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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    Bearer of Useful Items

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    "Oh, so you think I am unarmed? Quite the opposite. I am armed with all weapons, the elements, a mage's knowledge, and space itself." - Sel, Bearer of Useful Items

    Some cast spells. Some swing swords. You are an arms length away from both, and more. A master of utility and versatility, the Bearer of Useful Items can pull a rowboat out of one pocket and a pack mule from the next, followed by a magic wand and a sword. A pocket could hold anything from a lit candle to a fire elemental, a kitchen knife to a vorpal sword.

    BECOMING A BEARER OF USEFUL ITEMS
    First and foremost, a Bearer must obtain a robe of useful items. From there, it is a complicated process of infusing bags of holding into the robe and enchanting it with magical properties. Usually this process can be achieved with the help of a wizard or other magic-user that can preform item creation.

    ENTRY REQUIREMENTS
    Bab: +7
    OR
    Spellcasting: ability to cast 5th level spells
    Feat: Item Creation (Any)
    OR
    Skills: Craft (tailoring) 10 ranks
    Special: Must own a Robe of Useful Items.

    Class Skills
    The Bearer of Useful Items class skills (and the key ability for each skill) are Craft (all)(Int), Profession (tailor) (Wis), Appraise (Int), Disable Device (Dex), Use Magic Item (Cha), Spellcraft (Int), Disguise (Cha), Forgery (Int), Open Lock (Dex).
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +1*
    |
    +0
    |
    +0
    |
    +0
    |Focus, Protecting Robe, More Pockets, Store, Special Pockets|1

    2nd|
    +2*
    |
    +0
    |
    +0
    |
    +0
    |Useful Item 1/day, Utility Pockets 1d4|2

    3rd|
    +3*
    |
    +1
    |
    +1
    |
    +1
    |More Pockets, Utility Pockets 1d8, More Useful Items|3

    4th|
    +4*
    |
    +1
    |
    +1
    |
    +1
    |Useful Items 2/day, Absorb Spell|4

    5th|
    +5*
    |
    +1
    |
    +1
    |
    +1
    |Utility Pockets 2d6, More Pockets, More Useful Items|5

    6th|
    +6*
    |
    +2
    |
    +2
    |
    +2
    |Improved Pockets, More Pockets, Useful Items 3/day|6

    7th|
    +7*
    |
    +2
    |
    +2
    |
    +2
    |Absorb Attack, Utility Pockets 3d6|7

    8th|
    +8*
    |
    +2
    |
    +2
    |
    +2
    |Useful Items 4/day, Improved Useful Items|8

    9th|
    +9*
    |
    +3
    |
    +3
    |
    +3
    |Utility Pockets 4d6, More Pockets, |9

    10th|
    +10*
    |
    +3
    |
    +3
    |
    +3
    |Produce Item, More Pockets, Useful Items 5/day, Utility Pockets 5d6|Special[/table]

    Weapon Proficiencies: A Bearer of Useful Items gains no weapon or armor proficiencies (but see below).

    Focus:Upon choosing this class, you must choose weather to be martial or spellcasting oriented. This has an effect on various class features. A martial oriented Bearer of Useful items gains the BaB shown in the table, while a spellcasting oriented Bearer of Useful items gains a caster level for every level in the class he takes. A spellcasting oriented Barer of Useful items gains the BaB shown in the table when making an attack using an attack granted by a Bearer of Useful Items class feature. They use BaB equal to what they would have if they had as many levels in their lowest BaB class as they do when not making special pocket attacks. A martial oriented Bearer of Useful items gains a caster level equal to his class level plus the number of non-Bearer of Useful Items levels he has over 10 (-the number of caster levels the character has from other spellcasting classes) when they use a spell granted by a Bearer of Useful Items class feature. A Bearer of Useful Items is proficient with all weapons and attacks produced from a class feature, and can cast any spells granted by a class feature no matter what their ability score is.
    Attacks: when a melee oriented Bearer of Useful Items makes an attack, she may choose to roll a d20 and use the first table below to determine what extra effect the attack has. They make this decision before they make their attack roll.
    Alternatively, they may decide to pull an attack out of their pocket. They roll a d20 to see what weapon and effect it has (see second table below).
    Spellcasting: Instead of gaining levels in a spellcasting class, a Bearer of Useful Items oriented toward spellcasting gains pockets which they store their spells in. A prepared caster chooses which pockets his spells go in, while a spontaneous caster chooses what pockets his spells know go when he gains them. A spontaneous caster may switch which pocket a spell is in once a day using a process that takes five minutes. At least four spells must go in a pocket.

