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Techwarrior
2015-03-21, 03:05 AM
Size Matters

---

It really does.


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

Giant in the Playground PrC Contest L

The contest begins with the posting of this thread and will run through midnight of April 20th.

Soon after a poll will be opened for everyone to vote for their favorite.

Rules

1) You will be creating an 'original' prestige class. This class must be all about size. Anything from a Setting Sun master who can fell any foe to Barbarian warlords who fell the largest of beast to master Rangers who fight off the Giants of the world. Any Wizards of the Coast 3.5 product is allowed, or you may use published Pathfinder works from Paizo.

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified. Joke entries will be disqualified, let's see something serious here.

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

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

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

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

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



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


And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)

(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

Techwarrior
2015-03-21, 03:10 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



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



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

LordotTrinkets
2015-03-21, 10:44 PM
Monster Rider

Yeeeeeehaaaaaaa!!!! - Teelora, halfling Monster Rider, while atop a colossal dragon

Rogues have enterprising minds, this is a stereo-type with truth in it. Stronger monsters are larger, this is an undisputed facet of reality. Large creatures have an advantage against rogues in combat, this is absurd. Though the average rogue is content to fight lumbering brutes in the shadows, others see this as boring and wasteful. These often reckless individuals reason that, if you can pull it off, you can redirect the power of these creatures against their allies.

Though many of these people are regarded as fool-hardy, something verified by the numerous fatal injuries these people suffer, those who survive long enough to gain experience with the practice become known as Monster Riders.

Becoming a Monster Rider
Some Monster Riders come from territories dominated by giants or some other massive beast, some are professionals that have decided to up the anti with something a little more exciting than an angry bull; most, however, are merely seekers of thrills and adrenaline rushes that also frequently come from one of the other backgrounds. Regardless of background, Monster Riders always have had experience with riding on something, whether that's a hill giant or a bugbear thug in an alleyway. That is something that remains a constant.

ENTRY REQUIREMENTS
Class Skills: +3d6 Sneak Attack
Feats: Combat Expertise, Improved Grapple
Skills: +3 Ranks in Ride

Class Skills
Class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Skills Points at Each Level: 6 + Int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+0

+2

+0
Piggy Back, Evasive Riding, Directed Flailing



2nd

+2

+0

+3

+0
+1d6 Sneak Attack, Dagger Reigns



3rd

+3

+1

+3

+1
Improved Directed Flailing



4th

+4

+1

+4

+1
+2d6 Sneak Attack, Defensive Riding



5th

+5

+1

+4

+1
Trigger Ability





Weapon Proficiencies: All simple weapons and whips. Monster Riders are also proficient with light armor but not shields.

Piggy Back (Ex): Jumping up from behind your enemy, you can get into a position to steer your opponent. Against a creature that is at least one size category larger than you and that you have succeeded on a melee touch attack against, you may attempt a grapple check. If this is successful, you climb up on its back and are able to move it in the direction you wish.

Whenever you wish to move the creature in any particular direction, you must make a Ride check as a swift action. If you succeed, you may use any of the creature's methods of movements (flight, swim, burrow, etc.) but a half its normal speed. The DC for this check is 10 + 1/2 the creature's HD (so you would need to beat a DC 16 if riding a Hill Giant).

For purposes of this ability, you gain a +4 bonus on grapple checks if you are at shoulder level with the monster you attempt to piggy back. For purposes of this ability, you are able to grapple with any creature, so long as it is one size category larger than you.

You also gain a +2 bonus on this grapple check if you are at Shoulder height with the creature you are grappling. On average, 'Shoulder Height' is defined as follows:


Size
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal


Bipedal
7 Inches
1'2"
3 Ft
5 Ft
10 Ft
20 Ft
40 Ft
80 Ft or more


Quadruped
5 Inches
10 Inches
1'8"
3'4"
7 Ft
14 Ft
28 Ft
56 or More


This chart is only a rough estimate, creatures on the short side of a size category will have a lower shoulder height and especially tall ones will have higher ones.


Evasive Riding (Ex): You've developed a knack at evading the controlled creature's attempts at throwing you off. After initiating your piggy back ability, you may perform all future opposed grapple checks against the creature with your ride skill rather than your grapple modifier. Do note, however, that you are still considered to be riding without a saddle and thus take the usual -5 penalty.

Directed Flailing (Ex): When creatures have an annoying pest on their back, dragging them by the ear, they tend to thrash about. You've learned take advantage of this and direct it toward nearby enemies. Once per round in place of one of your normal attacks and while piggy backing, you can use of the 'host' creature's attacks with a -2 penalty to attack and damage rolls. You may not do sneak attacks by this method. You cannot use any of the target's supernatural abilities, spell-like abilities, or special attacks.

At level 3, the penalty reduces to -1, you may make two attacks, and you may now make sneak attacks with this attack. Such sneak attacks are subject to the normal limitations and you must forgo 1d6 points of sneak attack damage.

At level 5, you may replace all of your attacks with any of those chosen from the target creature.

Any combat feats you have that provide neither an attack or damage bonus may be used with Directed Flailing.

Dagger Reigns (Ex): By sinking your weapon into a creature's back, you gain increased control. If you are wielding a light weapon that deals piercing damage, you may make a sneak attack and choose to forgo 2d6 points of sneak attack damage to embed the weapon into the creature. As long as this weapon stays in the creature and you hold onto it, you are treated as riding with a saddle.

You can also choose to use a whip. While this deals only non-lethal damage and doesn't require you to perform a sneak attack, damage from this is continuous due to strangling. At the beginning of every round at your turn, the creature takes damage from the whip as though you had just struck him with it. You can only use a whip for Dagger Reigns if the target has a neck.

Defensive Riding (Ex): You've learned to use your 'mount' to absorb the arrows of enemies trying to dislodge you from their ally. When struck by an attack while piggy backing, make a ride check equal to the damage dealt. If you succeed, half of the damage is instead dealt to the creature you are riding. This also doubles as the check to 'stay on mount' (http://www.dnd-wiki.org/wiki/Ride).

Trigger Ability (Ex): You've learned to force a creature you are piggy backing on to use one of its special abilities. By sneak attacking and forgoing 3d6 points of sneak attack damage, you may trigger one of the target's extraordinary, supernatural, or spell-like abilities. These abilities are still subjected to the usual restrictions, such as uses per day, recharge times, etc. You are able to aim any ability triggered by this.

If you don't know any of the creature's abilities, or the Special ability that you selected is not available (because it can no longer use that ability today, it needs to recharge, the creature didn't have it in the first place, or otherwise), the DM chooses a special ability at random.

Playing a Monster Rider
Chances are, you've been surrounded by 'big-folk' all of your life and have been harassed by them since as long as you can remember. By entering into this class, you've just put your foot down to that and said 'no more'. If anyone's dumb enough to push you, you make an effort to make them push back, often with spectacular results.

As such, you likely have a very confrontational attitude against anyone taller than you, especially if they might decide to bully you. You also are going to be at least slightly parasitical in nature, since you prefer to fight with other peoples' strength until they drop dead. And lastly, you have little regard for danger, but are more fun loving because of it.

Combat: Monster Riders have the talents of a rogue mixed with the ferocity of a barbarian. Before an encounter begins, you hide in the shadows like any other member of your base class. As the battle progresses though, you seek out the largest, brawniest looking enemy you can see and attempt to grapple him. For good measure, you throw in a sneak attack, just in case the grapple should fail.

