+3+1Flow Current, Flow Warning(Saves or AC)
4th+3+1+4+1Skirmish (+1 AC,+1d6 damage), Magic Current or Erode Strength
5th+3+1+4+1Find Flow (Swift), Flow Downstream
6th+4+2+5+2Skirmish (+2 AC +1d6 damage), Flow Mastery, Redirect Spell or Flow Strike
7th+5+2+5+2Flow Upward, Node Knowledge
8th+6+2+6+2Multiple Targets or Concentrated Flow
9th+6+3+6+3Flow Unimpeded
10th+7+3+7+3Skirmish (additional +1 AC or +1d6 damage), Flowborne

Weapon Proficiencies: A Flow Walker gains no additional weapon or armor proficiencies.

Note Some abilities on the table are separated with an italicized or. When the Flow Walker gains that level, he must choose one or the other of the abilities.

Find Flow (Su) The Flow Walker has developed an instinctive sense for the currents of power in the world; there always seems to be one where it is needed. As a standard action, a Flow Walker may identify a line of Flow. This line is 10’ wide and up to 20’ long per class level, and must begin within 400’ of the Flow Walker. The line can be seen as a ripple of Universal magic with Detect Magic, and other Flow Walkers can see but not use it (but see the Flow Insight feat after this class). Flow does not require line of effect, but this is irrelevant until the Flow Unimpeded ability is learned because all of the other abilities of the Flow Walker do require line of effect. A Flow lasts until the Flow Walker forgets it (as a free action) or identifies another Flow. Being within the Flow affects many class features of the Flow Walker. At fifth level, the Flow Walker may identify a Flow as a swift action.

Flow Walk (Su) The simplest use for the Flow is to improve the Walker’s ability to move.While within Flow, a Flow Walker gains a circumstance bonus equal to his class level to Balance, Tumble, Move Silently, Escape Artist, and Swim checks. He gains a circumstance bonus equal to twice his class level to Jump checks while within the Flow.

Eddy Reading(Su) The Flow responds to the presence of life (and unlife and pseudolife). A Flow Walker can read these responses and learn something about the creature, like a bat using sonar. When the Flow Walker gains this ability, he must choose whether he gains a bonus at Knowledge (All) or Sense Motive. The Flow Walker gains an insight bonus to the skill he selected against any creature within the Flow. If he selects Knowledge, he may also use applicable Knowledge skills untrained against a creature within the Flow.

Shunt (Su) The Flow has a current. This current pulls against creatures, and a Flow Walker can surge it to push people around. As a move action, the Flow Walker can push a creature within the Flow. The pushed creature must make a Fort save (DC 10+class level+Cha mod) or the Flow Walker is allowed to move it up to 30’. This movement must stay within the Flow and if the creature is being moved off of the ground (and it is not flying) it is entitled to a second save. This forced movement does not provoke.

Stick (Su) The Flow can press down upon someone. With a little direction, it can make movement impossible. The Flow Walker may, as a move action, attempt to immobilize someone who is within the Flow. They are entitled to a fortitude save (DC 10+class level + Cha mod) at the beginning of each of their turns until the effect is broken, and the effect automatically ends if they leave the Flow.
Immobilized: An immobilized creature can attack and cast spells normally, but it cannot move from the square or squares it is in. This condition does not prevent a creature from defending itself, nor does it cause a creature to lose its Dexterity bonus to armor class. Flying creatures that become immobilized in mid-flight can control their descent so that they do not take falling damage, but they are incapable of moving from their current square as long as the effect lasts and automatically descend at a rate of 20 feet per round. Flying creatures with the ability to hover can maintain their initial altitude if they choose. As described in Tome of Magic.

Skirmish(Ex) A Flow Walker continues to practice a mobile form of combat. At the levels indicated on the table, increase the bonuses to skirmish by the prescribed amount. This bonus stacks with skirmish ability from the Scout class or any other source. At 10th level he must choose between gaining +1d6 damage or +1 AC.

Flow Current(Su) Movement is easier when following a Flow. Distances seem to shrink slightly, or maybe the Flow Walker is just faster. The Flow Walker gains +10’ to all of his movement modes while within Flow. This only applies if the entire move is taken within Flow. At 7th level, this bonus increases to +20’.

Flow Warning (Su) Some Flow Walkers can feel the movements of people within the Flow a split second before they actually occur. This is advantageous for avoiding being killed. When the Flow Walker gains this ability, he must choose if he will gain a bonus to saving throws or to AC. When he is attacked by someone within the Flow, he gains half his class level as an insight bonus to the defense he has chosen.

