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Ra_Va
2015-01-11, 05:25 AM
http://th08.deviantart.net/fs70/PRE/f/2014/253/0/6/06bfc7608aede02a2d036f5345a6cc14-d7ynbjd.jpg

Allow me to enjoy how evil i look in this pose
-----------------

Worth a Thousand Words V (PrC Contest)

The contest begins with the posting of this thread and will run through midnight of February 3rd.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of February 15th

Rules

1) You will be creating an 'original' prestige class. One inspired by the picture in this opening post in some manner. The picture may, but need not, be a representative of your class. The image is there to serve merely as a starting point for you to let your mind wander in whatever way it will. The final class can be completely independent of the starting image, so long as the image inspires your thoughts in some manner. If you feel like it, give us an explanation of your thought processes behind your final class idea...it may help others come up with unique ideas of their own.

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

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

4) Post all entries in this thread. Post all conversation, questions, etc here (http://www.giantitp.com/forums/showthread.php?331610-Picture-PrC-Contest-Chat-Thread) in the Chat Thread

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. Such entries will be disqualified.

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

Ra_Va
2015-01-11, 05:33 AM
Prestige Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

ENTRY REQUIREMENTS:

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


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



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


Prestige Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


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



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):]

Hellbred_Bard
2015-01-12, 06:13 PM
Harasser


http://th08.deviantart.net/fs70/PRE/f/2014/253/0/6/06bfc7608aede02a2d036f5345a6cc14-d7ynbjd.jpg

"You'd be surprised the effectiveness of telling an orc "Ha Ha, Your god has one Eye."

Harasser's are those who have dedicated their lives to fighting orcs, usually special units in a larger Army.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: Chaotic Good

Religion: The Majority follow Corellon Larethian, the one who took Gruumsh's Eye, though any gods with a score to settle with the Orcish Pantheon can be a patron.

Background: How you become part of your class and why.

Races: The Majority are Elves, though there is also a decent population of Dwarves and Humans among their ranks. Any race has a chance to become a Harasser

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Harasser's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Because of the nature of their methods Class Name's tend to be on the Chaotic Side
Hit Die: d6

Class Skills
The Harasser's class skills (and the key ability for each skill) are...

Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Special Mount,


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



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

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

Special Mount(Sp):
Upon reaching 1rst level of Haraser, they gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against Orcs. This mount is usually a heavy warhorse (for a Medium Harasser) or a warpony (for a Small Harasser).

Once per day, as a full-round action, a Harasser may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Harasser's level. The mount immediately appears adjacent to the Harasser and remains for 2 hours per level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Harasser 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.

Should the Harasser’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Harasser takes a -1 penalty on attack and weapon damage rolls.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):]

ezkajii
2015-01-20, 01:55 PM
Beholderkin Slavemaster

You think we don't see what you're doing? We see everything! EVERYTHING!!!

Beholderkin slavemasters take one of the most recognizable and widely-feared monsters across the Material Plane and enslave them, using the eye tyrants' mighty abilities for their own. Where others flee in terror, the slavemasters see valuable resources to add to their toolbelt.

Adventures: The same ineffable quality that attracts beholderkin slavemasters to the beholders in the first place inspires a similar personality in them - a love for bloodshed, destruction, and treasure. Normal society offers no recourse for obtaining these things lawfully, and so the slavemasters seek these rewards abroad.

Characteristics: A beholderkin slavemaster is capable of controlling situations, on and off the battlefield, in a variety of interesting ways, by making use (simultaneously) of his various minions' abilities and his own skills and talents.

Alignment: Being a class that deals extensively and intimately with the horrid and evil creatures known as beholders and their kin, and doing so using the oppressive techniques of domination, drives any and all good characters away from the class.

Religion: No single deity or ideal unifies the slavemasters, though some may choose to pay a sort of respect to the Great Mother, creator of the beholders.

Background: While any class can qualify to become a beholderkin slavemaster, their ranks are typically filled out by spellcasters, though rogue-like classes both have the skill points to invest in the requirements and stand to benefit from having plenty of allies on the battlefield.

Races: No particular race is prominently represented among the slavemasters, but those races who tend to be gentler in nature, such as elves, are more rare. One would never encounter a beholder who has picked up the class; both because they believe themselves to be superior beings and would never subjugate one another in such a way, and because the concept that their own species can be controlled in such a way exposes a primal fear and vulnerability in them such that they avoid even thinking about beholderkin slavemasters whenever possible.

Other Classes: Other classes which make use of minions relate easily to the slavemasters. They best understand the utility and peril of controlling powerful creatures or great numbers of creatures for one's own gain. Spellcasters and beastmasters (including mounted combatants, etc.) respect the nature of the class's focus, and virtually any martial class can appreciate the value of having several beholderkin in combat at one time, though they maybe feel undervalued among a small army of aberrations. Good and virtuous characters such as paladins loathe the means by which the beholderkin slavemasters accomplish their goals but can not deny their efficacy.