If you succeed in your attempt, you wade into battle, knowing full and well that your ride is the one who's going to get most of the hits and that it can dish out more than you. Failure is your most feared option, either don't accept it or hide if you're thrown off.

Advancement: Being constantly on a some great behemoth that's trying to throw you off has taught you very quickly how to stay on things, but you've also learned how to conceal yourself until the right moment. Ride will obviously be your greatest focus, but Hide and Move Silently will help you to sneak behind it unnoticed, and climb and jump will give you much help with getting to a proper height.
Any feats in the Mounted Combat chain, especially Mounted Archery will prove to be indispensable, along with Improved Critical to make your 'hosts' attacks more lethal, and Improved Initiative to get onto some slow-but-strong powerhouse faster. If you're especially fine with walking away from being a Rogue, taking levels in Fighter or some other class with a high attack bonus would be a good way to up your grapple modifier.

Resources: The common adventuring Monster Rider usually is too far from civilization to count on it very much, you'll seldom find a purple worm just casually strolling through cramped city streets. The performing Monster Rider, however, has all the benefits of the city and a stadium to go with it. Healing, specialized tools, he even has rodeo clowns to get him out of a jam if things go aery. Adventuring Monster Riders argue that they have their own 'rodeo clowns', but most are at least wise enough not to call them that to their faces... Most of them.

Monster Riders in the World
"He was absolutely amazing, Mommy! That gorgon must have been 50--no, 100 feet tall, but he rode it like it was nothing! And the way he hang on by its horn and landing on his feet? Just amazing! - A young child, enamored by a Monster Rider's performance.

Daily Life: Like that of a mercenary, the life of a Monster Rider is 'long periods of boredom and nothing, punctuated by brief moments of excitement'. Unless you've joined up with a group of performers, most of your life is likely going to be dull, done for the sole purpose of supporting you until you can go out and find your next adrenaline rush.

Organizations: Monster Rider guilds often closely resemble Ranger or Hunter's guilds, gear of all sorts and maps of large surveys of land with numerous circles all about them liter the walls and tables of these places. These places are used by Monster Riders to exchange news of new or exotic opportunities to ride some untamed monster. Rangers often flock around these places, knowing that many Monster Riders will want a guide or spotter to help him should the excursion go south.

Many Monster Riders also join circuses, where they can make a living off of what they love. In this role, they often draw in droves of crowds by riding exotic and terrifying creatures and performing impressive feats of control while atop them. Coordinated flying, showcasing the often fantastic powers of their mounts, or simply showing off their skills at riding like a bull rider.

Monster Riders in the Game
Monster Riders, like enchanters, have the ability to turn monsters in an encounter against each other. They also often have similar prey, both often take the big bruisers and use their strength to their advantage, only Monster Riders have the benefit of being able to work within an anti-magic field.
Adaptation: If the notion of Monster Riders being performers strikes your fancy better, you could use this class as a reference point for a version optimized for bards. Perhaps with a focus on perform(rodeo) and Bardic music rather than ride and Sneak attack.

Another option might be to make them the defender or terror of a town or even entire city. Someone threatening to cause stampedes of bison to trample a town to the ground if they don't meet his demands would be just as likely as a government saboteur, making the dragons in an oncoming army lay waste to entire regimes.

Encounters: Most encounters with a Monster Rider start with a monster storming onto the scene, a Monster Rider with no control over its mount clenched tightly atop it. Alternatively, if there is a Ranger in the party, a Monster Rider might attempt to hire him for a job.

DeAnno
2015-03-22, 03:21 AM
THE BUMBLEBEE

"Float like a butterfly, sting like a bee."

The road of the Bumblebee is not for everyone. Most adventurers would rather be larger and more powerful, or are content with the size they are, but some few believe that the smallest knife cuts sharpest. For them, shrinking is a matter of sheer willpower, slowly adapting their body to their own ideals in spite of the stature they inherited. Every successful dodge and quiet step brings them further along their road, and those that reach the end will find themselves in a much larger world, and kin to the Fey themselves.

BECOMING A BUMBLEBEE

Bumblebees come from a variety of backgrounds, and there is no exclusive secret to becoming one. Some entrants interact frequently with Fey and wish to be more at home with them, others fear the dangers of the world and wish to hide from them, and still more hear tales of other successful Bumblebees and try to emulate their style. One thing that truly unites all members of the Bumblebee class, though is a heartfelt and genuine wish to be smaller, no matter its cause. Even though growing back to their former size is usually impossible, few Bumblebees end up regretting their decision to enter this class.

To enter the class, a prospective Bumblebee must truly believe their desires can control their body, and the Autohypnosis skill is key for that endeavor. Bumblebees must also train their body in moving as if it was smaller than it really is with the Hide and Escape Artist skills and the Evasion ability. Lastly, to feel out the path they must take, all Bumblebees must have been reduced in size by outside agency before recreate the experience permanently.

ENTRY REQUIREMENTS
Skills: Autohypnosis 8 ranks, Escape Artist 8 ranks, Hide 8 ranks
Feat: Skill Focus in one of the three above skills
Special: Must have previously been reduced in size by a spell, power, or other ability (such as Reduce Person.)

Class Skills
The Bumblebee's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features


1st
+0
+0
+2
+2
Slight Build, Poison Use


2nd
+1
+0
+3
+3
Underfoot Combat, Sneak Attack +1d6


3rd
+2
+1
+3
+3
Size Decrease


4th
+3
+1
+4
+4
Flight


5th
+3
+1
+4
+4
Size Decrease


6th
+4
+2
+5
+5
Evasion, Sneak Attack +2d6


7th
+5
+2
+5
+5
Size Decrease


8th
+6
+2
+6
+6
Hide in Plain Sight


9th
+6
+3
+6
+6
Size Decrease


10th
+7
+3
+7
+7
Fey Nature, Sneak Attack +3d6



Weapon Proficiencies: A Bumblebee gains no new proficiencies with weapons, armor, or shields.

Slight Build: A Bumblebee functions in many ways as if she was one size category smaller than she actually is. Whenever she is subject to a size modifier or special size modifier for an opposed check (such as Hide), she is treated as one size smaller if doing so is advantageous to her. She is also considered to be one size smaller when "squeezing" through a restrictive space (including a space occupied by other creatures.) She can use weapons designed for a creature one size smaller without penalty. However, the her space and reach remain those of a creature her actual size. The benefits of this class feature stack with the effects of powers, abilities, and spells that change the subject's size category.

A Fine Bumblebee is still treated as being effectively one size smaller than Fine (she receives an additional +4 bonus on Hide checks and so on.)

Poison Use: Many Bumblebees seek to emulate the stingers of their namesakes. A Bumblebee is trained in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.

Underfoot Combat (Ex): Bumblebees learn to compensate for the reach disadvantages that will eventually come with being smaller. At 2nd level, a Bumblebee no longer provokes attacks of opportunity from an enemy when moving into or out of their space.

Sneak Attack (Ex): Beginning at 2nd level, a Bumblebee deals an extra 1d6 points of damage when she is flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 10th level. See the rogue class feature, page 50 of the Player’s Handbook.

