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    Eurus's Avatar

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    Apr 2008
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    Default Re: Gitp PrC Contest XXVIII: My Life in Runes

    Scarred Vessel



    "Does it hurt? What kind of a question is that? Of course it hurts."

    All Harrowed, no matter how powerful and experienced, must constantly battle their monster. Some delude themselves into thinking that they have nothing to fear through pacts and bargains, but these efforts last only for as long as they continue to amuse the beast -- and even the most placated beast will eventually grow bored.

    Some harrowed, knowing this fact, take an alternate strategy. No compromise, no surrender; they view the beast as an enemy, and resist it with every ounce of their strength. By carving symbols of protection and binding into their own flesh, they strengthen the bonds that keep the beast restrained, and act as channels to direct small amounts of its power with less risk. This control comes at a great price, for the beast's rage wears at body and mind as more and more outlets are denied to it. If it ever manages to claw its way free, its deferred wrath is truly spectacular, and many vessels do not survive their first serious lapse of control.

    BECOMING A SCARRED VESSEL

    A Harrowed is born, not made, but scarred vessels are rare even among their numbers. Often, a young vessel is traumatized by the actions of their beast as it first starts to fight for control; many a monster has destroyed its captor's family in a fit of pique. Desperately trying to cope, many lapse into self-harm and find that the act helps provide a psychological focus for their efforts, distracting them from the beast's howls. Over time they begin to incorporate religious and arcane imagery into their scarification, creating more permanent seals.

    ENTRY REQUIREMENTS

    Skills: Knowledge: Arcana 8 ranks
    Feats: Cannot have the Dark Deal feat
    Special: Bestial Armor harrowing, Tenebrous Touch 3d6



    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: d8

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Runes of Hindering, Guarded Mind

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Scar

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Runes of Limiting

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Scar

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Runes of Directing

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Scar

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Runes of Binding

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Scar

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Runes of Sealing

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Scar, Devil in Chains[/table]

    Weapon Proficiencies: A Scarred Vessel gains no additional weapon or armor proficiencies.

    Runes of Hindering: A young vessel's first ventures into self-scarring tend to be clumsy and unrefined, but that does not make them ineffective. When the beast asserts itself, they serve as reminders, giving the vessel something to focus his will on and oppose the monster even in its brief triumph.

    When the beast takes control, it finds itself limited to 1 move or standard action per round as pain from the scars wracks the feeble mortal frame it is shackled to. This distraction also inflicts a -6 penalty to strength and dexterity. The beast is likely to be severely irked by this, possibly lashing out at any unfortunate enough to be within reach, but not enough to attempt self-harm (the years between reincarnations and the delay before its new body develops enough to be a suitable host are disincentive enough).

    Guarded Mind (Ex): A Vessel must be ever-vigilant, for the beast will take advantage of any vulnerability. This training allows them to resist other assaults on their mind as well. If a Vessel fails their save against any mind-affecting spell or ability, they may reroll the save one round later.

    Scar: Every Vessel's pattern of scars is unique. Often, each one has a unique emotional significance to them. In the same way, each Vessel develops a set of unique powers as they learn to use these symbols to store and release controllable amounts of energy from their beast. This also stops them from gaining additional Harrowings from their levels in this class, as the wild energy that could alter their bodies is instead focused and contained.

    At every even level, a Vessel selects one power from the following list:
    Spoiler
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    Tenebrous Seal: A Vessel with this scar gains a number of similar or identical symbols across their body, typically at least one on each arm and possibly more on his chest, back, or head. Each of these symbols smolders faintly with the energy type of his Tenebrous Touch, storing up power over time to enhance it on command.

    A Tenebrous Seal gains charges equal to your charisma modifier each round, and can hold up to one charge per class level. A Vessel may expend one or more charges whenever he uses a Tenebrous Touch, whether ranged or melee, to add an equal number of dice to the damage dealt. This also increases the DC of the will save you must make (see The Monster Within) by the number of dice added.


    Runes of Limiting (Ex):

    Runes of Directing (Ex): Fluff. As a move action a Vessel can empower the variable numeric effects any of her next supernatural ability that requires a save against the Beast Within by 50%, if it's used before the end of the turn. This raises the will save required against the Beast by 4, plus an additional 4 points for every time this ability has been used previously in the encounter.

    Runes of Binding (Ex): Fluff fluff fluff. A Vessel gains a bonus to saves against her Beast Within equal to her charisma bonus. This save decreases by 1 point each time she makes such a save (and may even become a penalty) but can be reset to full as a standard action. She may even choose to apply this bonus to a save against any other spell or supernatural effect, but doing so reduces the bonus by 2 instead.

    Runes of Sealing (Ex):

    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
    Last edited by Eurus; 2011-06-24 at 03:00 PM.
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