Role: Between ranged magical attacks and the sheer number of creatures on the battlefield, slavemasters can fulfill the role of flanking buddy, blast-from-the-back support, and combat distraction / aggression-drawing all at once. Their extra eyes make them great lookouts; high-level slavemasters are never caught unawares.

Adaptation: The concept of the slavemaster could be extended to some iconic species other than beholders; several class features would need to be changed to more accurately reflect the abilities of the new species, and likely some feature other than eyes would mark the slavemaster, as well as serving as the focus for their abilities.

GAME RULE INFORMATION
Beholderkin slavemasters have the following game statistics.
Abilities: Charisma is the most improtant ability for the class, as it determines the save DCs to dominate the beholders in the first place. Dexterity, Wisdom, and Constitution are all equally important as secondary attributes to boost AC and saving throws, as a defense against any beholders that turn against you.
Alignment: Any nongood.
Hit Die: d6

Class Skills
The beholderkin slavemasters class skills (and the key ability for each skill) are: Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Search (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

Skill Points at Each Level: 2 + Int modifier

Beholderkin Slavemaster


Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day/Spells Known


1st

+0

+2

+0

+2
Call beholder 1/day, extra eye, ocular domination



2nd

+1

+3

+0

+3
Extra eye
+1 level of existing spellcasting class


3rd

+1

+3

+1

+3
Call beholder 2/day, extra eye



4th

+2

+4

+1

+4
Extra eye
+1 level of existing spellcasting class


5th

+2

+4

+1

+4
All-around vision, call beholder 3/day, extra eye




Class Features
All of the following are class features of the beholderkin slavemaster.

Weapon and Armor Proficiencies: Beholderkin slavemasters gain no weapon or armor proficiencies.

Call Beholder (Sp): Beginning at first level, as a full-round action, a beholderkin slavemaster can call forth one beholder or beholderkin creature whose HD do not exceed (1/2 character level plus slavemaster level). He must use this ability while on a plane inhabited by the chosen kind of creature. The creature to be summoned may make a Will save (DC 10 + beholderkin slavemaster level + Charisma modifier) to resist the calling. This is a conjuration (calling) effect, and is useable once per day at first level, twice per day at 3rd level, and 3/day at 5th level.

Extra Eye (Ex): Each time a level is gained in this class, the beholderkin slavemaster gains an eye anywhere on his body of his choosing. Each eye gained in this way provides a +2 racial bonus on Search and Spot checks.

Ocular Domination (Su): The beholderkin slavemaster uses his eyes to dominate his namesake creatures. He may control one beholder/kin creature at one time for every extra eye he has gained as a result of levels gained in this class; each creature so controlled must conform to the same HD limitations as those called by the Call Beholder ability. To initiate the control, he may make use a standard action to make a gaze attack at an appropriate target that he can see. The subject must make a Will save (DC 10 + class level + Charisma modifier) or be affected as by dominate monster, except that the domination effect is permanent and new commands can be issued as a swift action (rather than a move action). The same new command can be issued to any number of dominated beholders / beholderkin as a single swift action. Beholders and beholderkin creatures dominated by the slavemaster cannot have thralls of their own, including any creature under a dominate effect.

Spells per Day/Spells Known: When a new beholderkin slavemaster level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he belonged to before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had levels in more than one spellcasting class before he became a slavemaster, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.

All-Around Vision (Ex): At 5th level, the continuing accumulation of eyes provides the slavemaster with 360 degrees of vision; he cannot be flanked.


____________________

New Feats:

Extra Eye
Prerequisite: Extra eye class feature
Benefit: Gain one additional extra eye.

Dire Gaze
Prerequisite: Gaze attack of any kind
Benefit: Add +2 to the save DC of all your gaze attacks.

Diligent Spellcaster
Prerequisites: Spellcasting gained from one or more classes, at least one level of a prestige class which did not advance existing spellcasting
Benefit: Your caster level, spells per day, and spells known increase as if you gained a level in your existing spellcasting class. You do not gain any other benefits you would have gained from taking an actual level in the class.

Zaydos
2015-01-20, 03:24 PM
Cantor of the Old Gods

"Now is the time the old gods return| Exactly when the world is not expecting it | Exactly when we're sure of ourselves | That's exactly when the old gods return | And sweep our cities..." A Prophet of the Old Gods (ok Blue Oyster Cult's The Old Gods Return (https://www.youtube.com/watch?v=lxR68vCpSGQ)

An artist's mind is particularly attuned to the realms beyond mortal ken, the realms beyond reality and antediluvian horrors which predate the gods. In their dreams many artists see glimpses of these things, hear their call. While most are repulsed, pulling away from these dread whispers a few listen to them. Many of these go irrevocably gibbering mad. Fewer set these whispers to song, singing the songs of the Old Gods, the Outer Gods, the Lords from Beyond, singing their hymns, their psalms, spreading their preaching. These select become the leaders of the prayers of these elder things, granted dread powers by the madness they set to tune.