Size Decrease: At 3rd, 5th, 7th, and 9th level, a Bumblebee shrinks by one size category, to a minimum size of Fine. Her space and reach decrease as normal, and her height, weight, and carrying capacity are also appropriately adjusted. The weapon damage of her unarmed attacks and natural weapons is reduced; use table 2-3 on page 28 of the DMG to find their new damage.

If this class feature reduces her size, she permanently gains 2 points of Dexterity and permanently loses 2 points of Strength. If she was already Fine, she permanently gains 4 points of Dexterity and permanently loses 2 points of Strength instead. Strength loss from this feature can never reduce her Strength below 1. Reduction in size from this class feature doesn't reduce her Constitution or Natural Armor.

Flight (Ex): At 4th level, a Bumblebee grows wings, and can fly at a speed of 30 ft with average maneuverability.

Evasion (Ex): At 6th level, a Bumblebee can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light armor or no armor. A helpless Bumblebee does not gain the benefit of evasion.

If the Bumblebee already had Evasion, she gains Improved evasion instead. This ability works like evasion, except that while she still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Bumblebee does not gain the benefit of Improved evasion.

Hide in Plain Sight (Ex): At 8th level, a Bumblebee can use the Hide skill even while being observed. This ability is ineffective against creatures less than two sizes larger than the Bumblebee (so a Diminutive Bumblebee would be unable to use this ability to hide from Tiny, Diminutive, or Fine creatures, but could use it to hide from Small or larger creatures.)

Fey Nature: At 10th level, a Bumblebee becomes one of the Fey in truth. Her type changes to Fey. She can be raised from the dead as normal for either a Fey or a creature of her previous type, whichever is more beneficial.

She gains Superior low-light vision if she didn't already have it (quadruple her effective radius of bright and dim light.) Her fly speed increases by +30 ft, and its maneuverability increases to Good. Lastly, she gains a +6 bonus on Bluff, Diplomacy, and Disguise checks with other Fey creatures.

Sidebar: Playing Very Small and Low Strength Characters

When Bumblebees reach very small sizes and very low Strength, there are a number of edge cases in the rules that frequently come up and are summarized here. Some of this information can be found in the Player's Handbook and Dungeon Master's Guide, and some involves clarifications for this class specifically.

First, creatures that are Tiny or smaller have a 0 ft natural reach. This means they can only attack creatures that they share a square with (the good news is that Tiny creatures also can occupy the same space as other creatures.) When charging, a Tiny or smaller creatures charges directly into the target's square. The Bumblebee's Underfoot Combat ability means that such charges won't provoke attacks of opportunity from characters with 5 foot reach, but they still must fear those with larger reach than that. "Big and Little Creatures in Combat" on page 29 of the DMG is useful for more information. Remember that the Slight Build ability lets Bumblebees function as one size smaller than they actually are for the purposes of fitting into spaces.

Bumblebees often end up with very low strength and exceptionally low carrying capacity. Luckily, very small pieces of equipment are generally much lighter than their normal sized versions. Adventuring gear and basic clothing (including resized magic items that fall into these categories) have their weight multiplied by 1/4 per size category shrunk. Weapons have their weight multiplied by 1/2 per size category shrunk. Armor weight by size follows a special table on PHB 123. Bumblebees will probably eventually have to track inventory weight in tiny fractions of a pound.

Tiny and smaller Weapons and Armor have special rules in the core system which should be followed. Very small versions of weapons may do less damage or not even be weapons at all! Use Table 2-3 of the DMG, Decreasing Weapon Damage by Size, to find new damage values. It's worth noting that Fine creatures can't even use Daggers or Hand Crossbows as weapons anymore! Armor that is Tiny or smaller only has half the base AC value of normal armor. While this is a significant handicap, it can still be enchanted for the same results (the enhancement bonus is not halved), and the size bonus to AC of a Tiny or smaller creature should also more than make up for the loss.

Bumblebees' low Strength scores are often a hindrance, but shouldn't usually have severe effects on a character's health. A Bumblebee with very low strength still can't be brought to Strength 0 by most types of penalties, such as those inflicted by Ray of Enfeeblement. If a Bumblebee (or other very small low strength character) would have Strength reduced to 0 by the effects of aging, it should be left at 1 instead. Bumblebees are still very vulnerable to Strength damage and Strength drain however, and can be brought to Strength 0 and paralyzed by these types of attacks as normal.

PLAYING A BUMBLEBEE

A Bumblebee is the manifestation of power focused at a point, and the larger world around them is an opportunity rather than an obstacle. Bumblebees often use their wings to compensate for their lack of height when their small size would be a disadvantage, and can still hit as hard as conventional members of their race; they have the best of both worlds. In tune with both their own nature and the world around them, many Bumblebees project an aura of serenity, but others are brash and confrontational, daring others to call them on their unconventional appearance.

Combat: Bumblebees often use abilities in combat that don't rely on their size to work, such as Sneak Attack and Poison Use. The spiritual journey that led them on this path also opens the Iaijutsu Focus skill to them, yet another way to deal damage independent of the size of their blades. Few use innately magical or psionic abilities to fight however, as the Bumblebee class advances neither.

One thing that unites the styles of almost all Bumblebees is a focus on stealth. Their small size can let them go unnoticed even in the middle of a fight; something they can use both offensively and defensively to deadly effect.

Advancement: Not all Bumblebees aspire to complete their advancement in the Prestige Class, as those who want to shrink for social reasons often will reach an optimal size before the class has ended. Those that are done with the class often enter other classes that provide Sneak Attack damage afterwards, though many also become Exemplars later in life, capitalizing on the Skill Focus feat they have already taken and further advancing their key skills such as Hide and Iaijutsu Focus.

Resources: Many Bumblebees tend to become more at home with nature, and they often have a much easier time interacting with Fey communities. While such groups may have little conventional monetary wealth to aid a Bumblebee with, they can be fiercely loyal to their adopted friends and family. A threatened Bumblebee might have a small army of their faerie friends show up at her side when their situation is at its most dire.

BUMBLEBEES IN THE GAME

The Bumblebee Prestige Class provides both a nearly unique mechanic in reducing size as well as powerful, exclusive abilities such as Iaijutsu Focus, Flight and Hide in Plain Sight. This is largely balanced by their lack of true magic or any similar system, which greatly limits their versatility. Though they are nearly peerless at conventional stealth, outside of that focus they can struggle to match other characters, especially offensively. Like many melee characters, Bumblebees in a high OP game are well served by Martial Adept dips, though they should be careful to avoid disciplines which will synergize poorly with their small size and flight.

Adaptation: In a less magical setting, Bumblebees might come about due to biotechnology instead of determination and force of will. Such Bumblebees might be created en masse either as assassins or for some purpose where mass is a detriment, such as space travel. Sending a team of Bumblebees into orbit would be much cheaper in terms of rocket payload than sending a team of normal sized adventurers.

Encounters: Bumblebees can be encountered in a variety of settings. Some might live in Fey communities, and others could be specialists in rival adventuring parties. Many tend to be more comfortable in a natural setting, but this is by no means a uniform rule. A Bumblebee in a city full of larger creatures might be well known for her exploits or fly completely under the radar.

Bumblebees tend to be both good and chaotic, but plenty of exceptions exist. A bumblebee might turn evil when scorned by the race of her birth, or an adopted one might shrink to feel more in place with her uniform town.

