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View Full Version : Contest Prestige Class Contest Thread IV: This could be Heaven or Hell



Jormengand
2018-05-25, 11:30 AM
You'll be working under the theme of:
This could be Heaven or Hell
Whether angels and devils, paradises and dire straits, or the infinite planes, this contest centres around any interpretation of the theme, no matter how direct or indirect, literal or metaphorical.

Rules

Entry must be a prestige class with 3-15 levels, and must be for the revised third (3.5) edition of Dungeons and Dragons.
Entry must be original, and made for this contest.
Entry must be related to the theme.
Entry must be completed by July 5th 12th, 2018.
Entry must be easy to read. (Templates will be provided.*)
Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry).

Breaking any of these rules will disqualify you, and plagiarism will get you reported.

*The Templates are in the chat thread here (http://www.giantitp.com/forums/showthread.php?539241-Prestige-Class-Contest-Chat-Thread-I&p=22485380&viewfull=1#post22485380").

Chat Thread is here (http://www.giantitp.com/forums/showthread.php?539241-Prestige-Class-Contest-Chat-Thread-I). Please only post entries in this thread, the chat thread is for everything other than entries.

The pit is open!

Jormengand
2018-05-27, 02:00 PM
The Righteous Sinner
https://static1.squarespace.com/static/54243095e4b07ee637a9f812/t/59ce6a26a8b2b02a84149299/1506699820640/Libraf.jpg?format=1500w
Image: Zuriel, Angel of Libra by Peter Mohrbacher

"Who was it that did mix my clay? Not I.
Who spun my web of silk and wool? Not I.
Who wrote upon my forehead all my good,
And all my evil deeds? In truth not I."
- Omar Khayyam, Who Was it That Did Mix My Clay? Not I

The righteous sinner is a being held to the dictates of good and evil more strongly than even the outsiders who embody those alignments, for their deeds determine their powers. One who falls strongly to the corruption of evil gains unholy powers with which to destroy their foes; those who stay on the path of righteousness gain defensive abilities which protect their allies. Only by remaining steadfastly neutral can a righteous sinner wield the mighty power of retrograde, which can be used aggressively or defensively in equal measure.

Adventures: A righteous sinner is, as a warrior on the bridge between good and evil, motivated by all kinds of factors. As the righteous sinner approaches salvation or damnation, their motivations change.

Characteristics: A righteous sinner has either great offensive power, great defensive power, or a mixture of both. Where their evil powers provide defensive power, it is usually ancillary to their core function, and the same with the offensive might of their good-aligned powers. Out of combat, their good powers assist their allies and their evil powers enhance their own abilities and destroy anything that gets in their way.

Alignment: Any, though the righteous sinner's alignment determines their powers and is itself more rigourously determined than normally.

Religion: The righteous sinner's faith can sway as easily as their morals. Deities may compete to gain the righteous sinner's favour and drag them into salvation or corruption.

Background: A righteous sinner gains their status usually by exposure to the raw forces of good and evil, though whatever the case, it is rarely their choice.

Races: Any race without a good or evil alignment subtype can be a righteous sinner - creatures so directly connected to good or evil cannot truly feel their sway.

Other Classes: A righteous sinner is often guided towards a particular alignment by more pious members of their party, who are keen to capitalise on the mobility of the righteous sinner's alignment.

Role: A righteous sinner alters their powers between aggressive, egoistic, destructive ones and defensive, collaborative, constructive ones. Even in their more selfish evil guise, their powers still contribute to the party's goals.

Adaptation: The alignment of the righteous sinner might represent an actual connection to Heaven and Hell, or some kind of corruption appropriate to the setting. It could even represent sanity and insanity.

GAME RULE INFORMATION
Righteous sinners have the following game statistics.
Abilities: None of the righteous sinner's powers are dependent on an ability score directly; they should focus on strength, dexterity and constitution to maximise their power in combat.
Alignment: Any
Hit Die: d10

Prerequisites

Base Attack Bonus: +5
Feats: Must not have any feats with an alignment prerequisite, including exalted feats and similar.
Special: Alignment must have shifted at least once towards good and once towards evil.

Class Skills
The righteous sinner's class skills (and the key ability for each skill) are bluff (cha), climb (str), disguise (cha), heal (wis), hide (dex), intimidate (cha), jump (str), knowledge (religion) (int), knowledge (the planes) (int), listen (wis), move silently (dex), search (int), spot (wis), survival (wis) and swim (str).

Skill Points at Each Level: 4 + Int modifier

HAHAHA CLASS TABLE WHAT'S A CLASS TABLE.

Class Features
All of the following are the class features of the righteous sinner.

Salvation and Damnation
A righteous sinner is exceptional in terms of their alignment. Every action they take can pull them further into damnation, or bring them their salvation. The righteous sinner tracks their alignment via salvation and damnation points, of which they can have up to 10 per level of either. Salvation and damnation points cancel out - essentially, each damnation point is just minus one salvation point - so the righteous sinner never has both.

If the righteous sinner has no more than 4 salvation points or 4 damnation points, their alignment is neutral. If they have more salvation points than that, they are good; if they have more damnation points, they are evil - when entering the class, they gain 4+d6 salvation points if good and 4+d6 damnation points if evil (if creating a righteous sinner of greater than first level, they start the game with 4 of the relevant type of points, plus d6 per level). Neutral righteous sinners start with no salvation or damnation points. The righteous sinner's class features also depend on their numbers of salvation and damnation points.

Salvation points are gained through good deeds and damnation points are gained through evil deeds IN A WAY THAT I NEED TO SPECIFY LOL WORK IN PROGRESS AMIRITE.

Salvation Abilities

Spirit Shield (Su)
If the righteous sinner has 5 or more salvation points, they gain the following ability:

As an immediate action, the righteous sinner reacts to a damaging ability that is being used, after the ability has hit (if needed) and any saves are made but before the amount of damage is rolled. The ability does no damage. When the righteous sinner uses this ability, they must wait 2d4 rounds before using it again.

Co-Operation (Ex)
If the righteous sinner has 10 or more salvation points, they gain the following ability:

As a full-round action, the righteous sinner can give each other ally within 30 feet a bonus on a single attack roll, skill check or ability check equal to the righteous sinner's level. The ally must claim this benefit at some point during their next turn. When the righteous sinner uses this ability, they must wait 2d4 rounds before using it again.

