incomplete.
general description in the form of a quote:
"I don't talk much... I'll try to tell you what I do, um.. I like reading, and writing. I don't like life that much, its to cruel. So I make my own worlds and explore that of other's." ~anonymous.
The Marker is an arcane caster who tired of all the social aspects, They drew themselves inward away from people and decided life wasn't enough. They read often, write often, and enjoy making they're own written masterpieces. This dabbling in the written word and motivation to create combined with they're passed arcane experienced created a new form of magic for them to wield.
BECOMING A MARKER
ENTRY REQUIREMENTS
To qualify to become a Marker, a character must fulfill all the following criteria.
Class:
Wizard level 5+
Skills:
Knowledge: Arcana 7 ranks, Spellcraft 7 ranks
Class Skills
The Marker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Forgery (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language, and Spellcraft (Int).
Skills Points at Each Level: 4 + int
Hit Dice: d6
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special
1st|
+0
|
+0
|
+0
|
+1
|Marks, Written Word
2nd|
+1
|
+0
|
+0
|
+1
|Marks
3rd|
+1
|
+0
|
+0
|
+2
|Marks
4th|
+2
|
+1
|
+1
|
+2
|Marks
5th|
+2
|
+1
|
+1
|
+3
|Marks
6th|
+3
|
+1
|
+1
|
+3
|Marks
7th|
+3
|
+2
|
+2
|
+4
|Marks
8th|
+4
|
+2
|
+2
|
+4
|Marks
9th|
+4
|
+2
|
+2
|
+5
|Marks
10th|
+5
|
+3
|
+3
|
+5
|Marks[/table]
Weapon Proficiencies: The Marker does not gain any new proficiencies.
Marks:
The Marker learns symbols of power called Marks as they level which provide a variety of effects. These Marks work differently then normal spells.
At each level, the Marker learns a new mark. Each mark levels up at each rank, you need not choose it again. You can choose to use a Mark as an earlier level. By spending actions for each mark, you can combine a number of marks equal to half your intelligence modifier round down. You can use a Mark of Alarm with a Mark of Repulsion and a Mark of Flame for instance to create an area that when crossed triggers an alarm, and sends the intruder flying away on a bolt of flame, or perhaps a wall of flame to further bar the area. You can only combine the Marks to be a total of the level. For instance, if your a level ten Marker you can combine two level five Marks, or a level five, a level three, and a level two Mark.
Template is as follows:
Display: Sensory effects for sensing, or otherwise becoming aware of the effect once drawn for the duration. Such as if it leaves a visible barrier, or a constant hum. V- Visual S- Sound A- Aroma(smell) T- Touch, leaves a solid effect
Surface: Where you can write the Mark, P- Personal, you can draw the Mark on yourself A- Air, You can draw the mark in the air. O- Other, you can draw the Mark on someone else. S- Standard, you can draw the mark on walls, ground, paper, and the like.
Drawing time: How long the Mark takes to be created, some Marks are more complex then others while some are simple, and easily drawn. From there, (The level one mark) more additions and enhancements are added to the mark making them more complex, usually. Or they may be a different symbol and remain a lower Drawing time.
Effect Duration: How long the Mark lasts, or the effect it produces lasts.
Saving Throw: If the Mark allows a saving throw to be made, its listed here. The listed throw will either be Will, Fort, or Reflex. DC's equal 10+ Int mod +level of Mark.
Spell Resistance: If the Mark allows a Spell Resistance it can be found here.
the Marks:
Spoiler
Show
Mark of Repulsion
Display: None
Surface: S
Drawing Time: Standard action.
Effect Duration: 1 hour/rank
Saving Throw: Will
Spell Resistance: No
Effect: Creates a symbol placed on the ground, or on a door. When someone comes in close towards the symbol (within five feet) the symbol triggers and on a failed Will save, the subject is repelled 5ft for every rank the symbol was drawn at.
When combined as the base, It can be used to create flaming traps. When combined on top of something such as Mark of Flame, It adds a force effect which causes foe to be knocked back with the other effects.
Mark of Pain
Display: V
Surface: A-O, S
Drawing Time: standard action
Effect Duration: 1 round/rank
Saving Throw: Fort
Spell Resistance: no
Effect: Drawing a Mark in the air, you charge the wand with the ability to delver the effect as a Touch attack. Alternatively, it can be drawn on the ground as a trap. Trap causes the target to be wracked with pain. inflicting 1d4 nonlethal damage equal to ranks of the mark, and giving a penalty to attack equal to the Mark's rank.
Mark of Pain becomes Mark of Death at seventh level, on a save they take Mark of Pain effects. Leaves a visual effect, a glowing Mark of Pain visible on the target.