Jormengand
2015-03-22, 08:09 PM
Spellsizer

http://fc06.deviantart.net/fs32/i/2008/227/4/a/__Fireball___by_wyv1.jpg
Fireball by wyv1

"That's not really a fireball, now, is it? More like a fire-pea. Now see this? This is a fireball."
- Alkazar the Unattainable, Human Spellsizer.

Spellsizers don't need strong spells. They need big spells. Why would you want to summon a small version of a stronger monster when you could summon a bigger, more impressive version of a normal monster, and have it be more powerful than normal to boot? Why would you want to blow up two people harder when you could blow up an entire army just as hard? Such questions have no answer for those known as the spellsizers.

BECOMING A SPELLSIZER
One becomes a spellsizer through general dissatisfaction with the limits of one's spellcasting. Simply, the spellsizer is such as he is because he chose to be, and so specialised in bigger spells rather than stronger ones.

ENTRY REQUIREMENTS
Spellcasting: Must be capable of casting 3rd-level arcane spells.
Feat: Widen spell


The Spellsizer
LevelBABFortRefWillSpecial
Automatic Widen Max Level
Huge Spell Max Level
Massive Spell Max Level
Spellcasting
1st+0+0+0+2Automatic Widen
1
0
0
-
2nd+1+0+0+3Large Summoning
2
0
0
+1 level of arcane spellcasting class
3rd+1+1+1+3Huge Spell
3
1
0
+1 level of arcane spellcasting class
4th+2+1+1+4Irresistible Force
4
1
0
+1 level of arcane spellcasting class
5th+2+1+1+4Huge Summoning
5
2
0
-
6th+3+2+2+5Massive Spell
6
2
1
+1 level of arcane spellcasting class
7th+3+2+2+5Blast Ablaze
7
3
1
+1 level of arcane spellcasting class
8th+4+2+2+6Gargantuan Summoning
8
3
2
+1 level of arcane spellcasting class
9th+4+3+3+6Unto The Masses
9
4
2
-
10th+5+3+3+7The Flame That Burns Worlds
9
4
3
+1 level of arcane spellcasting class

Class Skills
The Spellsizer's class skills (and the key ability for each skill) are the same as those of the arcane spellcasting class whose spellcasting you wish to advance.
Skills Points at Each Level: 2 + int modifier

Hit Dice: d4

Weapon Proficiencies: Spellsizers gain no proficiency in any weapons or armour.

Spellcasting
When a new spellsizer level is gained, except at first, fifth and ninth level, the character gains an increased caster level and new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 3rd-level spells 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 more than one arcane spellcasting class in which he could cast 3rd-level spells before he became a spellsizer, he must decide to which class he adds each level of spellsizer for the purpose of determining spells per day.

Automatic Widen
All spellsizers can apply the widen spell metamagic to spells whose level is their class level or below (except that they can never apply it to epic spells or other spells considered tenth-level) without having to increase the spell's effective level or casting time, or prepare the metamagic in advance.

In addition, all illusion (figment) spells with any listed area (even if that area is listed under the effect field of the spell, not the area field) are now eligible for the use of the widen spell feat, and are therefore affected by automatic widen, huge spell, or massive spell if they are the correct level.

Large Summoning
From second level, the spellsizer can make any summoned creature a single size category larger than normal, to a maximum of colossal, so long as it is of a level to which she could apply the Widen Spell metamagic automatically. Any creature subject to large, huge or gargantuan summoning is subject to all the bonuses and penalties normally associated with a size category increase of that level.

Huge Spell
Sometimes, widened spells aren't good enough. A spellsizer of at least third level may eschew casting a widened cantrip or first-level spell to cast a huge version instead, which has triple the normal numeric measurement pertaining to its area (usually radius or length). It must still obey the same restrictions as a widened spell.

Every second level after third, the spellsizer can affect one more level of spells with Huge Spell.

Irresistible Force
The spellsizer is an evoker at heart, and is therefore disheartened when his spells cannot deal damage. Those spellsizers who prefer impressive illusions are similarly against common immunities to their spells.

It is impossible to be immune to a spellsizer's spell. For example, creatures protected from mind-affecting abilities are not immune to a spellsizer's enchantment, and immunity to fire is partially ineffective against their fireballs. All energy resistances are ignored totally, while energy immunity will only ignore half the spell damage. Spell resistance above 11 + the creature's hit dice - including spell immunity - is treated as being 11 + the creature's hit dice instead.

Searing spells deal three quarters of their damage to normally-immune targets. Targets can still make whatever saves they would normally be entitled to.

Huge Summoning
From fifth level, the spellsizer can increase the size of summoned creatures by up to two size categories instead of one, so long as they are of a level eligible for the Huge Spell class feature.

Massive Spell
A spellsizer of at least sixth level can cast massive cantrips or first-level spells in lieu of huge or widened versions of the same spells, to the effect of multiplying the measurement of its area by four. At eighth level, he can cast massive second-level spells, and at tenth level, he can cast massive third-level spells.

Blast Ablaze
Seventh-level spellsizers can make their evocations count. Fire spells set the area about them alight and cold spells leave the area dangerously cold, acid spells bubble ferociously as electricity spells leave static in the walls and sonic spells reverberate again and again.

When the spellsizer casts an evocation spell that affects an area and deals energy damage, the area is subject to 1d6 nonmagical damage of the same energy type (the same amount as nonmagical fire) until the hazard is removed. The sonic effect will usually dissipate in 1d6 rounds (longer in an echo chamber, less in open air), but the others depend very much on ambient conditions and may be navigable, much as any other nonmagical fire, cold, acid or electricity might.

Depending on conditions, it's possible that one type of damage may cause another type of damage, most commonly electricity into fire.

Example: Alkazar is a spellsizer, who casts a huge, ablaze fireball onto a ship. Large sections of the ship are burned out, but an adept on board the ship saves a section by casting create water on it.

Alkazar casts a widened ablaze ice storm onto another enemy ship, causing the water around the side of the ship to be frozen. The ship itself is only affected for a round due to the warm weather; the ice likewise melts after a round.

Alkazar uses energy admixture to create a huge ablaze lightning bolt that also deals acid damage, again targeting another ship but going through it into the sea. The parts of the ship touched are set ablaze, and part of the deck is covered in acid, which is near-enough neutralised when it drips into the water. The water struck by the spell holds static electricity for several rounds.

Finally, Alkazar lets out a widened ablaze shout into one of the cannon-holes on the side of a ship. In the confined space, the shout reverberates for almost a minute.

Gargantuan Summoning
At eighth level, the spellsizer can increase the size of summoned creatures by up to three sizes, but still can't summon creatures greater than colossal size in this way. Such creatures can only be those eligible for the Massive Spell class feature.

Unto the Masses
At ninth level, the spellsizer can apply the benefits of their spellsizing even to non-area spells. Spells from the schools of conjuration, enchantment or evocation that would normally be used on a single creature an now be used on up to one per level, no two of which can be more than 30 feet apart.

The Flame that Burns Worlds
From tenth level, the spellsizer can, once per day, create a spell of truly epic proportions. This can be combined with his existing abilities in one of three ways (but still only once per day between the three).

A spell that meets the prerequisites for Widen Spell (or is a figment with an area) can instead have its area-based measurement multiplied by one hundred.
A summoned creature may be increased to anything up to colossal size regardless of its original size, and the spell creates ten times as many.
A spell that meets the prerequisites for Unto the Masses can instead be used on any number of creatures in range at once.