Magic Current (Su) Magic is part of the Flow, so a skilled Flow Walker can disrupt the Flow and end the tangle which is an on-going spell. The Flow Walker may, as a standard action, dispel either the spell effects on a creature or an on-going spell; in either case the target must be within the Flow. This dispel functions similarly to a targeted Dispel Magic but the bonus on the dispel check is equal to the Flow Walker’s character level and is not capped at +10.

Erode Strength (Su) The Flow can be used to wear away the strength of an opponent. As a swift action (or a standard action), the Flow Walker may weaken an opponent who is within the Flow. The opponent suffers a -1 to hit and to weapon damage for a number of rounds equal to the Flow Walker’s charisma modifier (minimum 1). If the Flow Walker targets the same opponent with this ability while the penalty is still in effect, the duration on the ability resets and the penalty to damage increases to -2. If this is repeated for a third application, the penalty persists and both penalties are increased by -1. This pattern continues with a maximum penalty equal to the Flow Walker’s class level. For example, a 7th level Flow Walker is using this ability on a dragon (which for purposes of demonstration is not moving.) After using this ability on the dragon for 7 rounds, the dragon is at -4 to hit and -7 to weapon damage. After 14 rounds, the dragon is at -7 to hit and damage.

Flow Downstream (Su) Devotees of the gods of travel find the movements of a veteran Flow Walker to be very familiar. There is a sense of movement without apparent effort. The Flow Walker may move up to his move speed within Flow as a swift action. If he uses this ability more than three times in one encounter, he is fatigued for an hour after the encounter.

Flow Mastery (Su) The longer a Flow Walker spends examining the Flow in the same area, the better he is able to use it. When the Flow Walker identifies another Flow in an encounter when he has already identified a Flow, the new flow may either be twice as wide (20’) or twice as long (40’ per class level).

Redirect Spell (Su) The Flow can move magic as it is being cast. The Flow Walker may, as an immediate action, attempt to change the target (or targets) of a spell which initially is targeted inside the Flow. He must succeed on a 1d20+character level check versus the spell’s caster level +10 (this check gains bonuses which apply to dispel checks, such as that from the Concentrated Flow class feature). He may choose invalid target(s) for the spell, in which case some or all of it fizzles. For example, a Flow Walker and his three party members are all targeted with a Slow spell. The Flow Walker and two party members are within the Flow. He uses Redirect Spell successfully and re-targets the three targets he can affect into the ground; leaving only the party member who was outside of the Flow to be slowed.

Flow Strike (Su) The Flow is not normally inimical to life, but Flow Walkers have discovered how to set up ripples in it which are dangerous or even deadly. As a standard action, the Flow Walker may harm a single target within the Flow. The target is entitled to a Fortitude save (DC 10 + Class level + Cha modifier) to reduce the effect. The Flow Walker gains a number of strike points equal to half his class level plus his charisma modifier to choose effects from the table below. The same effect may not be chosen more than once. If the target succeeded on the save, the Flow Walker only gains half as many points as usual (and if the target has Mettle and succeeded the strike has no effect.)
Cost Choice 1 Choice 2 Choice 3

1Hit point damage equal to character level 1 round of sickened, dazzled, deafened, fatigued, or shaken Unable to benefit from concealment for 1 round

3Hit point damage equal to character level (Charisma modifier) rounds of sickened, dazzled, deafened, fatigued, or shaken (Charisma modifier) ability damage to one ability

5Hit point damage equal to twice character level 1 round of stunned, dazed, or nauseated 1 negative level, lasting for (Charisma modifier) minutes

7Hit point damage equal to three times character level (Charisma modifier) ability drain to one abilityAdditional Fort save at same DC or die (this is a [death] effect)

10 Two effects from anywhere else on the table, or the same effect twice

For example, a 6th level Flow Walker with a +3 charisma modifier uses Flow Strike on a hapless goblin. The goblin fails the Fortitude save, so the Flow Walker has 6 (3 from levels + 3 from charisma) strike points to spend. He chooses to deal twice times his character level in damage to the gobin and sicken it for a round, costing 5 points for twice his level and 1 point for the sickening.

Flow Upward (Su) The currents of Flow can be stronger than gravity for one who is deeply in tune with them. The Flow Walker gains a fly speed equal to his land speed while within Flow, with Perfect maneuverability. The bonus from Flow Current only applies once to this new movement form.