Holy Vengeance
At 5th level, if the righteous sinner has 50 or more salvation points, they gain the following ability:

As an immediate action, the righteous sinner reacts to a damaging ability that is being used, after the ability has hit (if needed) and any saves are made but before the amount of damage is rolled. All damage dealt by the ability is dealt to the user. When the righteous sinner uses this ability, they must wait 2d4 rounds before using it again.

Use the resistances of the targets, not the user.

Damnation Abilities

Font of Blood (Su)
If the righteous sinner has 5 or more damnation points, they gain the following ability:

As an immediate action, the righteous sinner reacts to a damaging ability that is being used, after the ability has hit (if needed) and any saves are made but before the amount of damage is rolled. The ability deals double damage (if the ability deals a critical hit, remember that this only adds 1 to the critical multiplier rather than truly doubling). When the righteous sinner uses this ability, they must wait 2d4 rounds before using it again.

Double any damage after applying resistances, damage reduction, and similar. For example, doubling 14 damage dealt to a creature with resistance 5 to that damage type only deals 18 points of damage ((14-5)*2), not 23 (14*2-5).

Ambition (Ex)
If the righteous sinner has 10 or more damnation points, they gain the following ability:

As a swift action, the righteous sinner gets a bonus on a single attack roll, skill check or saving throw they make at some point during the same turn equal to their level. Once they use this ability, they must wait 2d4 rounds before they use it again.

Bloodthirstiness (Su)
At 5th level, if the righteous sinner has 50 or more damnation points, they gain the following ability:

As an immediate action, the righteous sinner reacts to a damaging ability that is being used, after the ability has hit (if needed) and any saves are made but before the amount of damage is rolled. The ability deals double damage (if the ability deals a critical hit, remember that this only adds 1 to the critical multiplier rather than truly doubling) and the attacker heals damage equal to the original damage (not the doubled damage) When the righteous sinner uses this ability, they must wait 2d4 rounds before using it again.

Double any damage after applying resistances, damage reduction, and similar. For example, doubling 14 damage dealt to a creature with resistance 5 to that damage type only deals 18 points of damage ((14-5)*2), not 23 (14*2-5). Further, the healing is equal to the actual amount of damage the attack would do if it weren't doubled (so 9 in this example).

Purgation Abilities

Equality (Su)
If the righteous sinner has fewer than 5 salvation or damnation points, they gain the following ability:

As an immediate action, the righteous sinner reacts to a damaging ability that is being used, after the ability has hit (if needed) and any saves are made but before the amount of damage is rolled. Half of the damage dealt by the ability is dealt to the user and the rest to the intended target or targets. When the righteous sinner uses this ability, they must wait 2d4 rounds before using it again.

Use the resistances of the targets, not the user.

Inspiration (Ex)
If the righteous sinner has fewer than 10 salvation or damnation points, they gain the following ability:

As a swift action, the righteous sinner can give another ally within 30 feet a bonus on a single attack roll, skill check or ability check equal to the righteous sinner's level. The ally must claim this benefit at some point during their next turn. When the righteous sinner uses this ability, they must wait 2d4 rounds before using it again.

Retrograde (Su)
At 5th level, if the righteous sinner has fewer than 50 salvation or damnation points, they gain the following ability:

As an immediate action, the righteous sinner reacts to an a damaging or healing ability that is being used, after the ability has hit (if needed) and any saves are made but before the amount of damage or healing is rolled. If the ability would deal damage, it heals instead, and if it would heal, it deals (untyped) damage instead. A righteous sinner can only use this ability while in a situation of genuine, immediate threat (they cannot heal their allies outside of combat by attacking them, for example), and when they use this ability, they must wait 2d4 rounds before using it again.

Undead - and creatures who similarly have harming and healing effects reversed - are still healed if an attack against them is retrograded, including one that did positive energy damage, but take damage if a negative energy effect against them is reversed.

Apply any resistances or similar to the original attack or healing, not the retrograded one. For example, a retrograded fireball won't heal a red dragon which is immune to fire. A greatsword attack against a golem with DR 5/- will heal it for the greatsword damage, minus five, even though healing effects normally don't work on golems.

Retrograde only works on hit point damage: any ancillary effects of the ability may still occur; the damage dealt or healed is treated as 0, so - for example - a coup de grace attack will kill the target unless they succeed at a DC 10 fortitude save.

OBVIOUSLY THERE ARE MORE CLASS FEATURES AND STUFF STILL TO COME.

rferries
2018-05-28, 04:48 AM
The Purgator


https://i.imgur.com/Hp4sQPi.jpg
https://i.imgur.com/N6Tx6y4.jpg
nnnnnnnn


"Once I sought salvation and feared damnation. Now... now, I fear nothing."


The forces of Good generally concern themselves with guidance, healing, and protection, reacting rather than acting. A Purgator is a champion of Good (though he often falls from the path of virtue himself) who has seen too much needless sorrow and strife to content himself with these passive roles. Where once he used violence only as a last resort, now he is quick to seek out villains to capture, torture, and slay in the name of the greater good. Through impatience or fanaticism, Purgators inevitably tire of combating mortal wickedness and seek to root out Evil at its source - the Lower Planes.

Prerequisites:
To become a Purgator, a character must fulfill all the following criteria.

Alignment
Any lawful.

Skills
Knowledge (religion) 8 ranks.

Languages
Abyssal, Infernal.

Feats
Track.

Spells
Ability to cast 1st-level divine spells.

Special
Turn (not rebuke) undead class feature.

Hit Die: d10

Class Skills
The Purgator's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Rope (Dex).

Skill Points per Level: 4 + Int modifier

Table: The Purgator


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Per Day


1st

+1



+2



+0



+2


Purgatory Magic,
Special Mount,
Turn Evil



2nd

+2



+3



+0



+3


Hellbound
+1 level of existing spellcasting class


3rd

+3



+3



+1



+3


Plane Shift



4th

+4



+4



+1



+4


Cleansing Flame
+1 level of existing spellcasting class


5th

+5



+4



+1



+4


Resist Hell's Power



6th

+6/+1



+5



+2



+5



+1 level of existing spellcasting class


7th

+7/+2



+5



+2



+5


Divine Steed




8th

+8/+3



+6



+2



+6



+1 level of existing spellcasting class


9th

+9/+4



+6



+3



+6


Greater Cleansing Flame




10th

+10/+5



+7



+3



+7


Thou Shalt Not Suffer...
+1 level of existing spellcasting class



Weapon and Armour Proficiencies
Purgators gain no proficiency with any weapon or armor.

