1. - Top - End - #5
    Orc in the Playground
     
    MindFlayer

    Join Date
    Apr 2013
    Location
    near Milan / Italy
    Gender
    Male

    Post Re: Base Class Contest XXIX - Games. Games Everywhere

    Pac-Knight


    In the name of the Wounded Sun! Devious ghost, by His holy word you are vanquished: waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka!

    The Pac-Knight, sometimes known as “Pac-ladin” is a holy crusader engaged in an endless war against the impure forces of evil. He serves the mighty and almost unknown god of sun and revenge, the Pac-Man (also known as the Wounded Sun or the Mouthed Lantern), hunting and destroying undeads, and particularly the most hated ghosts. From his allegiance to the Wounded Sun the Pac-Knight gains a distinguishing weapon (the “Pac-Jaw”) and the ability of self-empowering to better fight and vanquish the incorporeal enemies of his faith, driving them out from the dungeons and mazes where they lurk.

    Adventures: Pac-Knights seek adventure for a single purpose: destroy ghosts. No matter how far they will have to travel, how long they will have to hit the road: they will roam the world, find the undeads hiding in their filthy houses and punish them with holy vigor.
    Sometimes, Pac-Knight decide to stop in a place and become guardians of graves and catacombs, destrying phantoms there where they born.

    Characteristics: The Pac-Knight is a melee fighter thet gradually develops weapons to fight his chosen enemies, ghosts, either directly (with the Pac-Jaws), either indirectly, empowering himself with Pac Dots, Power Pellets and Magical Fruits.
    In addition a Pac-Knight receives abilities to better survive in dungeons and mazes, avoiding traps and other dangers typical of the places that usually houses ghosts.

    Alignment: A character must be good to receive the blessing of the Mouthed Lantern and become a Pac-Knight. Members of this class are usually lawful, sharing the same alignment of their patron, but the Pac Man is willing to give power to Neutral Good and Chaothic Good knights as long as they pursue his crusade against ghosts and other incorporeal creatures.

    Religion: A Pac Knight must only serve the Pac-Man as his divine patron. He can pay tribute to other good deities with a similar portfolio, such as Pelor or Lathander, but its loyalty is given only to the Wounded Sun.

    Background: A character usually become a Pac-Knight after being called by the Mouthed Lantern himself. The Pac-Man tends to choose the most capable youngsters that are already training as clerics or paladin of other sun gods and offer them a different source of power if they are willing to serve him. There is no official church of the Wounded Sun, but sometimes a solitary order devoted to him that lives in a region where ghosts are copious may gather the resources to directly train a Pac-Knight.

    Races: Pac-Knight are most common in those races that tend strongly to serve the forces of good. If you look for a Pac-ladin you have better chances to find him between elves, dwarves and aasimars.

    Other Classes: Followers of good deities, expecially solar deities, view Pac-Knight as strange but useful allies in the fight against the forces of evil. Some may question their choice of serving such a minor deity but will be alway prone to cooperate for the sake of good. Roguish classes and other classes that usually oppose to paladin are easy to find among the enemies of Pac-Knights.

    Role: The Pac-Knight is the battle-frontman of the group, engaged in melee to both deal damage and absorb the one dealt by enemies. Like rangers, the Pac-Knight is a quite specialized fighter and he does better against his chosen enemies.

    Adaptation: With a slight change of its religious background this class can be adapted to serve as special attack force of other, major, good deities.

    GAME RULE INFORMATION
    Pac-Knights have the following game statistics.
    Abilities: Strenght and Charisma are the most important abilities for a Pac-Knight: the first makes it a better melee fighter while the latter improves the efficiency of his Pac-Dot, Power Pellet and Magical Fruit class features. An high Constitution and Wisdom scores are recommanded to improve the saving throws against the attacks of ghost-like creatures.
    Alignment: Any Good.
    Hit Die: d10
    Starting Age: As cleric.
    Starting Gold: As cleric.