Example: Alkazar is a thirteenth-level caster who casts The major image That Burns Worlds. Normally, he could put 17 10-foot cubes in the 920-foot range, but The major image That Burns Worlds allows him to put in 1700 10-foot cubes, perhaps allowing him to emulate an army of dragons or a large fortification.

The next day, Alkazar decides to stop screwing around, and instead flies above an army of 1000 enemies. He chooses to use The insanity That Burns Worlds. He can target as many of those foes within 230 feet as he likes.

The day after, Alkazar finishes off with The summon monster VII that burns worlds. He chooses to summon monsters from the fifth-level list, meaning that he summons (1d4+1)*10 creatures. He chooses to summon deinonychuses, and rolls a 3 on the d4, granting him 40 of them. He can choose to have anything up to colossal dynonychuses, giving them up to a 6d6 damage die on their talons, and the other bonuses and penalties associated with their size.

PLAYING A SPELLSIZER
Either evokers or illusionists are not uncommon choices for spellsizers, and combining those with conjuration grants the spellsizer a formidable arsenal of tools for use in or out of combat.
Combat: Spellsizers use the additional area of their spells to allow even their less powerful spells to reach the foe from great distances. For example, a Huge burning hands can hit an entire room full of people. They can also make far bigger summoned creatures than most, allowing them to threaten large areas.
Advancement: Once the spellsizer is finished with the class, he can take Archmage levels to allow the exclusion of his allies from his area spells and to increase the range of certain of his spells. If you can learn the lesser planar ally spell, such as from the sorcerer's ability to learn special spells through study, being a thaumaturgist instead allows stronger summoned creatures which last longer, but the calling abilities are asynergistic and may not be worth the difficulty of entering the class in the first place.

Levels in Abjurant Champion allow additional versatility, granting competence in a fifth school of magic and also increased ability to fight with a weapon.
Resources: Spellsizers can use the power of their chosen class to their advantage. Because the maximum spell levels of their Huge Spell and Massive Spell abilities are not contingent on the level of spells they can actually cast, classes such as bard make surprisingly good spellsizers. Even the cure wounds spells become much more powerful when you can cast cure light wounds Unto the Masses as a four-level-lower substitute for mass cure light wounds as long as the targets are all next to you. The permanent image That Burns Worlds can aid in the creation of permanent illusory cities, and The irresistible dance That Burns Worlds can put entire armies into disarray. Wizards and Sorcerers can't ever cast Massive confusion, but bards can because of its reduced spell level.

That said, wizards and sorcerers are the more obvious solution - few can argue with The prismatic spray That Burns Worlds, or the ability to use all your third-level spell slots - easily 8 for a sorcerer - as Massive Ablaze fireballs. Even at lower levels, a Widened gust of wind is a powerful utility effect. When you attain your first level in the class, Widened colour spray is still potentially a powerful effect.

SPELLSHAPERS IN THE WORLD
"Everyone realises that the mile-wide dragon is just an illusion, it's just that no-one wants to go near enough to find out what caused it."
- A Guide to the Dragonswatch Hills and The Surrounding Area, by Gerald Wayfinder

There will always be those who take the path of the larger flame over that of the hotter flame.
Daily Life: Spellsizing is more a change in style than in lifestyle, but its practitioners tend to be just a little more over-the-top - perhaps a sorcerer who is a bit too boastful about his powers or a bard who tells a few more tales than normal when you give him a few drinks.
Notables: The six Pariahs, Azariah the Enlightened, Ikarios the Disillusioned, Tamria the Transcendent, Ulthuras the Untouchable, Alkazar the Unattainable and Korasil the Almighty are six adventurers who all decided to take on the power of the spellsizer. Two wizards, two sorcerers, one truenamer - using an alternate version of the spellsizer - and one bard. The six are all different in many ways, but all have been cast out from the city they once called home for fear of their might.
Organizations: There are likewise six organisations for spellsizers, named for their founder's title.

The Enlightened: Wizards and sorcerers who specialise in aiding their allies.
The Disillusioned: Despite the name, these are bards who specialise in giant illusions.
The Transcendent: Truenamers who use their perfected map utterances to great effect. The smallest of the groups, limited to tens of members.
The Untouchable: A group of sorcerers and wizards who confuse and disorientate their foes.
The Unattainable: Wizards and sorcerers who use evocation spells to great effect. By far the largest of the groups with over a thousand full members.
The Almighty: Wizards and sorcerers who use their conjurations to create towering armies.

NPC Reaction
NPCs normally perceive spellsizers much the same way as other members of the parent class. That said, there is a certain mistrust that comes from being associated with the Pariahs, and those who are will certainly draw attention fast.

SPELLSIZERS IN THE GAME
Spellsizers have a limited effect on the game state for the first nine levels, but The Flame that Burns Worlds can have a far greater effect.
Adaptation: Spellsizers are largely campaign-inspecific. They can be adapted to allow truenamers much-needed support as follows:


Utterance Sizer
LevelBABFortRefWillSpecial
Widen Utterance Max Level
Huge Utterance Max Level
Massive Utterance Max Level
Truespeak
1st+0+0+0+2Widen Utterance
1
0
0
+1 level of truespeak class
2nd+1+0+0+3Explosive Mind
2
0
0
+1 level of truespeak class
3rd+2+1+1+3Huge Utterance
2
1
0
+1 level of truespeak class
4th+3+1+1+4Irresistible Force
3
1
0
+1 level of truespeak class
5th+3+1+1+4Unto the Masses
3
2
0
+1 level of truespeak class
6th+4+2+2+5Massive Utterance
4
2
1
+1 level of truespeak class
7th+5+2+2+5Blast Ablaze
4
3
1
+1 level of truespeak class
8th+6+2+2+6Sequence Step
5
3
2
+1 level of truespeak class
9th+6+3+3+6Size of Time
5
4
2
+1 level of truespeak class
10th+7+3+3+7The Flame That Burns Worlds
6
4
3
+1 level of truespeak class
Alignment: Any
Hit Die: 1d8
Prerequisites: Capable of speaking third-level utterances from the lexicon of the evolving mind and first-level utterances from the lexicon of the perfected map.

Class Skills
As truenamer
Skill Points at Each Level: 6 + Int modifier

Weapon and Armour Proficiency
Utterance sizers gain no proficiency in any weapons or armour.

Widen Utterance
Utterance sizers can widen their utterances from the lexicon of the perfected map, and - when they get the explosive mind class feature - their evolving mind utterances as well. This works just as the feat, up to a maximum utterance level given on the table.

Explosive Mind
From second level, an Utterance sizer can use Evolving Mind utterances in a 10 foot burst, which can then be Widened, made huge or massive, or made to burn worlds as normal.

Sequence Step
Eighth-level utterance sizers ignore the adverse effects of the law of sequence.

Size of Time
Ninth-level utterance sizers change the size of their utterances in time. Those of their utterances - regardless of lexicon - with durations double those durations. By extending them, one can double their durations again.

Other Class Features
Other class features work as the equivalent spellsizer feature, save that they work on utterances and not spells.

Encounters: Encounters with spellsizers are much like those of the parent class, only with larger explosions.

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.