Purgatory Magic (Ex)
A Purgator is a jaded and ruthless warrior, often more concerned with defeating evil than doing good. He retains any Cleric or Paladin class features he possesses and never loses them for committing evil acts, though he might still lose them for committing chaotic acts. He must adopt a general philosophy of vengeance and draconian law (which may require him to forsake worship of his original deity).

If he is a Cleric, he replaces his original domains with any two of the following domains (at the DM's discretion): Darkness, Death, Destruction, Evil, Fire, Law, Madness, Strength, or War. If he is a Paladin, he adds all spells from those domains to his paladin class spell list. In either case, he may cast [Evil] spells regardless of his actual alignment.

Special Mount (Sp)
Levels of Purgator stack with levels of Paladin and similar classes (e.g. Blackguard) for the purpose of the Special Mount class feature. This ability does not grant a special mount if the Purgator does not already possess one.

Divine Steed
At 7th level, a Purgator with a special mount gains Divine Steed (http://www.giantitp.com/forums/showthread.php?551675-Divine-Steed-(feat-for-Horses-of-the-Apocalypse-and-other-Paladin-mounts)&p=22861849#post22861849) as a bonus feat. He need not meet the Paladin level prerequisite of that feat.

Turn Evil (Su)
Levels of Purgator stack with levels of all other classes for the purpose of the Turn Undead class feature. Additionally, a Purgator may turn evil outsiders, evil [Extraplanar] creatures, evil fey, evil elementals, and evil spellcasters (including warlocks and the like) as though they were undead. All non-undead creatures are considered to have Turn Resistance equal to 2 + their Charisma bonus (if any) for the purpose of this ability.

Hellbound (Ex)
A Purgator is quite at home on the Lower Planes - he tells himself it because they are the territory of his favoured prey, but others whisper it is because he is truly free to be himself there. Beginning at 2nd level, he adds one-half his class level as a bonus on Gather Information, Knowledge, Search, and Survival checks made on (or relating to) the Lower Planes.

Plane Shift (Sp)
Starting at 3rd level, a Purgator may expend a turn attempt to use plane shift as a spell-like ability (Will save negates, DC = 15 + Charisma modifier, caster level = character level). He may only use this ability to transport creatures (willing or unwilling) amongst the Material Plane, the Elemental Plane of Fire, the Negative Energy Plane, the Plane of Shadow, and the Lower Planes.

Cleansing Flame (Sp)
Starting at 4th level, a Purgator may expend a turn attempt to use flame strike as a spell-like ability (Reflex save half, DC = 15 + Charisma modifier, caster level = character level).

Greater Cleansing Flame (Sp)
At 9th level, this ability improves to empowered flame strike (Reflex save half, DC = 17 + Charisma modifier, caster level = character level).

Resist Hell's Power (Ex)
Starting at 5th level, a Purgator gains a +4 bonus on saving throws against the spells, supernatural abilities, and spell-like abilities of any creature he could Turn. Furthermore, he is immune to the harmful planar traits (http://www.giantitp.com/forums/showthread.php?557344-Planar-Traits-(Outer-Planes)&p=23026193) of Lower Planes.

Thou Shalt Not Suffer... (Su)
...a witch to live. At 10th level, a Purgator may expend a turn attempt to use greater dispel magic as an immediate action (caster level = character level). He may only counter or dispel [Evil] effects or effects created by evil creatures in this way.

Spellcasting (Ex)
When a new even-numbered Purgator 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 could 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 spellcasting class in which he could cast spells before he became an Purgator, he must decide to which class he adds each level of Purgator for the purpose of determining spells per day.

Purgators and Changing Alignment
Purgators are often consumed by their hatred of evil. A Purgator who becomes evil himself does not lose any class features, but may also trade in any number of Purgator levels beyond the first for Blackguard levels by receiving an atonement spell. He ignores the prerequisites of the Blackguard class so long as he has at least one level of Purgator, and treats levels of Purgator as levels of ex-Paladin for the purpose of gaining special Blackguard abilities.

MrNobody
2018-06-09, 06:20 PM
Hellbound Cultist

Baalzebul, Slug Archduke! Take me, take my body, use me as your vessel to accomplish whatever your pitch black will desires!

Hellbound Cultist are a rare group of servants of the Nine Archdukes of Hell: faithful to excess, they pursue a direct contact with their unholy lords and find it in the art of sould binding.

ENTRY REQUIREMENTS
Alignment: Lawful Evil
Feats: Pactbound Mystic*
Soul Binding: Ability to bind 2nd level vestiges.
Spellcasting: Ability to cast 2nd level spells.
Special: Rebuke Undead.
Special: Must worship one of the Nine Dukes of Hell.

*New feat, see below

Class Skills
The Hellbound Cultist's class skills (and the key ability for each skill) are Bluff (CHA), Concentration (CON), Craft (INT),
Decipher Script (INT), Diplomacy (CHA), Gather Information (CHA), Intimidate (CHA),Knowledge (arcana) (INT),Knowledge (religion) (INT), Knowledge (the planes) (INT), Profession (WIS), Sense Motive (WIS).

Skills Points at Each Level: 2 + int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day/Soul Binding


1st
+0
+2
+0
+2
Bind Archduke; Rebuke Undead
+1 divine casting class / +1 soul binding


2nd
+1
+3
+0
+3

+1 divine casting class / +1 soul binding


3rd
+2
+3
+1
+3
Unholy Augmentation I
+1 divine casting class / +1 soul binding


4th
+3
+4
+1
+4
Pact augmentation (+1 ability)
+1 divine casting class / +1 soul binding


5th
+3
+4
+1
+4

+1 divine casting class / +1 soul binding


6th
+4
+5
+2
+5
Unholy augmentation II
+1 divine casting class / +1 soul binding


7th
+5
+5
+2
+5

+1 divine casting class / +1 soul binding


8th
+6
+6
+2
+6
Pact augmentation (+1 ability)
+1 divine casting class / +1 soul binding


9th
+6
+6
+3
+6
Unholy augmentation III
+1 divine casting class / +1 soul binding


10th
+7
+7
+3
+7
Baatorian soul, Hellish body
+1 divine casting class / +1 soul binding



Weapon and Armor Proficiencies: an Hellbound Cultist gains no additional proficiencies.