    Class Skills
    The Pac-Knight’s class skills (and the key ability for each skill) are are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    CPAC-KNIGHT
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +0
    +2
    Pac-Jaws, Pac Dots
    2nd
    +2
    +3
    +0
    +3
    Trap Sense +1
    3rd
    +3
    +3
    +1
    +3
    Power Pellets 1/day
    4th
    +4
    +4
    +1
    +4
    Pac Jaw enhancement (+1)
    5th
    +5
    +4
    +1
    +4
    Trap Sense +2
    6th
    +6/+1
    +5
    +2
    +5
    Power Pellets 2/day, Magical Fruit (Cherry)
    7th
    +7+2
    +5
    +2
    +5
    Pac Family
    8th
    +8/+3
    +6
    +2
    +6
    Pac Jaw enhancement (+2), Trap Sense +3
    9th
    +9/+4
    +6
    +3
    +6
    Power Pellets 3/day Magical Fruit (Strawberry)
    10th
    +10/+5
    +7
    +3
    +7
    Ghosteater
    11th
    +11/+6/+1
    +7
    +3
    +7
    Trap Sense +4
    12th
    +12/+7/+2
    +8
    +4
    +8
    Power Pellets 4/day, Magical Fruit (Orange), Pac Jaw enhancement (+3)
    13th
    +13/+8/+3
    +8
    +4
    +8
    Enlighted Mind
    14th
    +14/+9/+4
    +9
    +4
    +9
    Trap Sense +5
    15th
    +15/+10/+5
    +9
    +5
    +9
    Power Pellets 5/day, Magical Fruit (Apple)
    16th
    +16/+11/+6/+1
    +10
    +5
    +10
    Pac Jaw enhancement (+4)
    17th
    +17/+12/+7/+2
    +10
    +5
    +10
    Trap Sense +6
    18th
    +18/+13/+8/+3
    +11
    +6
    +11
    Power Pellets 6/day, Magical Fruit (Melon)
    19th
    +19/+14/+9/+4
    +11
    +6
    +11
    256, Number of the A-pac-alypse
    20th
    +20/+15/+10/+5
    +12
    +6
    +12
    Pac Jaw enhancement (+5), Trap Sense +7

    Pac-Jaws (Ex): When a Pac-Knight finishes his training and attains the 1st level the Mouthed Lantern bestows his blessing upon him, changing permanently his look and giving him a powerful weapon that is also a visible proof of the sealed allegiance.
    The Pac-Knight’s mouth (teeth included) and lips turn bright yellow and gain the ability to open wide to be used as a weapon. In this way, the Pac-Knight gains a bite attack that deals damage equals to 1d6 plus his Strenght modifier (or half that modifier if the bite is used as a secondary attack). This weapon is particulary effective against incorporeal creatures. If used against such creatures the bite attack deals double damage and, despite being non magical, is treated as a magical weapon for the purpose of attacking incorporeal creatures.
    At 4th level the Pac-Jaws receives a +1 enhancement bonus to attack and damage rolls that improves by +1 every four level thereafter. Starting from 4th level the Pac-Jaws are considered magic, good aligned weapons for the purpose of overcoming damage reduction and suffers no miss chance when attacking an incorporeal creature.
    The transformation also has a secondary effect: the yellow mouth is such a powerful sign of the Pac-Knight's faith that if he should ever gain the ability to cast divine spells, he won’t need to provide a divine focus as spell component.

    Pac-Dots (Su). At 1st level a Pac Knight learns how to summon Pac-Dots, small globes of light that, if eaten, can provide him a small boost of power. When using this ability a Pac Knight can choose one of the following benefit:
    - Add his Cha modifier as a sacred bonus to attack or damage rolls for one round;
    - Add his Cha modifier as a sacred bonus to saves for one round;
    - Add his Cha modifier as a sacred bonus to AC for one round;
    - Add his Cha modifier as a sacred bonus to skill checks for one round;
    - Heal a number of HPs equal to twice his Cha modifier.

    Every bonus provided is doubled if used to interact with an incorporeal creature.
    Summoning and eating a Pac-Dot requires a swift action and a Pac Knight can use this ability a number of times per day equal to his class level+3.

    Trap sense (Ex). Starting at 2nd level, a Pac-Knight gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 at levels 5th 8th, 11th, 14th 17th and 20th. Trap sense bonuses gained from multiple classes stack.

    Power Pellets (Su). Starting at 3rd level, once per day a Pac-Knight can summon and eat a special orb of light, similar to a normal Pac-Dot but bigger and brighter, called Power Pellet. Conjuring and eating a Power Pellet requires a standard action but grants the Pac Knight three benefits of his choice among those normally granted by a Pac-Dot. In addition, the Pac Knight gains a frightful presence: this special ability works only against incorporeal creatures but bypasses any fear immunity a creature might have. The DC of the frightful presence is equal to 10+1/2 Pac-Knight level+his Charisma modifier. The Pac-Knight receives an extra use of this ability at 6th level and every three level thereafter. The effect lasts for 1 minute.