BECOMING A CANTOR OF THE OLD GODS
There is only one way to become a Cantor of the Old Gods. To be touched by their call and embrace it. Becoming their tool through the songs of madness. Most Cantors of the Old Gods were bards before turning to the songs of madness, although they can come from varied roots. Doomsayers (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) find it particularly easy to turn to this path, although Warlocks, Sorcerers, Archivists, Wizards, and even on occasion Clerics give in to these whispers. Similarly Wilders find it easy to listen, though a psion which hears the call often has an easier time first harnessing its power.

ENTRY REQUIREMENTS
Skills: Perform (any one) 5 ranks, Knowledge (one of: arcana, dungeoneering, religion, or the planes) 5 ranks.
Base Will save: +3
Feats: Iron Will
Spellcasting or Manifesting: Caster level 5+ or Manifester level 5+. Ability to cast or manifest a 2nd level or higher spell or a spell-like ability equivalent to a 2nd level spell or higher.

Class Skills
The Cantor of the Old Gods's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

Hit Dice: d8

CANTOR OF THE OLD GODS


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+0

+0

+0

+2
Chants of the Old Gods, Secrets of the Void, Words of Power
+1 level of bard spellcasting


2nd

+1

+0

+0

+3
Elder Knowledge, Mad Will
+1 level existing spellcasting or manifesting class


3rd

+2

+1

+1

+3
Unlocking Chant, Mad Clarity
+1 level existing spellcasting or manifesting class


4th

+3

+1

+1

+4
Chant of Fear
+1 level of existing bard, invocation using class, or utterances


5th

+3

+1

+1

+4
Soul of the Outer Spheres
+1 level existing spellcasting or manifesting class


6th

+4

+2

+2

+5
Chorus of Madness
+1 level existing spellcasting or manifesting class


7th

+5

+2

+2

+5
Fanatic's Chant, Telepathy
+1 level of existing bard, invocation using class, or utterances


8th

+6

+2

+2

+6
Song of Opening
+1 level existing spellcasting or manifesting class


9th

+6

+3

+3

+6
Aberrant Apotheosis
+1 level existing spellcasting or manifesting class


10th

+7

+3

+3

+7
Hymn of Release, Greater Unlocking Chant
+1 level of bard spellcasting



Weapon and Armor Proficiencies: A Cantor of the Old Gods gains proficiency with one level heavier armor than they already possessed proficiency in up to heavy armor. A character with no armor proficiency gains Light, with Light gains Medium, and with Medium gains Heavy; a character which already has proficiency in Heavy Armor gains nothing.

Spellcasting: At 1st and 10th level a Cantor of the Old Gods gains continued spellcasting granted from the bard class if they have it (and retroactively if they gain levels in bard later). At 2nd, 3rd, 5th, 6th, 8th, and 9th level the Cantor of the Old Gods gains continued spellcasting or manifesting in any single spellcasting or manifesting class they possess (including truenamer) chosen when they gain that level. At 4th and 7th level the Cantor of the Old Gods gains continued spellcasting in a single invocation using class, utterance using class, or bard that they possess chosen when they gain that level; if they possess none of these they may retroactively apply these levels when they gain one.

Chants of the Old Gods: Through weaving the call of these elder beings into their music, Cantors of the Old Gods can create magical musical performances similar to Bardic Music effects. A Cantor of the Old Gods can use these chants once per day per Cantor of the Old Gods level and may use any uses of Bardic Music they possess to use Chants of the Old Gods and vice versa, but levels in bard and levels in Cantor of the Old Gods do not add for determining potency of or access to any effects except certain feats. If a feat provides a wholly new form of Bardic Music the two levels stack, if instead it exchanges your Inspire Courage bonus or the bonus provided by another Bardic Music performance (such as Dragonfire Inspiration) then the levels in the two do not stack (unless specifically noted as an exception). Like Bardic Music activating a Chant of the Old Gods is a standard action (unless noted otherwise in the specific chant).

A Cantor of the Old Gods may treat this ability as Bardic Music for the purposes of the Melodic Casting (Complete Mage pg 44) feat and for qualifying for that feat, and for the purposes of combining effects with a War Chanter's Combine Songs ability (or similar/equivalent).

Secrets of the Void (Su): This Chant of the Old Gods requires 7 ranks in a Perform skill to use. Weaving the call of the Old Gods into your song you grant those who hear it some of their dark insights. Creatures within 30-ft of you gain an insight bonus to Intelligence checks and Intelligence based skill checks equal to your Charisma modifier for as long as they can hear you sing this song and are within range, and for 1 minute thereafter. You may choose to exempt creatures you are aware of from this effect.

Words of Power: When casting a spell with a verbal component a Cantor of the Old Gods may cast it as if it were Stilled at no increase to spell level or casting time; they may also choose to give a spell that does not normally possess one a verbal component. If they prepare spells they must choose whether to give a spell a verbal component when preparing it, if they cast spells spontaneously they may do so on the fly with no increase to spell level.

