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Thread: GitP PrC Contest XXXV: The Last Harvest!

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    Default Re: GitP PrC Contest XXXV: The Last Harvest!

    CRYSTAL PUMPKIN TECHNICIAN


    Picture by *GENZOMAN from Deviantart

    "With but this pumpkin of mine, I will show you the darkest secrets of the mind."

    You remember long ago, when you were just a child? The creaking floors, the chasing shadows, the eyes in the dark? The black cats, the flocks of bats, and the smiling pumpkins? The sweat dripping from your face as you awoke from the nightmare, gasping for air as you tell yourself it was just a dream?

    You're nightmare was more than a dream.

    In the deep recesses of our brains, there are things not meant to be known by man. A place were our darkest thoughts and the things of our horrid imaginations stay. And yet we never realize this place exists, let alone actually explore it.

    However, there are a few with a strong mind who learn to tap into this dark place, and bring it to life. Now normally, something like this would be very straining, let alone the shock to the brain. But thanks to new technologies, a a crystal to channel your powers through, this feat actually become feasible........ As long as you are careful.

    Don't let the nightmares eat you.

    BECOMING A CRYSTAL PUMPKIN TECHNICIAN
    Crystal Pumpkin Technicians are Gramaries who have learned to tap into the powers of their mind. And yet it is never enough. They learn to dig into the deepest recesses of their minds, and pull out the stuff you've only seen in you nightmares.
    ENTRY REQUIREMENTS
    Feat: Iron Will
    Powers: Must be able to manifest one 1st level power
    Special: Must possess a Psycrystal
    Special: Must be specialized in Yggdratecture
    Special: Must know YGGD 101: Intro to Yggdratecture.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: 2 + int

    Hit Dice: d6

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Pumpkin Psycrystal, Little Ones of the Nightmares, Nightmare Blast, Principles, Psionics

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    | Pumpkin Bombs, Nightmares of My Mind

    3rd|
    +1
    |
    +1
    |
    +0
    |
    +3
    |Haunting Flux, Dimension of the Darkness

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Mind of the Dark

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Dark Constructions, Stature of the Frightened

    6th|
    +3
    |
    +2
    |
    +1
    |
    +5
    |Class Ability

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Class Ability

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Class Ability

    9th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Class Ability

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Class Ability[/table]

    Weapon Proficiencies: A Crystal Pumpkin Technician does not gain any weapon or armor proficiency.

    Pumpkin Psycrystal(Su): Because of your new-found powers, your Psycrystal becomes warped, eventually becoming the form a small, floating pumpkin, although the exact details are left up to the player. Any bonuses granted from the Psycrystal's personality are doubled. Furthermore, your Psycrystal is always treated as being tied to your YGGD 101: Intro to Yggdratecture, which you, and only you, can access by putting your hand through your Psycrystal. This space may not hold normal items, however, many of your later class abilities will take advantage of this space. This space instead acts as a storage for the nightmares inside your brain, and serves as a way for you to grasp and use them.

    Little Ones of the Nightmares(Su):Right now your grasp of the nightmares is weak. By reaching into your extradimensional space in your Psycrystal, you may pull out a small animal, just like a bag of tricks. However, you may only draw a bat, cat, or rat (chosen at the time of drawing), and you may draw out a number of animals per day equal to your class levels plus your Intelligence modifier. However, these animals are warped versions of their normal selves, and can easily be distinguished from normal animals. This otherwise functions as a bag of tricks.

    Nightmare Blast(Su): But just because your grasp is weak, doesn't mean you cannot augment your powers with you nightmarish strength. Whenever you use your Eldritch Blast, you may spend a power point to tap into the nightmares of your Psycrystal, and unleash a wave of bats, cats, and rats. All damage from your Eldritch Blast is converted into slashing, bludgeoning, and piercing damage from the animals as they ram, bite, and claw at your target. Furthermore, the foe must make a Will save (DC 10 + Class levels + Intelligence Modifier) or become shaken for 1d4 rounds. This ability does not stack with itself, however a second use of this ability lengthens the duration of the effect by 1d4 rounds, as long as the foes fails it's Will save again.

    Pumpkin Bombs(Su): As your powers grow, so does the number of nightmarish items you have access to. You may now draw Pumpkin Bombs from you Psycrystal as a free action. Theses bombs act as throw weapons, deal 1d8 plus per two class levels, and damaging all within a 10ft burst. Foes are entitled to a Reflex save (DC= 10 + Class levels + Intelligence modifier). This item has a range increment of 30ft.

    Nightmares of My Mind(Su): People don't want to look into your mind. They just DON'T. Anytime you are the target of a mind-affecting or compulsion ability, the caster must make a Will save (DC 10 + Class levels + Intelligence modifier) or become shaken for 5 rounds, as the catch a glimpse of where your powers truly originate from.

    Haunting Flux(Su): Your nightmares start having an effect on your principles too. They just seem dark, and twisted. Furthermore, any area they affect becomes...... Different. As if everything there was out to get you. All foes within the flux of any principle created by you must make a Will save or become shaken for 5 rounds. A Will save (DC=10 + Class levels + Intelligence modifier) negates this effect. The area of the flux affected by this cannot exceed 10ft plus 5ft per two class levels.

    Dimension of the Darkness(Su): Why not show the enemies the madness that is your nightmares? You may expend one of your uses of
    Little Ones of the Nightmare, and 5 power points to cause many bats, cats, and rats to rush out of your Psycrystal, and for the area to become darker. All area within 20ft of yourself becomes shadowy illumination, or stays dark if it was already darkness. Furthermore, the animals from your psycrystal seem to be stalking, staring, and otherwise disturbing enemies within the area, putting your foes on edge. All foes within the area become destracted

    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 bindin garoth; 2012-10-17 at 10:55 AM.
    homebrew

    Interesting Stuff: Spellshapers, Metroid as Incarnum



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