Bind Archduke (Su): you can bind your devilish patron as a vestige. You can bind in this way only the Duke of Hell you worship and you can never bind any of the other eight.
As vestiges, archdukes follow particular rules:

- Their vestige level is always equal to the highest vestige level you can bind.
- Their Binding DC is equal to 15+your Hellbound Cultist's level. The higher the power, the harder to control.
- Their sign is always a stylized version of their symbol as godlike creatures.
- When binding them you must hold your unholy symbol as special requirements.
- They grant 4 benefits: 2 special abilities, a feat and a bonus to skills.
- When you gain the ability to bind 5th level vestiges the grant you an additional ability that interacts with your divine spells like a metamagic feat.
- When you gain the ability to bind 7th level vestiges the grant you an additional miscellaneous special ability.

The powers of the Nine Vestiges are shown below (spoiler: not really, sadly).

Rebuke undead]: as the cleric class feature. Hellbound Cultist's level stack with levels in any other class that gives you this ability to determinate your total level for rebuking undead.

[b]Unholy Augmentation I (Su): at 3rd level your divine connection with your vestiges allow you to augment further your pacts.
When chosing your Pact Augmentation you can spend 2 Augmentations to gain the effect of one of the following spells.
- Comprehend Languages
- Divine Favor
- Endure Elements
- Entropic Shield
- Protection from Good/Chaos
- Shield of Faith
These effects are permanent until you rebind a vestige and reselect your pact augmentation ability.
The caster level for this effect is equal to the higher between your binder level and your divine caster level and the DC to resist them (if any) is equal to 11 + CHA modifier.

Pact Augmentation (Su): as binder's class ability. You gain an extra augmentation at 4th and 8th level.

Unholy Augmentation II (Su):starting at 6th level your divine grow even stronger.
When chosing your Pact Augmentation you can spend 3 Augmentations to gain the effect of one of the following spells.
- Bear’s Endurance
- Bull’s Strength
- Eagle’s Splendor
- Owl’s Wisdom
- Undetectable Alignment
- Zone of Truth (Centered on yourself, you are immune to it)
These effects are permanent until you rebind a vestige and reselect your pact augmentation ability.
The caster level for this effect is equal to the higher between your binder level and your divine caster level and the DC to resist them (if any) is equal to 12 + CHA modifier.

Unholy Augmentation III (Su):at 9th level the extra power you gain from your path reaches its peak.
When chosing your Pact Augmentation you can spend 4 Augmentations to gain the effect of one of the following spells.
- Invisibility Purge
- Magic Circle against Chaos/Good(centered on yourself)
- Meld into Stone
- Prayer
- Water Breathing
- Water Walk
These effects are permanent until you rebind a vestige and reselect your pact augmentation ability and the DC to resist them (if any) is equal to 13 + CHA modifier.
The caster level for this effect is equal to the higher between your binder level and your divine caster level.

Baatorian soul, Hellish body (Su):at 10th level, when binding your Baatorian lord you become an embodiment of purest evil.
As long has you are bound to the archduke you worship your type changes to Outsider and you gain the Evil, Lawful, Native and Baatezu (no Summon and no Telepaty) subtypes.


Prerequisites
Turn/rebuke undead, ability to bind vestiges.

Benefit.
You know how to use your divine power to fuel your binding ability making a vestige either more powerful either easier to bind.

Before binding a vestige you can spend a turn/rebuke attempt and make a turning check, then compare it with Table 8–9: Turning Undead at page 159 of the Player Handbook.
You receive a bonus to your binder level equal to the modifier in the "Most Powerful Undead Affected" column when calculating the effects of the power granted bu that vestige.

Since a empowered vestige is more difficult to bind while a weakened one is easier, the modifier to your binder level also applies to de vestige's binding DC.

You can use this feat only once a day per vestige: once used it's effects apply no matter when or how many times you should bind it.

If your binding level for a particular vestige should drop below 1 by effect of this feat, you cannot bind that vestinge for 24 hours.

In addition, binder and cleric level stack when determining the number of your Pact Augmentations.

Special.
If you have "Favored Vestige" feat you receive a +1 bonus on the turning check made when binding the vestige you selected for that feat.

If you have at least 5 ranks in Knowledge (the planes) your receive a +2 bonus on turning checks made using this feat.

JoshuaZ
2018-06-21, 10:45 AM
Keyholder

"It is a fundamental conflation of physics and metaphysics to assert that because we label certain magical forces as `good' and others as `evil' that those forces are associated with absolute objective morality. If tomorrow every murderer was treated as good by our magic and every orphanage-running altruistic saint detected as evil, the murderer would still be evil in any reasonable absolute moral sense and the saint would still be a saint in any sense that matters. And if the gods damn someone that says nothing about whether someone deserves damnation any more than whether someone eaten by a bear shows they deserved to be eaten by a bear."
- From the writings of Salanix the Thrice-Apostate, the first Keyholder

The quote from Salanix above summarizes the fundamental beliefs of the Keyholders

Keyholders regard the divine and demonic forces as simply powerful forces. And if they have no fundamental moral tension to them, there's no reason that one cannot figure out how to use them simply as sources of power. What power one uses has nothing to do with one's own moral decisions or moral values.

ENTRY REQUIREMENTS
Alignment: No alignment restriction. Have you read anything above?
Feats: Augment Summoning, Spell Focus(Conjuration)
Skills: 8 ranks in Knowledge(the Planes), 3 ranks in Knowlede(arcana), Knowledge(religion) and Spellcraft. (Note: If adapting to Pathfinder, reduce the skill ranks in Knowledge(the planes) to 5.)
Spellcasting Able to cast three Conjuration(Summoning) spells as arcane spells at least one of which is at least third level. Able to cast one of Protection from Chaos, Protection from Evil, Protection from Good or Protection from Law.


Class Skills
The Keyholder's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge(arcana) (Int), Knowledge(religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skills Points at Each Level: 2 + int

Hit Dice: d4

If playing under Pathfinder, Decipher Script is replaced with Linguistics, Concentration should be removed, and the hit die changed to d6.