Elder Secrets: A Cantor of the Old Gods hears their secrets in their sleep, whispering into their souls. Beginning at 2nd level they gain an insight bonus equal to their class level on Knowledge checks dealing with entities from outside of the normal cosmology (including Vestiges, the Far Realm as a whole, and some elder evils), the dawn of the current cosmology (such as baernoloths, ancient baatorians, and some elder evils) or earlier (such as aboleths and their elder evils), as well as those dealing with aberrations and their deities.

Mad Will: A Cantor of the Old Gods develops a willful personality fueled by madness. Out of sync with this reality they turn to those in their mind, and those generated by their mind. Beginning at 2nd level a Cantor of the Old Gods uses Charisma instead of Wisdom to determine their Will save bonus.

Unlocking Chant (Su): This Chant of the Old Gods requires 10 ranks in a Perform skill to use and 3 levels in Cantor of the Old Gods. The Old Gods have long been sealed, and long have they sought escape and release. This song channels this desire for freedom and liberation unlocking all doors and locks within 60-ft as if they were targeted with a Knock spell (each locked object is targeted separately).

Mad Clarity (Ex): A Cantor of the Old Gods is mad, but in their madness they have found a clarity and focused purpose. Beginning at 3rd level a Cantor's madness is such that other magically induced madness cannot intrude on their mind. They gain immunity to Confusion and Insanity effects, as well as other forms of magically induced madness.

Chant of Fear (Su): This Chant of the Old Gods requires 12 ranks in a Perform skill to use and 4 levels in Cantor of the Old Gods. This chant stirs that primeval fear of the great beings which came before. Any enemy which hears this song must make a Will save (DC 10 + Cantor level + your Charisma modifier) or be shaken for as long as they can hear this song and for 1 minute thereafter. An enemy which failed its save, left, and reenters the song after 1 minute is allowed a new saving throw (if it was shorter the duration resets). An enemy which successfully saves against this effect is immune to that instance of the song, but if the Cantor ends the Chant and begins a new one they must make saves once more. This is a mind-affecting fear effect. Aberrations being closer to memory of the terrible beings counted amongst those that came before and lurk outside, suffer a -2 penalty on their saves against this effect.

Soul of the Outer Spheres: The whispering call of the Old Gods speaks to the Cantor's soul, leading it naturally towards their realms. The true depth of this only becomes apparent when a Cantor has reached 5th level, at which point it allows the Cantor's soul to more easily leave their body adding Clairvoyance/Clairaudience, Divination, and Astral Projection to their spell list and spells known if applicable as a 2nd, 4th, and 9th level spell respectively. A psionic Cantor may choose to instead add Clairvoyant Sense, Astral Caravan, Psionic Divination, and Dream Travel to their power list and powers known as 2nd, 3rd, 4th, and 7th level powers. A character capable of using utterances may instead gain the ability to use Clairvoyance/Clairaudiance and Divination as if they were 2nd level utterances from the lexicon of the perfected map, and Astral Projection as if it were a 6th level utterance of the evolving mind; they must still provide any necessary material components for these utterances. A character capable of using invocations may instead gain Word of Distant Sight (see below) as a bonus lesser invocation once they have access to lesser invocations, Divination as a bonus greater invocation once they have access to greater invcations and Astral Projection as a bonus Dark Invocation once they have access to dark invocations; they must provide material components for Divination and Astral Projection however even though they are Spell-like Abilities. Besides these magical secrets this connection means that when a Cantor of the Old Gods dies their soul goes to the Far Realm instead of an Outer Plane and they gain a +4 bonus to saving throws against effects which destroy or bind the soul.

Word of Distant Sight
Effective Level: 4th
School: Divination (Scrying)
Path: Apocalyptic Whispers (Interaction with certain Doomsayer class features and some feats, no impact on Warlocks or Dragonfire Adepts)
Range: 1 mile
Effect: Magic sensor.
Duration: 1 minute/level (D).
Saving Throw: No.
Spell Resistance: No.
With a word you extend your senses along a line of the world’s fate, sending them to another location in your time, creating a physically tangible sensor with which to view the region.
This invocation creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but most either be familiar with the location, it must be obvious, or you must select it purely through three dimensional coordinates (100-ft above me, 200-ft in front, and 150-ft to the right). Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.The magical sensor created by this invocation is about the size of a human eye and invisible, but can be tangibly interacted with. The sensor is unable to move (AC 13 versus ranged attacks), but requires a DC 30 Spot check to notice even for creatures able to see invisible objects, and has 1 hit point per caster level you possess. If the sensor is destroyed you must make a DC 15 Will save or be dazed for 1 round. You may use any senses you normally have out of this sensor even tactile senses. When viewing through this sensor you are considered to have darkvision 10-ft even if you do not normally have it. You may not have more sensors created by this invocation than your 1 + your Charisma modifier (if positive).