Alkazar the Unattainable
True Neutral Male Sorcerer 6/Spellsizer 10
Init +1, Senses: Listen +1, Spot +1,
Languages Common
------------------------------------------------
AC 11, touch 11, flat-footed 10 (1 dex)
hp 72 (16 HD)
Fort +7, Ref +6, Will +13
------------------------------------------------
Speed 30 ft. ( squares)
Melee Unarmed Strike +4/-1 1d3+1
Base Atk +8, Grp +8
Spells Known
0: Acid Splash, Dancing Lights, Daze, Flare, Light, Mending, Prestidigitation, Ray of Frost, Resistance
1: Burning Hands, Colour Spray Floating Disk, Magic Missile, Shocking Grasp
2: Glitterdust, Gust of Wind, Pyrotechnics, Scorching Ray, Summon Monster II
3: Explosive Runes, Fireball, Fly, Lightning Bolt
4: Ice Storm, Summon Monster IV, Wall of Fire
5: Cone of Cold, Summon Monster V, Wall of Force
6: Chain Lightning, Summon Monster VI
-----------------------------------------------
Abilities Str 11, Dex 12, Con 14, Int 10, Wis 13, Cha 20
SQ Human Traits
Feats Enlarge spell, Maximise spell, Easy Metamagic (Maximise), Practical Metamagic (Maximise), Empower spell, Easy Metamagic (Empower), Practical Metamagic (Empower)
Skills Bluff +24 Concentration +21, Spellcraft +19
Possessions Variable

ezkajii
2015-03-26, 11:50 AM
MULTIPLIER

http://www.spider-bob.com/heroes/marvel/images/MultipleMan08.jpg

Why would anyone become a multiplier? It's simple really. You know how great having a body is, compared to not having one? Well just imagine how great it is to have two bodies. Now imagine - that's just the start of what I can do.
- Valruaa Golgandi, one of the few who has been seen in two places at once

A multiplier is someone who's decided the limitations of only being in one place at one time were just too much for them to bear. The multiplier can split into two, four, 16, 1000, even 100,000 smaller versions of itself as it desires, with all the additional maneuverability and freedom that elicits.

BECOMING A MULTIPLIER
Almost anyone can become a multiplier (even gnomes and halfling may be able to meet the requirements, if under the effects of a permanency'd enlarge person), though the class appeals mostly to those characters who neither excel nor specialize in ordinary or magical combat. Specifically, evasive/survivalist characters (such as the scout, monk, or rogue) are more likely to find utility in the abilities the multiplier class offerse, though even a spellcaster or barbarian can gain benefits from the multiplier's abilities (provided that spellcaster is willing to lose out on some spellcasting levels, that is.)

ENTRY REQUIREMENTS
Size: Medium or larger
Feats: Endurance, Diehard
Skills: Escape Artist 8 ranks

Class Skills
The multiplier's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Move silently (Dex), Sleight of Hand (Dex), Survival (Wis), Swim (Str), Tumble (Dex)
Skills Points at Each Level: 4 + Int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0


+0


+2


+0

Lesser amorphous traits


2nd

+1


+0


+3


+0

Many bodies, one mind; split (max bodies x2)


3rd

+2


+1


+3


+1

Split (max bodies x4)


4th

+3


+1


+4


+1

Flash split, swarm form (Tiny)


5th

+3


+1


+4


+1

Split (max bodies x8), swarm combatant


6th

+4


+2


+5


+2

Swarm form (Diminutive)


7th

+5


+2


+5


+2

Armed swarm, split (max bodies x16), swarm split


8th

+6


+2


+6


+2

Swarm form (Fine)


9th

+6


+3


+6


+3

Split (max bodies x32), swarm form (gaseous),
swarmcasting


10th

+7


+3


+7


+3

Infiltration



Weapon Proficiencies: Multipliers do not gain any weapon or armor proficiencies.

Lesser Amorphous Traits (Ex): At 1st level, a multiplier's body is altered in the most basic ways necessary to make use of his later abilities. He is immune to critical hits as well as polymorph effects and any other effect that would alter his form. He may choose to voluntarily allow a shapechanging effect to affect him.

Split (Su): Beginning at 2nd level, the multiplier gains his first body-duplicating ability, reminiscent of the ability some oozes possess. When damaged by an attack by a piercing or slashing weapon, the multiplier may, as a free action taken out of turn, immediately split into two smaller copies of himself occupying adjacent spaces. Each copy is one size category smaller than the original (adjust ability scores as described in the Monster Manual), possesses 1/2 the current hit points of the multiplier's original body, and has duplicates of all his items, resized appropriately. Further piercing or slashing attacks deal damage normally to these split-copies. If the total hit points of all the multiplier's bodies becomes zero or below, or equals or exceeds the multiplier's normal maximum hit points plus the total of all bonus hp granted by Strength in Numbers (see below), all bodies reconverge into one of the character's original size immediately after the damage is resolved; the newly-converged body is formed in any space occupied by one of the copies, at the multiplier's discretion.
At 3rd level, a multiplier who has split into two bodies can be split one size category further. Thus, a human multiplier attacked in one round with a longsword splits into two Small humans; if attacked once more, he will further split into two Tiny humans, in addition to the one remaining Small human (which itself could be split into two Tiny ones). At 5th level, he can divide into a number of bodies up to three sizes smaller than his normal size, at 7th level to four sizes smaller, and at 9th level to five size categories smaller (in all cases, the minimum size a multiplier can split into is Fine; additional size category reductions beyond this stage do nothing, and are provided only for very large characters who gain levels in this class, such as a Giant).
Although each body possesses duplicates of the original's possessions, certain items may function differently. Each item with a limited number of uses (such as a use-activated item useable 3/day, or wands or other charged items), determines its remaining uses from a single, shared pool. Mundane, expendable items (such as arrows, sling stones, or pints of lamp oil) are duplicated, but magical expendable items (such as enchanted arrows, potions, scrolls, or flasks of alchemist's fire) are not; all bodies have access to these items, but if one uses it, it disappears from all other bodies' inventories as well.

Many Bodies, One Mind (Ex): Though the multiplier's Split ability creates multiple bodies, these bodies share one mind. No single body is considered surprised, flat-footed, or flanked unless all of them are. All bodies are aware of the same dangers; the multiplier perceives his environment through all bodies simultaneously. In addition, as a multi-bodied single-consciousness being, the multiplier still cannot cast more spells in a given round than he is normally allowed (normally, up to one spell and one quickened spell). This includes the use of spell-completion and spell-trigger magic items. However, multiplier casters do have an advantage: though the components of spellcasting are not affected by any of the multiplier's class features, he can divide the origin of the components and the spell itself between any of the bodies he controls; thus, one body could perform the somatic components, a second could speak the vocal components, a third could manipulate the material component, and a fourth body could be considered the source of the spell for purposes of determining range, cover, etc. Any spells the multiplier casts while split with a range of Personal or a target of You affect only the body designated as the source of the spell; spells with a range of touch can be delivered by any of the bodies (thus allowing spells which can affect multiple touched creatures to do so in a single round, rather than over the course of several rounds of touching).

Strength in Numbers (Ex): Beginning at 3rd level, when a multiplier splits into smaller copies of itself, each copy receives a number of temporary hp equal to the multiplier's HD. If the multiplier splits again, each newly-split copy gains additional temporary hit points in this way. This ability allows the multiplier to survive even in very tiny forms.