Node Knowledge (Ex) The location where many Flows come together is known as a Node. Flow Walkers search for Nodes in order to gain deeper understanding of the Flow. Such knowledge is fleeting but powerful. A Flow Walker may spend an hour in meditation at a Node and re-select some or all of his class features. He also gains a +2 insight bonus to any DC’s from his class features for one day. See the sidebar on Nodes for information on how to locate them.

Multiple Targets (Ex) Many Flow Walkers practice for long hours to be able to affect more targets with their abilities. The Flow Walker may target more than one creature or effect with any of his class features which are normally single-target (apart from the self-only features), with a maximum number of targets equal to his character level. For each target beyond the first, either the DC of the effect is reduced by 2 or the bonus to the dispel check is reduced by 2, whichever is appropriate for the ability.

Concentrated Flow (Ex) Some Flow Walkers are more concerned about one powerful foe than many weaker ones. They refine their ability to project and shape more Flow into a single target. The Difficulty Class for all of this class’s features increases by 2, and all dispel checks made using features from this class gain a +2 bonus.

Flow Unimpeded (Su) Whispers and legends tell of Flow Walkers who can walk through walls. The Flow Walker may choose to be treated as Ethereal while moving within Flow. This is a free action, but he is only Ethereal while he moves.

Flowborne (Su) The ultimate power of the Flow Walker allows them to be borne away from Death itself. When the Flow Walker is reduced to -10 hit points and is within the Flow, he may choose to disappear into the Flow. He reappears anywhere on the same plane after at least one hour and after no longer than one week. He is at full hit points and has no negative effects on him (ability damage or drain, curses, or other malignant magic). Once he has used this ability, he must wait a week after re-appearing before it can be used again.

PLAYING A Flow Walker
Flow Walkers are all about movement, with some very unusual abilities.
Combat: You should start every combat by identifying a Flow. You might place it to improve your own mobility, or to allow you to impede or injure enemies with it. If you are very lucky you can do both.
Advancement: Consider dipping ranger and taking the Swift Hunter feat. Or take warblade levels because warblade. Or maybe Horizon Walker is more your speed. Lots of options.
Resources: You should be a murder-hobo with the cost of a castle tied up in your gear. Maybe you also work for a military branch, but Flow Walkers do not typically have an organized structure for support.

Flow Walkers in the World
Unnerving chap, that one. Seems like he always wants to wander off and find something. Best scout I’ve ever seen though.! - Captain Clavius

Daily Life: Flow Walkers are always on the go. They are more likely to be the guardian of a frontier settlement than the captain of a city watch, and more likely yet to be adventurers.
Notables: The 104th was the division of His Majesty’s army that brought news of the new orcish maneuver in time for the redeployment of battle mages. Their trek through the Murderthrone Jungle to bring the news is the stuff of legends. Some whisper that they also serve the King as assassins, but that is crazy talk.
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
Flow Walkers typically are taken to be ordinary scouts. Their powers are subtle, so they are normally addressed with the mixture of fear and awe that most adventurers get.

Flow Walkers
Flow Walkers are deadly in dungeon corridors, where they can cover everyone in their Flow in one action. They have more difficulty in larger areas.
Adaptation: The Flow can be added or adapted to many settings; it is similar to the Weave in the Forgotten Realms, for example.
Encounters: A group of Flow Walkers could make for a memorable encounter; their abilities encourage them to move and therefore the battle will not be static. They might benefit from the feat Flow Insight.


New Feat
Flow Insight
Pre-requisites: Find Flow class feature.
Benefits: The Flow Walker may use a Flow created by any other Flow Walker as his own. In addition, he may identify a second Flow without losing the use of the first Flow. If he identifies a third Flow he chooses which of his two identified Flows to forget.

Nodes
Nodes are mysterious confluxes of Flow which can persist for seconds, hours, or years in one location. Dungeon Masters are entirely in control of when and where Nodes are located; in one campaign there might be a permanent Node at a location which is magically significant, but in another campaign Nodes might be ever moving and only stationary for a few hours at a time. In a third campaign Nodes might be able to be artificially created through magic and/or the efforts of Flow Walkers. It is suggested that a Flow Walker have access to a Node about once per plot arc, or maybe every five sessions or so. It would not be a huge deal for a Node to be constantly accessible, and the class works without access to Nodes at all (remember the retraining rules from PHB II allow re-selection of class features).

Techwarrior
2014-02-18, 10:40 PM
Contest is over. Voting thread up shortly. here. (http://www.giantitp.com/forums/showthread.php?p=17027102)