Chorus of Madness (Su): This Chant of the Old Gods requires 14 ranks in a Perform skill to use and 6 levels in Cantor of the Old Gods. By singing (or playing) this song you allow the gibbering whispers to pour into the minds of the unprepared. All enemies within 30-ft of you which can hear you must make a Will save (DC 10 + Cantor level + your Charisma modifier) or be confused (as spell confusion) for as long as you continue to sing this song and for 3 rounds thereafter. Any enemy which enters this area must make this Will save upon entering and hearing the song. An affected enemy which leaves remains under its effect for 3 rounds. A successful saving throw renders that creature immune to that use of Chorus of Madness, but not other uses the Cantor may use. This is a mind-affecting, compulsion effect, and a cantor may not perform this song for longer than 1 minute per class level. Aberrations, Doomsayers, and anyone with levels in a class which grants Soulbinding (i.e. the ability to bind a vestige) gains a +2 bonus on saving throws against this effect and creatures native to the far realm, as well as half-farspawn and pseudonatural creatures are immune to this effect.

Fanatic's Chant (Su): This Chant of the Old Gods requires 15 ranks in a Perform skill and 10 ranks in Diplomacy to use and 7 levels in Cantor of the Old Gods. A Cantor of the Old Gods learns to sing their psalms and hymns, songs of praise for their otherworldly might. These songs can sway the weak minded leading them to believe avidly in the service of these same elder beings. Any creature with hit dice no greater than 1/2 your Cantor level which hears such a song must make a Will save (DC = Your Cantor of the Old Gods level + your Charisma modifier; there is no base of 10 for this effect) or be converted to the worship of these entities. This is a permanent, mind-affecting, compulsion effect. The magic does not keep them bound to such worship, but it seems perfectly natural to them and they must be swayed from it as if it were their natural deep-held beliefs; a Greater Dispel Magic (or stronger) effect can also be used to remove this effect but its caster level to resist the dispel is 15 + your Cantor of the Old Gods level. A cantor of the old gods may maintain this song for no more than 2 rounds at a time. On a successful save this effect is undifferentiable from a stirring, if off-putting, performance.

Telepathy (Su): As the whispers of the Old Gods sound in your mind and soul they open your telepathic receptiveness. Beginning at 7th level you gain telepathy with a 60-ft range, this range is doubled (normally to 120-ft) when dealing with aberrations or creatures with Aberration Heritage feats, and quadrupled (normally to 240-ft) when dealing with creatures native to the Far Realm, pseudontural or half-farspawn creatures, creatures that have a vestige bound, other Cantors of the Old Gods, Doomsayers of the Cosmic Path, and other creatures from outside of reality (regardless of their type).

Song of Opening (Su): This Chant of the Old Gods requires 16 ranks in a Perform skill to use and 8 levels in Cantor of the Old Gods. Your song ripples across the fabric of reality tearing it slightly. When you sing this song you have two options. You may use it to call a creature forth, or to open a portal to another plane. If used to call a creature it functions as a Summon Monster spell based off of your character level (14 or lower functions as Summon Monster VI, 15 to 17 as Summon Monster VII, 18 to 20 as Summon Monster VIII, 21+ as Summon Monster IX) but whatever creature you summon is actually an entity from beyond this reality merely taking the form of the chosen creature and thus has the pseudonatural template; if it would normally have a similar template (celestial, fiendish, etc) then that template is replaced with the pseudonatural template otherwise it is in addition. If used to summon a creature this song lasts for as long as you sing it (up to 2 rounds per class level + your Charisma modifier in rounds) and for 3 rounds thereafter.

If used to open a portal to another plane you open a 2-dimensional 10-ft by 5-ft rift in reality leading to another plane of your choosing. This rift functions as a two way portal although inanimate matter will only pass through if carried by another creature. While you may choose the location on the other plane you may only do so vaguely and, like Plane Shift, the portal will open to a location 5d100 miles away from the desired point. This portal remains open as long as you sing within 60-ft of it (on either side) up to a maximum of 3 rounds.

Aberrant Apotheosis: Beginning at 9th level your body begins to reflect the altered nature of your soul. Just as the whispers of alien realms have embedded themselves into your mind and even soul so too have they twisted your body. Your type becomes Aberration (with the Augmented Subtype) and you gain the pseudonatural template (Complete Arcane or Lords of Madness version) except your type does not change to Outsider. Despite your new type you may qualify for Aberrant Blood as if you were a Humanoid regardless of your original type.

Hymn of Release (Su): This Chant of the Old Gods requires 18 ranks in a Perform skill to use and 10 levels in Cantor of the Old Gods. When you sing this song you release the echoes of those alien primordial epochs from before the creation of the current reality which remain within all creatures. Allies within 30-feet which can hear your song gain the Half-Farspawn template (from Lords of Madness page 151) for 3 plus your Charisma modifier rounds. They gain spell-like abilities from this template as if they had 1/2 their actual hit dice rounded down.