Mark of Alarm
Display: None
Surface: S
Drawing Time: Standard action
Effect Duration: 1 Hour/Rank
Saving Throw: Will
Spell Resistance: no
Effect: Creates 5ft of warded area per rank. When crossed, The Alarm emits a loud shriek that deafens all within 30ft of contacted spot.
Mark of Energy
Display: V
Surface: A
Drawing Time: Standard action
Effect Duration: depends.
Saving Throw: Reflex
Spell Resistance: Yes
Effect: Sends a spread of a chosen energy (Fire, Frost, Shock, Acid, Force, or Sonic dealing 1d6 energy damage per rank in a 5ft cone per rank, when combined with Alarm, it becomes a wall of chosen energy.
Mark of Willpower
Display: V
Surface: O, P
Drawing Time: full round action
Effect Duration: 1 hour/rank
Saving Throw: Will (friendly)
Spell Resistance:
Mark of Reflex
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Fortitude
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of SpeedDisplay:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Defense
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Offense
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Sleep
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Nightmares
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Dominance
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Creation
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Light
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Mark of Illusion
Display:
Surface:
Drawing Time:
Effect Duration:
Saving Throw:
Spell Resistance:
Written Word:
The Marker can write how they wish a situation to happen, mimicing staged effects similar to wish once a day or as stated. These effects mimic a spell, power or effect that would fall under the listed level given on the chart.
- 1st: 0lv
- 2nd: 1st
- 3rd: 2nd
- 4th: 3rd
- 5th: 4th
- 6th: 5th
- 7th: 6th 0lv int mod times a day.
- 8th: 7th, 1st int mod times a day.
- 9th: 8th, 2nd int mod times a day. 0lv at will
- 10th: 9th, 3rd int mod times a day, 1st at will
Yes, this would let you effectively use a single level nine spell at level fifteen.
PLAYING A MARKER
Brief description on how to play the class you are designing.
Combat: If a Marker expects a fight they will strive to lay Marks throughout the estimated battlefield. If surprised they can use quick offensive Marks to deal similar damage as a Wizard,
Advancement:
Resources: Markers are reclusive, and keep to themselves. There is nothing new for them to draw upon.
MARKERS IN THE WORLD
That chicks always reading there in that same spot, every day, at least since I started working at this library a month ago.
Marker's survive of selling books they write, Selling Marks, and selling services. When they feel they don't need money at the moment they tend to just sleep, read, and write all day.
Daily Life:Markers read, a lot. A Typical day in a Marker's life includes sleeping for long periods of time lounging and dreaming. Waking up, Finding something to eat, grabbing a book, and reading. When something comes to them, they grab a pencil and write. They often keep journals in which they may not talk about they're own lives but describe what they've read or written that day.
Notables: Markers are usually only notable for they're writings. Geophan is notable for writing a book a young prince found and read, which lead to him ending slavery when he took rule. Another Marker Eufrashes was feared for using his Marks for enslaving all he could over a five year period few still remember.
Organizations: Again, Markers generally keep to themselves. No well known organization exists for Markers.
NPC Reaction
General opinion is that a Marker is a lazy, antisocial hermits of a person. They don't get invited to the parties much. And most people only visit them out of pity or because they need something.
MARKERS IN THE GAME
A Marker could pose a good threat to any who invade they're space. Markers are adept at laying magical traps and wards.
Adaptation: Every campaign is different, figure it out yourself. Do you have Wizards or Sorcerers? [yes] good, you can have markers then to. [No] Wow, your a stuffy aren't you? You might not let Markers in then.
Encounters: A Standard Marker encounter (NPC) would go as follows: Adventurers intrude into the home of a Marker, Mountains of books line the walls, and clog walkways. Throughout the home players encounter Marks layered out as traps. Eventually they meet the Marker herself, who if good, tries to stun them long enough to use Marks to change alignment, or otherwise stop the threat. If evil, or just paranoid, the Marker would probably use Marks of flame or similar offensive Marks.
Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 8: Adventurers are called to assassinate a Marker hopped up on to much murder mysteries, They don't even get passed the first step before encountering a trap Mark. Eventually, many more hidden or obvious Marks later, they face the serial killing Marker.
Name
Chaotic Evilt/Female/Human/Wiz 5, 3 Marker
Init +0,
Senses: Listen +, Spot +,
LanguagesCommon
------------------------------------------------
AC , touch , flat-footed ()
hp 5d4+3d6+0 (19)
Fort +,
Ref +,
Will +
------------------------------------------------
Speed 30ft. (6)
Melee
Base Atk +3,
Grp +3
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 10 , Dex 15, Con 10 , Int 18, Wis 13 , Cha 8
SQ
Feats
Skills
Possessions
Variant:
Replace Int with Cha as main ability, and change "Written Word" to "Imagination" and replace Wizard with Sorcerer.
Wala! You've got the enthusiastic and imaginative adventurer who starts off younger then the reclusive writer.