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  1. - Top - End - #31
    Bugbear in the Playground
     
    Latronis's Avatar

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    Default The Deathbringer (WIP)

    DEATHBRINGER



    Death comes for you! Feel it's icy breath! - Sarevok Anchev

    Few beings garner quite as much fear and loathing as Bhaal's Deathbringers

    BECOMING A DEATHBRINGER
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    BAB: +4
    Skills: Intimidate 8 ranks, Knowledge (Religion) 4 ranks.
    Feats: Power Attack, Cleave, Great Cleave, Skill Focus: Intimidate.
    Special: Special Training in a church of Bhaal.
    Alignment: Any Evil.

    Class Skills
    A Deathbringer's class skills (and the key ability for each skill) are:
    Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str)

    Skills Points at Each Level : 2 + Int modifier.

    Hit Dice: d10

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Aura of Evil, Intimidating Presence

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Deathbringer Assault, Supreme Cleave

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Aura of Despair, Contempt of the Killer

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Pounce, Touch of Murder

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Escalate Fear, Frightful Presence

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |Greater Deathbringer Assault, Unstoppable Cleave

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Cow the Horde, Eyes of Terror

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Hand of Murder

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |Master of Dread

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Ultimate Deathbringer Assault[/table]

    Weapon Proficiencies: Deathbringers are proficient with all simple and martial weapons and with all armour (heavy, medium, and light) but not with shields.

    Aura of Evil(Ex)
    A Deathbringer's connection to bhaal grants a powerful Aura of Evil (see the detect evil spell) Deathbringer levels stack with class levels that have an Aura of Evil(such as Clerics, Blackguards, variant paladins etc) to determine his Aura's power.

    Intimidating Presence(Ex)
    A Deathbringer's stance and extensive knowledge of fear and how to turn that to advantage gives the Deathbringer a +1 profane bonus to intimidate checks per 2 Deathbringer levels.

    In addition one of the earliest things a Deathbringer learns is how to demoralize foes simply by locking eyes with them, a Deathbringer can make an intimidate check to demoralize a foe as a move action instead of a standard action.

    Deathbringer Assault(Ex)
    As a result of the Deathbringer's brutal training a deathbringer of 2nd level can sometimes affect an impressive display of carnage known as a Deathbringer Assault, Often destroying an opponent with a single blow.

    Once per round, a Deathbringer can activate a Deathbringer Assault as a free action against an adjacant foe with a melee attack. A Deathbringer Assault only has an effect on a target who is cowering, prone or otherwise denied a dexerity bonus to AC. In addition, a Coup De Grace or critical hit automatically activates a Deathbringer Assault even if one has already been used this round. A critical hit on a foe normally immune to critical hits still activates Deathbringer Assault, but only for half the bonus damage, except for Constructs who are immune to Deathbringer Assaults.

    A Deathbringer Assault fails to activate if the Deathbringer is striking for nonlethal damage, has a Strength Modifer less than +1, or is using an attack that does not add strength modifier to damage (a multiple of strength modifier, such as a two handed weapon, is ok and will not cause the Assault to fail)

    A successful Deathbringer Assault does maximum damage (treat all dice for damage as maximized) and two extra points of damage for each class level the Deathbringer has. If a Deathbringer Assault brings a character to the dying condition (damage resulting in HP less than 0), that creature is instead killed by the Deathbringer Assault. This is a non-magical death effect. If the target of a Deathbringer Assault was a living creature the Deathbringer Assault will also trigger the deathbringer's Frightful Presence.

    Living creatures within 5 feet of the slain foe who witness the Deathbringer Assault need to make a Will save (DC 10 + Deathbringer's class level + the Deathbringer's strength modifier) to avoid becoming sickened for 1 round + 1 round per 2 Deathbringer levels. The Deathbringer is immune to this effect.

    Supreme Cleave(Ex)
    A Deathbringer of 2nd level or higher can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. He is still limited to one such adjustment per round, so he cannot use this ability during a round in which he has already taken a 5-foot step.

    Aura of Despair(Su)
    A Deathbringer of 3rd level or higher strengthens his connection to the lord of murder granting him immunity to the fear he uses as a weapon while allowing him to radiate a malign aura that causes enemies within 15 feet of him to take a -2 penalty on all saving throws. At every odd level after 3rd the range of the Deathbringer's Aura of Despair improves by 5 feet(to a maximum of 30' at 9th level)

    This ability functions while the Deathbringer is conscious, but not if he is unconscious or dead.

    Contempt of the Killer(Ex)
    At 3rd level a Deathbringer adds his charisma modifier(if any) to any Will saving throws. This overlaps with (does not stack with) Divine Grace\Dark Blessing or similiar abilities that add charisma modifier to saving throws.