Greater Unlocking Chant (Su): This Chant of the Old Gods requires 18 ranks in a Perform skill to use and 10 levels in Cantor of the Old Gods. When you sing this song you instantly disjoin any spell effect which would prevent planar travel (such as Dimensional Anchor, Dimension Lock, or Forbiddance) as well as ending any spell effect which holds a creature or forbids entrance into an area including Magic Circle against [Alignment] as well as effects such as Anti-life Shell and Repel Vermin within 120-ft. It can also end effects which seal planar portals and duplicates the effects of Unlocking Chant except its range is 120-ft as opposed to 60-ft.

This effect may even suppress naturally occurring or deity-generated effects barring planar travel. In that case it connects the region to other planes and allows for planar travel between them for a number of rounds equal to the Cantor's charisma modifier.

PLAYING A CANTOR OF THE OLD GODS
Your songs bring part of the realm of the Old Gods into normal reality, weakening the boundaries and seals holding them. A Cantor knows that their powers weaken these barriers, and each cantor must come to terms with this in their own ways. Some avoid using their powers except as a last resort, others believe that after the initial destruction these outer beings would bring will come a golden age greater than any in the memory of mortals, still others see themselves as the heralds of these destructive entities, willfully bringing them in out of a belief that they will be rewarded. Regardless of their beliefs on their powers, Cantors tend to be inventive and free spirited souls. A Cantor of the Old Gods may be loyal to the beings that whisper to them, or fight against them, but whichever they are they do it their own way. Some Cantors turn their charisma to demagoguery others retract into introversion, turning to the world they perceive within themselves and infinitely beyond.
Combat: A Cantor remains a spellcaster, although their spellcasting is truncated somewhat depending upon the method of their power. Their chants give them relatively long-ranged debuffing in the form of Chant of Fear, and later short-ranged offense in the form of Chorus of Madness. As they gain levels they also gain the ability to conjure forth a variety of creatures to provide key spell effects when needed and physical muscle for combat, as well as provide a noticeable buff to defenses and additional natural weapons to allies. In this way they function as debuffer and buffer weakening foes or empowering allies.
Advancement: Fanatic's Chant allows for the more religiously minded to propel themselves to demagoguery. Others turn towards magic possibly taking a dip into the Sublime Chord at 11th level and then take 4 more levels of Cantor to advance its casting (losing 1 level of its casting but getting 11th level bard casting) and progress further in Sublime Chord to get 9th level spells (10th level in Cantor prevents access to 9th level spells). It is possible for them to return to their previous class or follow one of its other paths, depending upon what it was. Even War Chanter is a possibility if such a militant bent is required, although one is likely to either desire a full 10 levels in that or focus instead on finishing one's own spellcasting.
Resources: A cantor rarely has any special resources. When they do they are connections to cults and the information they can acquire with clairvoyance and divination. One willing to position themselves as a prophet of the old gods can form a sizable power base through it. Their instinctual knowledge of certain primordial knowledge can allow cantors to find positions as sages, and their often haunting music is sometimes in vogue among certain aristocracies and can sometimes find them positions as influential romantics or surrealists.

CANTOR OF THE OLD GODS IN THE WORLD
"That song? Was written by that boy from clan Hallokthor. Beautiful music, but something about it just gives me the chills worse than anything I've ever met out in the old mines."

The world at large does not know of the existence of Cantors of the Old God, instead seeing them as isolated cases of slightly mad artists or crazed cult leaders. Those rare sages that understand the true nature of Cantors tend to distrust them, knowing that they are just another way for outer beings to worm their ways into reality.
Daily Life: Nights filled with nightmares leading to mad inspiration. Days spent moodily turning over vague, half-remembered terrors and composing songs sung in half-heard languages, about nightmarish landscapes that could never exist by reality's laws, or else throwing oneself into the rush of things to try and push away the whispers with song, dance, food, and drink in a hope that they will bring a moment of forgetfulness.
Notables: Darik Hallokthor is a dwarven Cantor who has made a name for himself for his hauntingly beautiful music. Darik is uncertain whether the Old Gods and Outer Beings who whisper in his nightly dreams are truly evil, but he is loath to use their chants except in times of need, instead primarily living as a musician and artist. Even so when the goblin hordes besieged Redstone Keep, Darik sang his haunting tune from the top of the highest battlement filling the goblin forces and their hobgoblin commanders with a strange and eerie dread. Andren Silvermoon was an elven lyricist and troubadour of some report before he began to hear the whispers of the Outer Gods in his dreams. He turned towards the whispers, delving fully into the secrets they promised. Within a few years he was an aspiring cult leader and the elven nation moved against him. Andren was reported dead, but descriptions of the many-eyed psuedonatural elf clad in robes and a breastplate still surface from time to time from the criminal underground of a neighboring human kingdom. This figure is reported to be a musically gifted proselytizer who has been carving out a niche for himself as an assassin for hire.
Organizations: Given the rarity of those who hear such whispers and embrace them and possess the necessary skills to set them to magical music there are no organizations composed primarily of Cantors of the Old Gods. Those that do not turn to introversion may instead find their ways into cults to the Old Gods, often in the role of proselytizer or artist.