Flash Split (Su): A 4th-level multiplier can take a standard action to voluntarily split, as though having taken piercing or slashing damage. Splitting into further smaller bodies requires additional standard actions on the part of the individual body that is to split. Flash split does not provoke attacks of opportunity.

Swarm Form (Su): Beginning at 4th level, the multiplier can voluntarily discorporate himself into an organized group of much smaller bodies. One per encounter (and no more than 5/day), as a full-round action which provokes attacks of opportunity, the multiplier can become a swarm of Tiny copies of himself. His size becomes Tiny, space becomes 10ft, reach becomes 0ft; he gains the swarm subtype, and loses his armor and shield bonuses to AC, as well as all natural and weapon attack options (including all use-activated items, including those activated with purely mental actions or with command word activation; but see below), instead gaining a swarm attack dealing damage based on his total HD (see table).


Multiplier HD
Swarm Attack
Damage


1-5HD
1d6


6-10HD
2d6


11-15HD
3d6


16-20HD
4d6


21+HD
5d6


In addition, the multiplier gains the following ability while in swarm form: Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + multiplier level + multiplier's Dex modifier) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.[/TD]

A multiplier in swarm form whose health is reduced to 0 or below or who is otherwise rendered unconscious reconverges into his original form, as described in the Split ability. Otherwise, a multiplier can remain in swarm form for a maximum of 1 minute per multiplier level, or revert to his normal form as a standard action (which also provokes attacks of opportunity).
At 6th level, the multiplier can assume the form of a swarm of Diminutive versions of himself, and a swarm of Fine copies at 8th level.
Gaseous Swarm: At 9th level, the multiplier can assume the form of a swarm of creatures so miniscule they are imperceptible as individuals to all but the most trained of the naked eyes. This form uses the statistics for the swarm of Fine creatures, but with a +16 size modifier to AC instead of +8. In this gaseous swarm form, the multiplier gains a fly speed of 10ft (perfect), as his tiny, nearly-weightless bodies drift upon air currents like smoke or fog particles. He cannot run while flying in gaseous swarm form (unless he possesses a fly speed from some other source), but can maneuver through opening as small as 1" wide at full speed, and can squeeze through spaces as small as 1/4" wide.

Swarm Combatant (Ex): At 5th level, the multiplier grows more comfortable in his mastery of the swarm in combat. He adds his Strength modifier to the damage dealt by his swarm attack.

Armed Swarm (Ex): Upon gaining his 7th level in this class, a multiplier learns to make effective use of his equipment, even at such small scales. While in swarm form, he retains his armor bonus to AC, and adds any bonuses he would get to ordinary weapon damage rolls to his swarm attack (such as those offered by a weapon's enhancement bonus, feats such as Weapon Specialization, or from class features). Note that because swarm attacks do not require an attack roll, certain feats (such as Power Attack) are useless in conjunction.

Swarm Split (Su): A multiplier of 7th level or higher who is in swarm form and subjected to any single attack which would deal damage in excess of 1/2 his remaining hit points may choose to, in addition to taking the damage as normal, split the bodies that make up its swarm into even smaller ones; a Tiny swarm would become Diminutive, a Diminutive one would become Fine, and a Fine swarm would become gaseous. The multiplier can only use this ability to assume a swarm size he could normally assume with the use of his Swarm Form ability.

Swarmcasting (Ex): A multiplier that has attained 9th level learns to retain fine motor and cognitive control, even as a swarm of miniature versions of himself. He may choose to cast a spell or use spell-trigger or spell-completion magic items while in swarm form. If he chooses to do so, all tiny copies of himself perform the action in synchronization; he is not capable of dealing swarm damage or inflicting creatures with his Distraction ability until the beginning of his next turn. Any spells the multiplier casts upon himself while in swarm form affect him as though he was a single creature and not a swarm; spells and effects produced by others function normally. This ability also allows a multiplier to interact with objects normally (i.e. just as he would in his normal form). He may use Disable Device, Forgery, Heal, etc. normally, for instance.

Infiltration (Ex): At 10th level, a multiplier has reached the pinnacle of many-body mastery. Whenever he begins a turn in gaseous swarm form and shares at least one space with a creature, he attempt to infiltrate that creature's body through any and all available orifices as a full-round action which does not provoke attacks of opportunity. Creatures with no discernible anatomy, such as oozes and creatures with the Amorphous special quality, are immune to this effect; however, immunity to critical hits does not necessarily grant immunity to infiltration - many undead and constructs are affected normally. A creature being infiltrated can resist the attempt with a Fortitude save against a DC of 15 + multiplier's Dex modifier. If the infiltration is successful, the swarm is completely absorbed into the victim's body; no creature has line of sight or line of effect to the multiplier, and any area effects apply only to the infiltrated creature. He perceives directly as the victim does, using any mundane or magical senses as though he was the creature itself. Treat the infiltration like a disease with respect to means of removing it from the afflicted creature; whenever the multiplier is exposed to an effect that would expel him from the infiltrated creature, he can make a Will save to negate the effect (against either the saving throw DC or the Heal check result, as applicable). Once inside, at the beginning of each of his turns, the multiplier can choose one of the following options:
Consume: The multiplier attacks the creature's body systemically from the inside out. This deals 1 Constitution damage (or 10 points of damage against targets immune to the Constitution damage). A Fortitude save (DC 15 + multiplier's Strength modifier) negates this damage.
Control: The mutliplier subtly controls the host's neurons, muscle fibers, hormone glands, etc. in order to control its actions in a limited capacity. The host is affected as if by a command spell, except as follows: instructions to approach or flee treat one other creature the host can perceive as the source of attraction or repulsion, and that in addition to the normal options available via the spell, the multiplier can command the host to make a single melee attack against any one creature it is adjacent to. This effect can be resisted with a successful Fortitude save against a DC equal to 15 + the multiplier's Int modifier.


PLAYING A CLASS NAME
There is no one right way to play a multiplier. Some may use the extra bodies to easily gain flanking bonuses with oneself. Another may use swarm form to incapacitate their foes, while their allies attack their victims with melee weapons (something the swarm is, fortunately, immune to). Yet another may take a few levels in this class just to gain use of the extra hands for some difficult or otherwise-time-consuming task.
Combat: Multipliers serve less often as front-line combatants, though they may perform more than satisfactorily in that regard. There is no such thing as a 'typical' encounter with a multiplier, but when confronted in a group (such as in an adventuring party), multipliers tend to use their multiple bodies or swarm forms to great tactical advantage, staying simultaneously out of reach of the worst powers and right in the thick of things.
Advancement: The abilities the multiplier gains may not vary dramatically, but at the same time are very open-ended in their utility. Two multiplier characters might look similar on paper, but in actual play may act very differently.
Resources: A high-level multiplier with a martial base and ranks in Use Magic Device can be quite a terrible monster to fight. The mage who has split into four Diminutive versions of herself, then cast mirror image, spider climb, and invisibility can turn a normal magical duel into an instrument of psychological terror. The ranger raining down poisoned arrows in all directions at a target, then controlling the battered and weakened creature to her own ends is a ruthless and efficient tool. The key to an effective multiplier is synergy and strategy.