    Protecting Robe: Your Robe of Useful Items acts as any armor you have proficiency with. Changing the armor the robe acts as takes 1 hour and 20 gp. The robe may be enhanced into any magical armor for the same price the armor takes to make, but the enchantments only apply to one type of armor. So, if your robe was acting as plate armor, and you enchanted it, the enhancement would only apply when the robe was acting as plate armor.

    More Pockets: At first level, and at 3rd, 5th, 9th, and 10th, your Robe of Useful Items gains 4 additional pockets. These new pockets are different from the other pockets on the Robe. You must roll every time you draw from one to determine what comes out of the pocket. Each pocket can only be drawn from 1/day. You must choose one of the basic tables outlined below for each pocket. Make note of how many pockets use each table. These items last until you next draw an item out of the Robe or for 24 hours, whichever comes first. A DC 10 Appraise check reveals this fact.


    Store: Your robe has one pocket per level that acts as a bag of holding.

    Special Pockets: You have a number of special pockets equal to your level (except at level 10), each of which can be drawn from 1/day. At the time you gain these pockets, choose whether they are Spellcasting pockets, Melee pockets, or Hybrid pockets. Roll 1d10 on the corresponding table below whenever you draw out of one.
    Spellcasting
    {table=head]Roll|Result
    1|Cast 1 first level spell at +2 CL.
    2|Cast 1 second level spell at +2 CL
    3|Cast a number of 0th level spells equal to 5 as sorcerer
    4|Cast alter self, but max on CR equals 5+Class Level
    5|Cast Summon Monster V
    6|Roll a d4: 1: Charm Person 2: Suggestion 3: Dominate Monster 4: Symbol of Persuasion or Mass Suggestion
    7|Cast Stone Shape, Mud to Rock, or Rock to Mud
    8|Cast Animate Dead
    9|Cast Chain Lightning
    10|Delayed Blast Fireball[/table]
    Melee
    {table=head]Roll|Result


    Utility Pockets: After every rest, roll to see how many utility pockets you have (the dice you roll is indicated in the table). You may pull any one of the following items out a number of times per day as you have utility pockets. All items disappear when you rest.
    Boat: The boat can fit 5 medium creatures and comes with oars.
    Key: Produces a nonmagical key that will fit the nearest non-magical lock.
    Vermin: Produces a small group of vermin that follow your orders for up to 5 minutes and can fit into spaces as small as an inch and can carry objects of minimum size or smaler and up to 30 lbs.
    Shimmer Dust: The dust requires a DC 19 reflex save to avoid. A creature who fails the save cannot see the thrower for 1d4+1 rounds or until the thrower attacks or the creature has reason to believe that someone is there.
    Wax wings: A creature who puts these on can fly with as speed of 25' for 1d4+1 rounds. This effect can be ended immediately by exposure to extreme heat.
    Wand of Skill: this wand has five charges and each one gives a target within 30' a +2 bonus on their next skill check of a skill chosen when the charge is expended. This bonus expires if the target does not use it (or begin to use it for checks that take longer than the duration) within 5 minutes.
    Force Hand: You can extend a hand of force up to fifteen feet away from you and manipulate objects as if your real hand was there. You can not wield weapons this way.
    Toolkit: A kit that includes thieves tools, wire and glass cutters, a mallet, a crowbar, and other basic tools.
    Weapon Hilt: This hilt is solid, and can produce the illusion of any weapon.
    Disembodied Ear: you hear out of this ear no matter where it is from the time you take it out of your pocket until you deactivate the effect.
    Magic Dice: Roll 5d4. You may substitute any one d20 today with the sum of those rolls.
    Mask: The mask mimics one person you can see when you pull the mask out of your pocket. When you put it on, your face matches perfectly that person's.
    Instruments of Destruction: When this instrument is played four notes out of tune, it emits a destructive sound that shatters all glass and wood within a 40ft radius. All in the radius are deafened for 1d6+1 rounds. Everything not bolted down must make a DC 14 reflex save or be pushed 5' away from the instrument and fall prone.


    Useful Items:

    PLAYING A BEARER OF USEFUL ITEMS
    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 Zelkon; 2012-09-19 at 06:47 PM.
    Akrim.elf made my wonderful ponytar.
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