NPC Reaction
Most Cantors could be mistaken for an emotionally high-strung or moody artist. Someone who seems distanced from others either due to isolation or this air they hang around themselves even in the midst of a royal ball. Those that move directly to follow the whispers can find themselves feared or strangely loved by the populace, their haunting melodies sharing their madness which can twist those who listen into fawning adoration or into frothing rage. As a whole Cantors are rare enough that with a little effort they can hide their otherworldly connections.

CANTORS OF THE OLD GODS IN THE GAME
Cantors are bards who trade a large amount of their buffing ability for the chance to leave enemies shaken or confused. While they make certain things more difficult (Dimension Lock dungeon, and locks with their AoE Knock) they add little that is wholly new to combat (fear effects exist, confusion is a bard spell, wand of knock or a bard who knows knock). Their summoning ability which allows them to summon creatures beyond a bard's capabilities and a great number of such creatures if desired is likely their strongest mechanical ability. A cantor who makes heavy use of their Fanatic's Chant, however, is more likely to change the game. While its DC is abnormally low so that even a high level cantor will fail to charm even all low level characters nearby, and it gives no direct control, it is an easy way to make gather an army by giving them a common religion with yours. That said when someone begins magically converting large numbers of people to ancient and unspeakable cults powerful entities tend to notice whether it is guildmasters, retired adventurers' whose children have started chanting praises to ancient gods, kings, churches, or traditional gods themselves, heavy abuse of this ability to reshape the world will often be met with resistance in return.
Adaptation: While the class makes much of "Old Gods" they do not need to be ancient entities, any Far Realm or equivalent entities could serve that function, as could aberration deities. Cantors could also be adapted to other forms of music, or modified for a non-casting bard entry although that might require the addition of a few new songs. Fanatic's Chant could be removed in a game where having a PC play the demagogue is undesirable.

Jormengand
2015-02-07, 03:12 PM
Blood mage

http://th08.deviantart.net/fs70/PRE/f/2014/253/0/6/06bfc7608aede02a2d036f5345a6cc14-d7ynbjd.jpg

Power demands sacrifice

For some, power truly is in the blood. These blood magi gain the ability to sacrifice their own blood to cast more dangerous and powerful spells.

Adventures: Blood magi are obsessed with power, hence their willingness to harm themselves to obtain more of it. An adventure that promises additional magical abilities is one on which a blood mage might embark.

Characteristics: Blood magi can cast more spells than others of their kind, for the small price of their own life force.

Alignment: Any - the idea of sacrificing your own blood for power is not an inherently evil one, as can be ascertained with a moment's thought on the matter. However, many do not give the matter a moment's thought and assume the blood magi to be evil.

Religion: Gods of magic, blood, or power are common among blood magi.

Background: Power is in the blood - a blood mage's power develops often by chance, although quite often their power might come from elsewhere.

Races: Humans and orcs find themselves the most willing to harm themselves in exchange for power, and those such as elves usually find the matter distasteful.

Other Classes: While the idea of using blood for power is not often appealing, the blood mage's companions often get used to the idea.

Barbarian: A barbarian is well able to understand the blood mage's confusion that anyone could be disgusted by a little blood, and they are often interested in the blood mage's power.
Bard: In the tales of old, a being who used the blood of the living to do his work was considered evil, and yet one who sacrifices himself for his friends is seen as noble. The matter of whether blood magi are heroes or villains may be a point of contention among bards.
Cleric: Clerics will almost always defer to their deity's opinion of blood magic. That said, clerics often believe that knowledge in any form, even the knowledge of blood magic, should be preserved.
Druid: Druids draw power from the living beings of this world, and so should have little objection in principle to others drawing power from themselves.
Fighter: A fighter will have seen more battles than he can count on both hands where "Dishonourable" tactics and methods of spellcasting have won the day, which might lead him to regard blood magic either as a cheat or as an inevitable part of war.
Monk: Monks understand better than most the power of one's life force, and understand the difficulty of using it while it is still contained within you. Many will think that the requirement by the blood mage of actually releasing their blood shows a lack of discipline; others will believe that their ability to call upon their life force at all will put them above others of their calibre.
Paladin: If ever there was a judgement to be handed down without thought or consideration, a paladin would be the one to do it. However, the paladin can detect evil, and so is not unlikely to accept the blood mage, albeit grudgingly, if the mage does not appear to be evil.
Ranger: Similar to the fighter, a ranger understands that battles are not won fairly. Like the druid, the ranger realises the power of drawing from a force of nature.
Rogue: Rogues are perhaps blood magi's best friends - they know exactly what it is like to be an outcast because of their unique skills, and unless very superstitious, will be among the first to accept a blood mage.
Sorcerer: Most blood magi are sorcerers! A sorcerer will be tempted by the blood mage's power, unless it is personally distasteful to them.
Wizard: If a wizard regards sorcery as cheating, they will regard blood magic as doubly so. Then again, they may also respect the blood mage's power.