    Pounce(Ex)
    Whenever a Deathbringer of 4th level or higher charges he may follow it up with a full-attack.

    Touch of Murder(Su)
    At 4th level the Deathbringer learns to channel a fraction of Bhaal's power into his weapon. The Deathbringer deals an additional 1d4 points of negative energy damage per 2 class levels and 1 vile damage for each die of negative energy damage dealt per hit.

    Damage is multiplied on critical hits and any negative energy damage dealt through this abililty is transferred as healing to the deathbringer. Any healing increasing hitpoints beyond the character's maximum is gained as temporary hitpoints which disappear 1 hour later. As negative energy damage the ability will heal undead.

    Like the Deathbringer Assault, Touch of Murder does not work on Constructs.

    Activating Touch of Murder is a Free action, and will not function on any round where a weapon is used to deal non-lethal damage. Touch of Murder can only be used a number of rounds equal to the Deathbringer's class level modified by his charisma modifier, though they do not need to be used consecutively.

    Escalate Fear(Ex)
    While most deathbringers revel in the fear they cause, they also know that turning what already exists into something greater is just as effective.

    A Deathbringer of 5th level may now make intimidate checks to demoralize a foe as a swift action and in addition the Deathbringer can make an intimidate check as if demoralizing a foe to escalate a foe's condition of fear.

    A character who is shaken becomes frightened and a frightened character becomes panicked. If used on a foe that is already panicked, that foe becomes paralysed with fear, and will cower even if some avenue of escape is still available.

    A Deathbringer may attempt to escalate the fear effect any number of steps with a single action; but because dialling up the fear through his ability to brow beat alone becomes more difficult the more frightened the target already is they receive an additional bonus of 2 for each step of fear to resist the escalated fear effect. The duration of the greater fear effect uses the remaining duration of the original effect with a minimum of 1 round.

    This has no effect on a foe not already at least shaken, though the deathbringer can demoralise or cause that condition in some other way first.

    Frightful Presence(Ex)
    At 5th level and higher a Deathbringer's very presence becomes unsettling to foes. Creatures within a radius of 30 feet are subject to the effect if they have fewer Hitdice than the Deathbringer whenever he charges or triggers a Deathbringer Assault.

    A potentially affected creature that succeeds on a Will save (DC 10 + ½ Deathbringer's class levels + Cha modifier) remains immune to the frightful presence for 24 hours.

    On a failure, creatures with 4 or less hitdice become Frightened for 1d6 rounds per 2 deathbringer levels. Those with 5 or more hitice become shaken for 1d6 rounds per 2 deathbringer levels.

    Greater Deathbringer Assault(Ex)
    A Deathbringer of 6th level or higher has learnt how to make the most of brutal style and now his Deathbringer Assaults are even more lethal. A Greater Deathbringer Assault now deals 5 additional damage per Deathbringer level.

    In addition any damage dealt by an attack that triggers a Greater Deathbringer Assault bypasses regeneration as if it was a damage type that deals lethal damage to the affected creature with regeneration. (This is an exception to Deathbringer Assaults not triggering when an attack would deal non-lethal damage)

    Any foes slain by the Greater Deathbringer Assault are killed in such a way(decapitated, hacked apart, etc) that the foe cannot be brought back via a raise dead (or similar) spell or effect.

    Unstoppable Cleave(Ex)
    If a Deathbringer of 6th level or higher ever fails to drop an opponent with an extra attack granted by the Great Cleave feat, you can still make an extra attack against another eligible foe (including after a 5ft adjustment with Supreme Cleave if applicable) as though you had dropped the previous enemy, though you may only make one such attack per round.

    Cow the Horde(Ex)
    A Deathbringer of 7th level or greater's ability to intimidate others is fast becoming legend with tales of an entire room's inhabitants being overawed by a Deathbringer's presence.

    Whenever the Deathbringer can use an Intimidate check to demoralize a foe he may instead opt to demoralize all opponents within 30 feet with a single action. The Deathbringer only rolls his Intimidate check once, but every potentially affected foe can make it's own opposed check against the Deathbringer's result.

    Eyes of Terror(Su)
    At 7th level and higher the Deathbringer may once per day per point of charisma modifier, channel his frightful presence into a potent attack as if it had a Gaze Attack.

    Creatures struck by this horrific attack who fail their Will save(as frightful presence) are panicked for 1d4+1 rounds; creatures who succeed on their save are shaken for 1 round. This attack, unlike the frightful presence, functions against creatures of any hitdice.

    This attack follows all the normal rules for characters actively using a gaze as an attack except the Deathbringer may opt to use it as either or move or attack action. Eyes of Terror gives no other benefits of a Gaze Attack.