CLASS NAME IN THE WORLD
He... he's alright, I guess. Most of the time. Gotta cut him off a little sooner than the others, though. Get a few too many drinks in him and he thinks he's his own acapella group.
-Dargon Miller, disgruntled barkeep

On the surface, multipliers seem to be just like any other individual; rarely does a multiplier split or assume swarm form in the middle of civilized lands. The few occasions where it did occur did not end well, either for the multiplier (the guard have plenty of handcuffs for all your copies) or for the guard (a high-level multiplier is not easily held by iron bars). Generally, those who make friends with a multiplier react to their abilities much as characters of the world react to any other magic - usually either with disdain or admiration.
Daily Life: Many multipliers take to adventuring, slaking their wanderlust with or without the companionship of others - they are never truly alone, after all. One multiplier might seek out collections of rare treasures, another might seek out ancient secrets; but all the same, the typical multiplier is not content to live a simple life as a farmer, miner, or smith. They thrive on the danger and excitement that adventuring provides.
Notables: Few stories are passed down about legendary multipliers - that is, few stories that identify them as such, or are distinguishable from the illusions of powerful mages or the swarm-shifting abilities of several undead creatures. That said, there are a few legends that could quite easily be based on the stories of powerful multipliers:
Inostari and the Ninja Horde: A notorious assassin known as Inostari was a wanted man for many, many years. Every time a bounty hunter attempted to capture him, even after weeks of tracking careful to get the assassin alone, the encounter would invariably lead to conflict against an ever-growing horde of ninja assassins.
Baribas the Bladestorm Barbarian: An ancient legend tells of a warrior called Baribas, who had survived unfavorable odds in battle countless times. The legends state that when Baribas charged into battle, he would transform into a cloud of miniature whirling blades, tearing opponents to shreds as he moved straight through enemy ranks.
Everywhere Aelriche: A talented battlemage from a recent conflict in a far-off island land, Aelriche gained the moniker "Everywhere" from as-yet-unverified tales of her unique combat tactics. It is said the sorceress could stare a soldier straight in the eyes while a fireball struck him from behind; after a battle, the survivors would often swap stories of their combat trials, and discovered that they had all faced this mysterious battlemage, in different locations at the same time. Whether this is the consequence of crafty teleportation and simply disguising a Stilled spell or the actual use of multiple bodies may never be known to history.
Organizations: Several groups have tried to start multiplier guilds, either locally or in an attempt to unify them across the continent(s). However, the particular mindset that leads to a multiplier is uncommon in itself, and beyond that rarely leads to the sort of one-for-all and all-for-one mentality that guildship requires. There may be small start-ups throughout the world, but no multiplier organizations have ever established a real foothold.

NPC Reaction
As most multipliers prefer to play up the enigmatic nature of their abilities, few are recognized for what they are. Generally, the multiplier is perceived by the public how they wish to be perceived.

CLASS NAME IN THE GAME
The multiplier is somewhat unpredictable. In any given encounter, one may never know if/when they'll choose to split or assume swarm form, and to what degree. It may be difficult to plan encounters when the number of combatants in the party is so variable; it should be safest to assume the multiplier will use his ability and plan accordingly. Note that the simple addition of bodies can affect a great number of encounters, from combat to puzzles and traps. DMs are advised to carefully consider the inclusion of this class into their campaign.
Adaptation: The abilities of the multiplier are fairly concrete, and not particularly specific to any setting or other specific details. While it is certainly possible to adapt the class in some way, any readily-available ways to do so elude the author.
Encounters: Most likely any encounters with a multiplier will be mostly with them as an individual; multipliers are more likely to be loners seeking their own glory, power, prestige, or simply excitement, or charismatic leaders, then as henchmen, servants, or even right-hand-men.

Sample Encounter
The party has been hired to track down and dispose of a mysterious character who has been sabotaging the king's army from the inside. They have finally tracked him down to a makeshift camp in the forest outside of town. As they approach his tent in the middle of the night, aiming to get the surprise on him, they are startled to hear a voice from behind a tree; suddenly, three tiny rogues emerge from hiding, surrounding the party, as the sleeping one wakes and faces them with an evil grin.
EL 7: Ambush! The party is surrounded by four Tiny, dual-dagger-wielding hooded figures.


Dellan Swiftstriker (x4) (split-body form)
Tiny NE Male Human Rogue 5 / Multiplier 7
Init +0, Senses: Listen +, Spot +,
Languages Common, Goblin
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AC 21 (+2 size, +3 Dex, +5 +1 chain shirt, +1 shield [two-weapon defense]), touch 15, flat-footed 19
hp 39 (12 HD)
Fort +3, Ref +12, Will +3
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Speed 30ft. (6 squares)
Melee +1 dagger +14 (1d2/19-20/x2) or 2 +1 daggers +12 (1d2/19-20/x2)
Full Attack +1 dagger +14/+9 (1d2/19-20/x2) or 2 +1 daggers +12 and +12/+7 (1d2/19-20/x2)
Base Atk +8, Grp +2
Atk Options Sneak attack +3d6
Combat Gear see possessions
Supernatural Abilities flash split, split, swarm form, swarm split
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Abilities Str 6, Dex 17, Con 11, Int 12, Wis 10, Cha 8
SQ armed swarm, evasion, lesser amorphous traits, many bodies, one mind, swarm combatant, trapfinding, trapsense +1, uncanny dodge
Feats Dextrous Swarm*, Improved Two-Weapon Fighting, Shapeable Swarm*, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Skills Balance +20, Disable Device +16, Escape Artist +18, Hide +18, Move Silently +18, Sleight of Hand +18, Tumble +18, Use Rope (with bindings) +5
Possessions +1 chain shirt, +1 dagger (x2), wand of cure light wounds, standard treasure

Bonus: New Feats

Dextrous Swarm
Your skill in moving swiftly within your own swarm works to your advantage.
Prerequisites: Swarm combatant class feature, Weapon Finesse
Benefit: When armed with a weapon compatible with Weapon Finesse and in swarm form, you can add your Dexterity modifier to your swarm attack damage in place of your Strength modifier.

Forceful Swarm
You've learned to put the heft of your strength behind even your swarm attacks.
Prerequisites: Swarm combatant class feature, Strength 13
Benefit: You may use your Strength modifier in place of your Dexterity modifier to determine the save DCs against your Distraction and Infiltration abilities.

Improved Flash Split
You can instantly shatter your body into several copies.
Prerequisite: Flash split class feature
Benefit: You may use a standard action to split yourself into multiple copies as though performing a flash split several times in a row. (Thus, a 5th-level elf multiplier could use this feat to instantly transform into eight Diminutive copies of herself.) When you use this feat to perform flash split in this way, each copy produced gains the benefit of Strength in Numbers only once.
Normal: Splitting into further smaller size categories requires multiple standard actions, and grants temporary hit points for each split.

Multiply Spell [Metamagic]
Your magic affects all of your selves.
Benefit: You can alter a spell with a range of Personal or Target: You so that it affects all splits, copies, etc. of yourself that you currently control as though all individual bodies were targeted by the spell. A multiplied spell uses a spell slot three levels higher than normal.

Shapeable Swarm
Your swarm-self is more flexible than normal.
Prerequisite: Swarm shape class feature, or swarm subtype.
Benefit: You may alter the dimensions of your swarm, so that rather than occupying a single 10ft cube, it may occupy eight adjacent 5ft cubes. The farthest distance from one point in the swarm to another cannot exceed 20ft.

Techwarrior
2015-04-16, 07:01 AM
Just four more days to get your entries in folks!