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


1st
+0
+0
+0
+2
Open Gate, Secrets of the Planes, Utilitarian Summoner
-


2nd
+1
+0
+0
+3
Open Gate
+1 level of existing arcane spellcasting class


3rd
+1
+1
+1
+3
Open Gate
+1 level of existing arcane spellcasting class


4th
+2
+1
+1
+4
Open Gate, Lesser Binding
-


5th
+2
+1
+1
+4
Fast Summon, Open Gate
+1 level of existing arcane spellcasting class


6th
+3
+2
+2
+5
Open Gate, Binding
+1 level of existing arcane spellcasting class


7th
+3
+2
+2
+5
Open Gate
+1 level of existing arcane spellcasting class


8th
+4
+2
+2
+6
Open Gate, Greater Binding
+1 level of existing arcane spellcasting class


9th
+4
+3
+3
+6
Open Gate
+1 level of existing arcane spellcasting class


10th
+5
+3
+3
+7
Open Gate, True Gate
+1 level of existing arcane spellcasting class






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


1st
+0
+0
+0
+1
Open Gate, Secrets of the Planes, Utilitarian Summoner
-


2nd
+1
+1
+1
+1
Open Gate
+1 level of existing arcane spellcasting class


3rd
+1
+1
+1
+2
Open Gate
+1 level of existing arcane spellcasting class


4th
+2
+1
+1
+2
Open Gate, Lesser Binding
-


5th
+2
+2
+2
+3
Fast Summon, Open Gate
+1 level of existing arcane spellcasting class


6th
+3
+2
+2
+3
Open Gate, Binding
+1 level of existing arcane spellcasting class


7th
+3
+2
+2
+4
Open Gate
+1 level of existing arcane spellcasting class


8th
+4
+3
+3
+4
Open Gate, Greater Binding
+1 level of existing arcane spellcasting class


9th
+4
+3
+3
+5
Open Gate
+1 level of existing arcane spellcasting class


10th
+5
+3
+3
+5
Open Gate, True Gate
+1 level of existing arcane spellcasting class




Weapon and Armor Proficiencies: A Keyholder gains no weapons or armor proficiencies.

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

Utilitarian Summoner(ex): At first level, a Keyholder's own morality is not influenced by what beings they choose to bring into the material plane or elsewhere. Repeatedly summoning or calling creatures of any given so-called alignment type ([Good], [Evil], [Lawful] or [Chaotic]) has no impact on the Keyholder's own alignment, nor does casting summoning or calling spells or effects with those descriptor. Casting any of Protection From Good, Protection from Evil, Protection from Chaos or Protection from Law also does not impact a Keyholder's alignment, nor does using spells or effects which interact with summoned or called beings. Moreover, a Keyholder is particularly skilled at summoning beings with alignment descriptors. Whenever they cast a summoning spell, the Keyholder adds their (class level*spell level)/2 (minimum 1) to the total hit points of any being summon that has any of the alignment types. They also add their class level to the effective arcane caster level when summoning any being with one of the alignment types. Note: This bonus to caster level does not count as an increase in arcane caster level for any of the Gate class features below.,

Open Gate: Starting at first level, and every level after that a Keyholder learns how to open one Gate related to one of the four alignments types. The four types are Celestial Gates, associated with Good; Hellish Gates, associated with Evil; Gates of Restraint, associated with Law; and Gates of Release, associated with Chaos. However, because a Keyholder fundamentally involves the careful study and use of all the allegedly ethical axes, a Keyholder cannot at any point open than 2 more of any Gate type than the number of Gates already opened have of its opposed type. (For example, a Keyholder cannot open more than 3 Celestial Gates if they have only a single Fiendish Gate.) Also, a Keyholder cannot open a Gate if it would cause the number of Gates of one type to exceed the number of Gates of any one type plus 3. For example, if one has opened only two Gates of Restraint, one cannot have more than five open Gates of any other type. Some Gates have additional prerequisites before they can be opened detailed in their entries below. Every open Gate is an extraordinary ability unless it is specified to be a spell-like ability or supernatural ability in its entry.

Celestial Gates:

Angelic Assistance: When a Keyholder who has opened this Gate recovers arcane spell slots they gain one extra spell slot at their highest spell level. This slot can be
used only for a summon monster spell which summon beings with the [Good] subtype. As a Keyholder becomes able to learn higher-level spells, the extra slot migrates up to the new highest level. Note that this slot cannot be given up for a class feature that requires elimination of a spell slot such as the Archmage's High Arcana class feature.
Heavenly Protection: A Keyholder who has opened this Gate may spontaneously convert any arcane spell slot or arcane prepared spell of at least first level into Protection from Evil. Protection from Evil is added to any arcane spellcasting class list they have. They also gain a +2 bonus to any diplomacy checks to convince any being to engage in altruistic actions.
Heroes: A Keyholder who has opened this Gate may spontaneously convert any arcane spell slot or prepared arcane spell of at least third level into Heroism. They may spontaneously convert any arcane spell slot or arcane prepared spell of at least sixth level into Greater Heroism. These spells are added to any arcane spellcasting class list they have.
Life: A Keyholder who has opened this Gate adds Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds and Cure Critical Wounds to any arcane spellcasting class list at the same levels they are on the cleric list. They may spontaneously convert arcane spell slots to these spells just as a good cleric. A Keyholder cannot open this Gate until they have at least two other Celestial Gates opened.
Understanding the Great Choir: A Keyholder who has opened this Gate gains a +2 insight bonus on Sense Motive checks, Charisma checks, and Charisma-based skill checks when interacting with outsiders with the Good subtype. A Keyholder may open this gate further; each time they select this Gate the bonus increases by 2.
Wrath of Righteous Judgment: A Keyholder who has opened this Gate may once daily maximize any damaging spell or damaging spell-like ability as if they had applied Maximize Spell metamagic feat. A Keyholder cannot open this Gate until they have at least three other Celestial Gates opened.

Fiendish Gates:

Death: A Keyholder who has opened this Gate add Inflict Light Wounds, Inflict Moderate Wounds, Inflict Serious Wounds and Inflict Critical Wounds to any arcane spellcasting class list as the same levels they are on the cleric list. They may spontaneously convert arcane spell slots to these spells just as an evil cleric. A Keyholder cannot open this Gate until they have at least two other Fiendish Gates opened.
Fiendish Gates: When a Keyholder who has opened this Gate recovers arcane spell slots they gains one extra spell slot at their highest spell level. This slot can be
used only for a summon monster spell which summon beings with the [Evil] subtype. As a Keyholder becomes able to learn higher-level spells, the extra slot migrates up to the new highest level.
Fiery Damnation: A Keyholder who has opened this Gate adds +1 to the caster level of any arcane spell, spell-like ability, or supernatural ability with the Fire descriptor.
Fiendish Empowerment: A Keyholder who has opened this Gate may once daily call upon fiendish powers as a swift action. They gain 1d6 temporary hit points per every two levels of Keyholder. They also gain either DR 5/Silver and magic or DR 5/Cold Iron and magic (their choice). Finally they gain a +2 profane bonus to strength. These benefits last 1 minute. A Keyholder cannot open this Gate until at least three other Fiendish Gates have been opened.
Fiendish Protection: A Keyholder who has opened this Gate may spontaneously convert any arcane spell slot or arcane prepared spell of at least first level into Protection from Good. Protection from Good is added to any arcane spellcasting class list they have. The Keyholder also gains a +2 bonus to any Diplomacy or Intimidate checks to convince any being to do something which being knows is morally wrong.
Fiendish Assistance: When a Keyholder who has opened this Gate recovers arcane spell slots they gain one extra spell slot at their highest spell level. This slot can be
used only for a summon monster spell which summon beings with the [Evil] type. As a Keyholder becomes able to learn higher-level spells, the extra slot migrates up to the new highest level. Note that this slot cannot be given up for a class feature that requires elimination of a spell slot such as the Archmage's High Arcana class feature.
Hellfire: A Keyholder who has opened this Gate gains an at will ability to send forth a stream of hellfire. This is a ranged touch attack with medium range (with effective caster level for range determined by the Keyholder's arcane caster level) that does 1d6 points of damage +1 per every 2 arcane caster levels. Half the damage is fire damage while the other half is directly empowered by the flames of the lower planes and is untyped. Additionally, when a Keyholder uses this ability they may augment it by sacrificing a spell slot or prepared spell of at least first level. If so, the effect does an additional 1d6 damage for every level of the spell slot or prepared spell sacrificed. This is a supernatural ability.
Understanding the Fallen A Keyholder who has opened this Gate gains a +2 insight bonus on Sense Motive checks, Charisma checks, and Charisma-based skill checks when interacting with outsiders with the Evil subtype. A Keyholder may open this gate further; each time they select this Gate the bonus increases by 2.


Gates of Restraint:

Assistance of the Bound: When a Keyholder who has opened this Gate recovers arcane spell slots they gain one extra spell slot at their highest spell level. This slot can be
used only for a summon monster spell which summon beings with the [Lawful] subtype. As a Keyholder becomes able to learn higher-level spells, the extra slot migrates up to the new highest level. Note that this slot cannot be given up for a class feature that requires elimination of a spell slot such as the Archmage's High Arcana class feature.
Authority: A Keyholder who has opened this Gate may spontaneously convert any arcane spell slot or arcane prepared spell of at least first level into Protection from Chaos. Protection from Chaos is added to any arcane spellcasting class list they have. They also gain a +2 bonus to any knowledge checks or Perform(Rhetoric) checks made as part of a legal proceeding.
Proclamation of Silence: A Keyholder who has opened this Gate may use Greater Dispel Magic spell-like ability with their caster level equal to their arcane caster level. A Keyholder who has Opened this Gate may use this a number of times daily up to their class level/3.
Restraint Made Manifest: A Keyholder who has opened this Gate may spontaneously convert any arcane spell slot or arcane prepared spell of at least 2nd level into Hold Person. Hold Person is added to the class list for any arcane spellcasting class they have.
Undeniable Authority: A Keyholder who has opened this Gate may once daily declare that a spell they cast has undeniable authority. Such a spell cannot be dispelled or countered by any means unless the caster level of the being countering or dispelling is at least five higher than the caster level of the spell.
Understanding the Disciplined: A Keyholder who has opened this Gate gains a +2 insight bonus on Sense Motive checks, Charisma checks, and Charisma-based skill checks when interacting with outsiders with the Lawful subtype. A Keyholder may open this gate further; each time they select this Gate the bonus increases by 2.


Gates of Release:

Ally of the Unbound: When a Keyholder who has opened this Gate recovers arcane spell slots they gain one extra spell slot at their highest spell level. This slot can be
used only for a summon monster spell which summon beings with the [Chaos] subtype. As a Keyholder becomes able to learn higher-level spells, the extra slot migrates up to the new highest level. Note that this slot cannot be given up for a class feature that requires elimination of a spell slot such as the Archmage's High Arcana class feature.
Entropic Power: A Keyholder who has opened this Gates may when they cast a spell choose to add 1d6-2 to its caster level. A Keyholder can use this ability up to your class level divided by 3 (minimum 1) times daily. A Keyholder cannot this Gate unless they have opened at least two other Gates of Release.
Understanding the Anarch: A Keyholder who has opened this Gate gains a +2 insight bonus on Sense Motive checks, Charisma checks, and Charisma-based skill checks when interacting with outsiders with the Chaotic subtype. A Keyholder may open this gate further; each time they select this Gate the bonus increases by 2.
Power of the Unpredictable: A Keyholder who has Opened this Gate may when they cast a spell once daily use this ability. They upgrade any dice involved in the spell's numerical effects. Use the rule:
d2->d3->d4->d6->d8->d10->d12->2d8 and d20->2d12. A Keyholder cannot open this Gate unless they have opened at least three other Gates of Release.
Subversion: A Keyholder who has opened this Gate may spontaneously convert any arcane spell slot or arcane prepared spell of at least first level into Protection from Law. Protection from Law is added to any arcane spellcasting class list they have. They also gain a +2 bonus to any Diplomacy or Intimidate checks to convince someone to break a law or decree.
Randomized Infusion: A Keyholder who has opened this Gate may cause a being's ability scores to randomly fluctuate. They must make a range touch attack on a target within 100 feet of the caster. The targets gains a +2 bonus to two random ability scores and -2 to 2 other random ability scores for 1 minute. A being may resist this effect with a successful will save (DC 10 + 1/2 your class level + your intelligence modifier). A Keyholder may use this ability up to their class level times daily. If used on a being already subject to a Randomized Infusion, the new Randomized Infusion replaces the previous one.

Secrets of the Planes(ex): A Keyholder understands far better than others how the Planes interact. Staring at first level, they add their class level to all Knowledge(Arcana), Knowledge(Religion) and Knowledge(The Planes) checks related to the nature of plane. They double this bonus when it concerns a plane which is aligned with one of the four l alignments. A Keyholder also adds their class level to any Concentration or Spellcraft check related to summoning or conjuration spells which deal with beings with one of the four alignment subtypes.

Lesser Binding (sp): At 4th level, once weekly a Keyholder may use Lesser Planar Binding as a Spell-Like ability with effective caster level equal to their arcane caster level. Using this ability requires a casting time of 1 minute. This ability can only be used to bind beings with at least one of the alignment descriptors. At Sixth level, this ability duplicates Planar Binding and at 8th level this duplicates Greater Planar Binding.