Role: A blood mage does everything a sorcerer does, only more of it! However, they do lose access to their highest-level spells and often require constant healing.

Adaptation: If blood magic would be considered distasteful or illegal, or if no-one would know of it any more, a type of soul-damaging magic could use the blood mage's abilities.

GAME RULE INFORMATION
Blood magi have the following game statistics.
Abilities: Constitution and charisma are most important, followed by dexterity to avoid losing hit points to attacks, and then strength, intelligence and wisdom in no particular order.
Alignment: Any
Hit Die: d12

Entry Requirements

Spells: Must be capable of casting 4th-level spells spontaneously.

Class Skills
The Blood mage's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at Each Level: 2 + Int modifier

BLOOD MAGE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting
1st+0+2+0+2Blood casting
-
2nd+1+3+0+3Blood Spell
+1 level of spontaneous spellcasting class
3rd+1+3+1+3Magic to Blood
+1 level of spontaneous spellcasting class
4th+2+4+1+4Blood Spell
+1 level of spontaneous spellcasting class
5th+2+4+1+4Bloodsteal
-
6th+3+5+2+5Blood Spell
+1 level of spontaneous spellcasting class
7th+3+5+2+5Sanguine Gift
-
8th+4+6+2+6Blood Spell
+1 level of spontaneous spellcasting class
9th+4+6+3+6Written in Blood
+1 level of spontaneous spellcasting class
10th+5+7+3+7Blood Spell
+1 level of spontaneous spellcasting class

Class Features
All of the following are class features of the Blood mage.

Weapon and Armor Proficiency
Blood magi do not gain proficiency in any kind of weapons or armour.

Blood casting
Blood magi are capable of using hit points instead of spell slots to cast their spells. To do so, the Blood Mage follows the following rules:

- He must be wielding a knife or dagger, or a short sword if he is proficient in them. He must be able to cut his skin.
- He chooses a spell that he knows which does not heal hit point damage. He may choose a spell that summons or calls a creature that can heal, but if he does so that creature can't use its healing abilities. If he summons or calls a creature that might know, or have prepared, healing abilities, and might not have, the one which turns up has not.
- He pays hit points equal to ten times the spell level. A cantrip instead costs 5 hit points.
- He then casts the spell without using a spell slot to do so.

He may apply metamagic to the spell if he can cast a spell of the increased level, and he must pay the hit points for the higher spell level. It still takes a full-round action to cast a metamagic spell.

Blood Spells
Blood magi gain five more spells than normal over the course of their career. At 2nd level, they gain the fourth-level spell Blood Blade or Blood Arrows. At 4th level, they get the fifth-level spell Cone of Blood or Blood Boil. At 6th level, they get the sixth-level spell Sanguine Expurgation or Blood Lance. At 8th-level, they choose between the seventh-level spells Hemoplague or Heart Grasp, and at tenth level they choose Sanguine Storm or Blood Control as an eighth-level spell.

Blood magi incapable of casting a spell of that level still learn the spell but can't cast it until they gain the ability to cast those spells.

Magic to Blood (Sp)
Blood Magi of the third level can consume spell slots to re-gain their life force. They gain only eight times the spell's level in hit points, rather than 10 (cantrips grant them only 4 hit points). This takes a standard action to achieve for each spell they wish to convert.

Bloodsteal (Su)
Blood magi gain the ability to steal other people's life force at fifth level. Attacks made by the Blood Mage with a slashing or piercing weapon, against those who present some level of challenge thereto, allow the blood mage to steal half the hit points he takes. However, these are not added to his hit points - instead, he may use them to cast spells at any point during his next turn as though they were his own hit points.

Sanguine Gift (Su)
Blood magi of the seventh level or above may sacrifice their hit points (including bloodstolen hit points) to fuel others' casting as an immediate action. The blood mage pays the price for someone else's spell - it still can't be a spell that heals hit point damage, and a summoned or called creature still can't heal. The caster, whether prepared or spontaneous, keeps the spell slot.

Psionic power points can be saved this way by paying 5 hit points per power point the Blood Mage wishes to allow the manifester to retain; this doesn't work on psionic powers that heal hit point damage.

Written in Blood (Su)
At ninth level, the blood mage can gain the ability to cast additional spells that he doesn't know. Three times per day, he can cast a spell he doesn't know, but at a price - he must pay twice the normal hit point cost, and then either use one of his day's spells of that level as normal, or pay the hit point cost again, also as normal. If he elects to spend one of his spells, he may cast a healing spell in this manner. For example, casting an eighth-level spell in this manner requires that 240 hit points be spent, or that 160 hit points be spent alongside one of the day's eighth-level spells.

He must be able to cut his skin, the same way as with a normal blood magic spell. He can only cast spells on his spell list.