    Magical Fruit (Su). At 6th level a Pac-Knight learns to modify the energies of his Power Pellet to summon a magical fruit that grants him different benefits. Summoning and eating a Magical Fruit, requires a standard action and spends one use of the Power Pellet ability. Each fruit requires a minimum Pac-Knight level to be summoned. The effects of each fruit lasts for 1 minute. Each fruit type does not stack with itself but stacks with other fruits.
    Spoiler: Magical fruits
    Show

    • Cherry. Prerequisite: 6th level. Benefit. Upon eating this fruit, all the weapons held by the Pac-Knight (as well as his Pac-Jaws) gain the Bane weapon special ability against incorporeal creatures. Such weapons can also score critical hits against incorporeal creature that would otherwise be immune. The Pac-Knight heals 10 HPs upon eating the fruit.

    • Strawberry. Prerequisite: 9th level. Benefit. While under the effect of this fruit, the Pac-Knight gains the ability to conjure and hurl small pac dots that can be used as thrown weapons. Hurling such pac dots requires a ranged touch attack and deals 1d12+ Pac-Knight’s Charisma modifier of divine energy damage (critical x2). Against incorporeal creatures the thrown pellets suffer no miss chance and has a x3 critical multiplier. In one round a Pac-Knight can hurl more than one power pellet if his BAB allows more than one attack per round. The Pac-Knight heals 30 HPs upon eating the fruit.

    • Orange. Prerequisite: 12th level. Benefit. When the Pac-Knight eats this fruit it heals 50 HPs and is instantly cured from ability damage and drain, blinded, confused, cursed, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. He can also heal a numer of negative levels (but not permanent level loss) equal to his Charisma modifier.

    • Apple. Prerequisite: 15th level. Benefit. Upon eating this nourishing fruit, the Pack Knight gains a brief boost to both his mind and body. He receives a +4 sacred bonus to all his abilities. The Pac-Knight heals 70 HPs upon eating the fruit.

    • Melon. Prerequisite: 18th level. Benefit. Eating this fruits you are possessed by the spirit of Sir Pac-a-Lot, the first heroic paladin of the Mouthed Lantern. You are immune to fear effects and the armor you are wearing is replaced by a Redeemed Demon Armor (Book of Exalted Deeds p.120) until the effect of the fruit persists. The Pac-Knight heals 100 HPs upon eating the fruit.


    Pac-Family (Sp): A Pac Knight is never left alone in his fight and can always count on some backup that will come in aid. Once per day, as a standard action he can summon 1 lantern archon + 1 extra lantern archon per 5 Pac-Knight levels he possesses (up to 5 lantern archon at 20th level). Once summoned the creatures stay for 1 hour per Pac-Knight level and serve the Pac-Knight at their best. At the end of this period (or if they are killed) the archons vanish. If the Pac-Knight uses this ability while other summoned archons are still at his side the “oldest” archons vanish and leave place to those newly summoned.

    Ghosteater (Su). Starting from 10th level, a Pack Knight receives and extra benefit while under the effects of a Power Pellet. If he hits an incorporeal creature with his Pac Jaws, that creature must make a Fortitude save (DC equal to 10+1/2 Pac-Knight level+his Charisma modifier, undead and construct must also make this save). On a failed save, the creature is slain and the Pac Knight gains from one minute any one Ex or Su special ability or attack of his choice from those owned by the slain creature. This ability cannot affect creature with HDs higher than his Pac-Knight level. Once a creature makes its save against this ability it becomes immunity to the Ghosteater ability of that particular knight for 24 hours.

    Enlighted Mind (Ex). Starting from 13th level, the mystic light of the Mouthed Lantern always guides the Pac-Knight and helps him when he could get lost in places where his phantom enemies dwell. The Pac-Knight gains immunity to maze spell and gains a sacred bonus equal to his Pac-Knight level to Survival checks made to avoid getting lost in labirith, catacombs, castles and similiar locations.

    256, Number of the A -Pac-alypse (Sp). At 19th level, the Pac-Knight learns the greatest secret of his faith: the number related to the end of the world. How this number is related to apocalypse is mostly unknow, even if some mad scholars speculate about a mysterious “programming error” that gods made while creating the world.
    Once a day, a Pac-Knight can whisper this number as a standard action and cause a glitch in the fabric of reality that kills incorporeal creatures. This effect works as Incorporeal nova spell (Libris Mortis: The book of Undead p.67), with the exception that it influences even incorporeal creatures with more than 9 HDs.