Fast Summons (ex): At 5th level, a Keyholder learns to summon particularly quickly. When they cast any spell from the Summon Monster line, the default casting time is a standard action rather than a full-round action.

True Gate (sp): At 10th level, once weekly a Keyholder may use Gate as a spell-like ability with caster level equal to their arcane caster level. If used in the Calling form, this must be used to call a being with one of the alignment subtypes.


Playing a Keyholder

Some Keyholders are very vocal about their beliefs. However, other Keyholders, worried about persecution by organized churches who object to their ideas are much quieter about the nature of their powers. Keyholders who adventure frequently do so to gain more knowledge or secrets about the planes.

Combat: A Keyholder will play frequently like any other summoning focused mage. They'll want to generally stay away from direct combat.

Advancement: Keyholders are interested in whatever magic boosts their own capabilities. Many Keyholders take the Practiced Spellcaster feat to make up partially for their lost caster levels.

Resources: There is only a single major organization of Keyholders, the Order of Salanix, named after the legendary first Keyholder. The Order is a loose-knit group who exchanges information on occasion but in a mostly informal context Many Keyholders are involved in wizard guilds or other similar organizations.

Keyholders in the world

"Most so-called Keyholders are heretics of the worst sort, willing to work with any beings in exchange for power. That said, some of them are not bad people, but that is in spite of their studies and skills. And even those Keyholders who are good are only good in so far as their own moral judgment happens to coincide with the judgement of deities whose minds are far beyond theirs and have spent centuries or even millennia contemplating the Good. " - Telfana Silverblade, an elven paladin.

Keyholders have been around for centuries. If legends are to be believed, the first Keyholder was the wizard Salanix some six centuries ago. Salanix's writings were highly influential, even though many established churches now list them as forbidden. Some scholars have pointed out that nowhere in Salanix's writings does he claim to be the first to study the skills and philosophy he advocates and it is possible that there were Keyholders before him.

Over time as Keyholders have become more common, the backlash against them has been stronger. Some Keyholders have responded by trying to hide their abilities while others have tried more direct diplomatic and political approaches to reduce the backlash.

Daily Life: A Keyholder may spend most of their day studying arcane secrets and secrets of the outer planes. They may adventure to discover more secrets, or to fulfill some moral goal.

Notables:
Delan Senav (NG, Elf Conjurer 5 Keyholder 6) is a prominent mage who is currently the second in command for a guild of conjurers, and is also the current leader of the Order of Salanix. Senav's longterm goal is to understand the outer planes well enough to ascend to godhood. As he puts it, "I have a long list of objections about how the multiverse is run."

Samantha Tenethi (N, Human Wizard 5/Keyholder 2) is a young Keyholder who first found out about Keyholders from uncovering a set of tomes about the subject in an abandoned tower. She found that the philosophy was one she agreed with strongly and the power promised wasn't so bad either. She now adventures with a small group, including a paladin whom she enjoys arguing with about every possible aspect of morality. Samantha and her adventuring group recently came to attention when they were critically involved in stopping an extraplanar incursion on the material plane by a powerful demon-lord.

Adres the Damned (NE, Human Wizard 5/Keyholder 10/Archmage 1) is a powerful and aging wizard. His studies and various bargains he has made have left him few doubts about where his soul is going when he dies. Now he searches for various forms of immortality to cheat the powers that govern the universe yet again. He is aware of lichdom but he is enough of a hedonist that he is holding off on it, hoping to find a form of immortality that allows him to still fully experience regular sensations.

Organizations: The primary organization of Keyholders is the Order of Salanix. Despite its name as an "Order," it is a loose-knit set of Keyholders along with a few others who study the Plane, and primarily functions as an organization for them to exchange information. In the last few years the Order has also been more involved as functionally a lobbying group trying to convince organized churches that the Keyholders and their beliefs do not represent a threat.

In the last few years, some Keyholders have allied with Binders. The focus on interacting with beings independent of what those beings stand for, and the dislike of many organized religions has given them common cause. Still other Keyholders are worried that such alliances will cause them to be considered more definite heretics by association.

NPC Reaction

Most people with some magical knowledge have heard of Keyholders, and they will at least know that they study powerful forms of summoning magic. People who have studied a small amount will be aware of the basics of the Keyholder's philosophy and may be aware that some churches consider them as heretics. In practice, the beliefs and issues are obscure enough, that most NPCs will treat a Keyholder as they would any other mage.

Keyholders in the Game

A Keyholder will generally function close to whatever spellcaster they had a base class (which will generally be a wizard given the skill requirements and spellcasting requirements). That means they will present the same headaches as their base class, with the exception that a Keyholder is more focused on summoning, and so may have more predictable responses. However, by the same token, their ability to summon a variety of creatures may allow them to use that ability to solve problems in clever ways which might be unexpected.

As with any summoning-focused class, one issue is that having many summons in practice can slow down the game. A Keyholder should be encouraged in combat to know exactly what they intend for their summoned creatures to do on any given turn. Also, a Keyholder has a larger variety of flexibility in what they can summon without consequences. They should be encouraged to have the statistics ready for any creature they summon, so as to not slow down game play.


Adaptation: Keyholders can be placed into most settings with little difficulty. In specific settings the ideas may be associated with specific magical schools of thought. In the Eberron setting, the Keyholders may fit in a particularly interesting way given the setting's ambiguity about the nature of the gods.

In Forgotten Realms/Faerun, the heavy focus on the divine will have Keyholders treated in a very different fashion, especially since Keyholders will know enough to know just what the results are of failing to worship a deity. In that context, they may worship a deity who is generally associated with magic or knowledge, such as Azuth or Oghma. They might even be directly sponsored by Ohgma given that deity's commitment to knowledge.

In Golarion, Keyholders may be found among other groups which are generally interested in knowledge, such as the Pathfinder Society and the Magaambya. Other Keyholders may be allied with the Aspsis Consortium at it looks to expand its reach into other planes. This variety of organizations with an interest in the Keyholders could result in the Order of Salanix having to delicately balance various alliances or interests. It is also possible in Golarion that the knowledge and skills of the Keyholders is somehow connected to ancient Thassilonian studies of conjuration by the Thassilonian mages who focused on that school of magic.


Encounters: PCs might encounter a Keyholder the same way they'd encounter any other mage, possibly as a villain or as a potential ally depending on their goals and the PC goals. For example, a powerful Keyholder might wishe to locate a dangerous artifact which can be used to control powerful demons or celestials. They may hire the PCs to locate it or may come into conflict with PCs who wish to find the object themselves.



Keyholder Feats

Advanced Keyholder
While to many Keyholders, the True Gate is seen as the greatest of Keyholder abilities, you have stepped even beyond that.
Prerequisites: True Gate class feature
Benefit: You open an additional Gate. You also add 1 to your effective class level for all Keyholder class features.
Special: You may take this feat multiple times. Each time, you open an additional Gate and increase your effective Keyholder level by 1.

Epic Keyholder
You have opened up Gates beyond what almost can dream of and reach out to summon beings of power that few even realize exist.
Prerequisites: True Gate class feature, 24 ranks in Knowledge(Arcana), Knowledge(the Planes) and Spellcraft. Epic Spellcasting
Benefit: When researching or casting an epic spell whose primary seed is the summon seed, you treat the DC as 5 lower. This reduction doubles if the spell summons a being with an alignment descriptor. You also apply the hit point increase from Utilitarian Summoning to epic summoning spells, treating them as 10th level spells.


Keyholder Items


Key of Salanix

This appears to be a small iron key with a few engraved runes and embedded gemstones engraved. The Key is part of a necklace made of alternating iron and silver links. When worn on the neck, the Key functions as a Ring of Wizardry III, but the additional spell slots can only be used to cast summoning spells. The additional spell slots do stack with those from a Ring of Wizardry, but neither a Ring of Wizardry nor a Key of Salanix will apply to the spell slots given by the other (and this applies more generally to how the Key interacts with similar objects which increase spell slots). Additionally, if one has the Utilitarian Summoning class feature, then whenever one casts a Summon Monster spell and uses it to summon beings from a lower level list, they may summon one additional being of that type. If so, the key briefly glows as the spell is cast. This additional being must be summoned to a square adjacent to the caster.
Craft Wondrous Item, limited wish, summon monster III, Utilitarian Summoning class feature; Price 50,000 gp

AtlasSniperman
2018-06-22, 07:42 AM
Plane Strider
"I walk the boundaries between worlds. Heaven and Hell are my trading posts."


//Class Description//

Prerequisites: Knowledge(the planes) 9 ranks, class ability that grants +6 damage against outsiders or a specific subset of outsider.

Hit Die: d8

Class Skills
The Plane Strider's class skills (and the key ability for each skill) are Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill Points per Level: 4 + Int modifier

Table: Plane Strider


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1



+2



+0



+2


Planar Training, Planar Stride 1/day


2nd

+2



+3



+0



+3


Planar Expertise


3rd

+3



+3



+1



+3


Planar Expertise


4th

+4



+4



+1



+4


Planar Stride 2/day


5th

+5



+4



+1



+4


Planar Expertise


6th

+6/+1



+5



+2



+5


Planar Expertise


7th

+7/+2



+5



+2



+5


Planar Stride 3/day



8th

+8/+3



+6



+2



+6


Planar Expertise


9th

+9/+4



+6



+3



+6


Planar Expertise



10th

+10/+5



+7



+3



+7


Planar Stride At Will



Weapon and Armour Proficiencies
Plane Striders gain no proficiency with any weapon or armor.

Planar Training
Select one class you have levels in when you take the first level of Plane Strider. Add your class levels to the levels in that class for the purposes of determining abilities that progress based on class level(basically any ability who’s description includes the phrase “At -“ nth “- level and every -“ n “- levels thereafter -”)

Planar Stride
1/day, plus one additional time at levels 4 and 7, the Plane Strider can use Plane Shift as a supernatural ability that takes 1 full round. This ability has a 100% chance of arriving at the exact location desired when transporting only the Plane strider. The Plane strider can take an additional creature per class level, however this decreases the chance of arriving on target by 10% per additional creature. Follow the rules for an off Target Teleport should the Plane Shift fail to arrive at the desired location(though on the desired plane, not the current plane). At level 10, this ability can be used at will and as a Standard action.

Planar Expertise //Planar Expertise fluff to come//
At levels 2,3,5,6,8, and 9, the Plane Strider selects one of the following abilities.

False Native: Outsiders with an Intelligence of 1 or 2 see the Plane Strider as a native of the plane they are currently on. Outsiders with an intelligence score of 3 or more gain a willsave(DC 20+ Plane Strider’s character level) to ignore this. Any Outsider that considers the Plane Strider to be a native of the current plane, has an initial attitude of Indifferent at worst.

Cut the Anchor: When a spell intends to block the Plane Strider from using Planar Stride, he may reduce his “cut the anchor” pool for the day by the level of the spell in order to ignore it and allow himself to use Planar Stride. The Plane Strider has a “Cut the Anchor” pool equal to his class level. This ability can be selected multiple times, the pool stacks with itself and progresses as the Plane Strider gains levels.

Planar Infusion: Select a plane. While on that plane the Plane Strider gains a +2 bonus to Listen, Knowledge(Planes), Spot, and Survival checks on or relating to that plane. And a +2 bonus on damage against creatures native to that plane. This ability may be selected multiple times, it stacks with itself.

Elemental Swallower: Choose an energy type(Fire, Water, Acid, or Electricity), When you are hit with an attack that deals that kind of energy, reduce the damage by (1d6+ class level) to a minimum of 0. This ability can be selected multiple times, when the same element is selected, increase dieroll by 1d6(Plane Strider levels are not added multiple times)

Elemental Resurge: Prerequisite: Elemental Swallower. Choose an energy type you already possess Elemental Swallower for. When you use Elemental Swallower to ignore damage from an attack of that element, add the amount of damage ignored to a pool for that element. For the rest of the day, you may expend any number of points from that pool to add an equal amount of that element’s damage to an attack. This ability can be selected multiple times, it does not stack; select a different element you possess Elemental Swallower for each time.

Planar Anchoring: The Plane Strider gains a Spell Resistance equal to 10+Their Base Will save modifier + Wisdom Modifier + Constitution modifier + class level against any effect that would move displace them from the current plane(or teleport them on the plane) against their will. If the effect attempting to displace the Plane Strider typically ignores Spell Resistance(such as being a spell with “Spell Resistance: No”) this ability treats it as if it did consider Spell Resistance.

Jormengand
2018-07-17, 04:48 PM
The competition is now CLOSED!

Voting thread: Here (http://www.giantitp.com/forums/showthread.php?564102-Prestige-Class-Contest-Voting-Thread-IV-This-could-be-Heaven-or-Hell).