    Whatever the result of the attack the Deathbringer's Frightful Presence is considered suppressed and cannot be reactivated for 1d4+1 rounds.

    Hand of Murder(Su)
    An 8th level Deathbringer learns to channel ever more of the Lord of Murder's essence into his attacks for longer periods of time.

    The Deathbringer's Touch of Murder ability has the size of it's negative energy damage dice increased by one step (from d4 to d6) and it now deals 2 points of vile damage per die of negative energy damage dealt.

    Master of Dread(Ex)
    A 9th level Deathbringer has become so adept at manipulating fear in others that intimidate checks to demoralise foes or escalate fear, aswell as his frightful presence and Eyes of Terror abilities have become so potent as to affect even those individuals normally immune to fear or mind-affecting spells and effects.

    In addition any intimidate checks, feats, racial or class abilities and spells and effects that result in the shaken, frightened or panicked state have the durations of those effects lengthened by a number of rounds equal to the Deathbringer's charisma modifier, up to a maximum of the Deathbringer's class levels.

    Master of Dread only applies to living foes; and those who exceed your character level by 4 or more hitdice are immune to your dread mastery.

    Ultimate Deathbringer Assault(Ex)
    The 10th level Deathbringer has become so adept at hacking through his foes that he can now perform the Ultimate Deathbringer Assault dealing 10 additional damage per Deathbringer level.

    Foes normally immune to critical hits now take full damage from the Ultimate Deathbringer Assault(The extra damage from the critical hit itself is still negated as normal) and even constructs must 'fear' his destructive potential, now taking the full bonus damage from any Deathbringer Assaults.

    The Ultimate Deathbringer Assault is no longer considered a death effect(so foes normally immune to death effects still risk dying\being destroyed when reduced below 0hp)

    Any living creatures within 5 feet of the slain foe who witness the Ultimate Deathbringer Assault need to make a Will save (DC 10 + Deathbringer's class level + the Deathbringer's strength modifier) or become Nauseated for 1d4+1 rounds. Foes that succeed on the will save are sickened for 1 round.(This replaces the sicken ability of the Deathbringer Assault)

    PLAYING A DEATHBRINGER

    As a Deathbringer you will be feared. Realize this and take advantage of it, but be aware that what is feared is often hated too. In fact, you will likely be confronted by do-gooders on a regular basis if they are aware of just what you are. Given the training you endured and the contract you signed, you are likely a fanatic to some extent. Despite your zealous nature, your training in a competitive church has taught you to be calculating; rash actions are rarely the best means of serving the Lord of Murder.

    You are favoured by your deity, as your position in Bhaal's Church is special; Deathbringers are nearly of equal status to priests as your method of deliverig your lord's message to the masses tends toward the more visceral. Nevertheless you have relatively little responsibilities and can mostly serve your lord as you see fit.

    Most Deathbringers despise non-evil characters, finding a great many of their morals and ethics pathetic. You do get along with the more ruthless and martially inclined characters. Despite the rather focused path you take, you will find that your skills are quite in demand among various nefarious organizations; be it as an enforcer in the criminal underworld, part of a military strike team or as the oppressor and executioner of a community. You can even be a successful leader; as you can cow your rivals into submission and enforce loyalty through your might and fear alone among your followers.

    Strength is clearly an important ability for you, it increases your melee damage as well as the save DC's of your Deathbringer Assaults. Charisma is an equally important ability for Deathbringers not only the basis of your skill in intimidation but almost all of your fear based abilities have charisma based save DCs. With a d10 for hitdice you are already sturdy, but since you have a tendency to use big weapons and stick to the frontlines constitution and heavier armours are always valuable. Most Deathbringer's are careful and deceptive planners so Intelligence is often not neglected either, especially since you don't get a lot of base skill points as a Deathbringer.

    Combat: Deathbringers typically are very calculating and belong in the front lines. Even if you do not start combat face-to-face with your opponents your Pounce ability helps ensure you can close the gap and eliminate your foes quickly and decisively. Hand of Murder is a somewhat decent way to heal yourself slightly, while also doing more damage to your opponents without wasting any time. Your numerous methods of invoking fear and demoralizing foes helps weaken tougher foes and quickly deal with lesser opponents, and your Deathbringer Assault may topple even the mightiest of foes.

    Deathbringers tend to be rather more careful when engaging undead and constructs, seeing as those are immune to some of their abilities.

    Advancement:
    As a Deathbringer, your role is to slaughter lesser foes quickly, make opponents reluctant to fight you and your party and potentially bring down tough opponents with one solid strike.

    A Deathbringer may take feats to make his initial charges more effective, or may focus more on dishing out as much hurt as he can. More intelligent Deathbringers may like feats such as combat expertise instead to better last in long combat while relying on his Deathbringer Assaults and fear abilities for delivering deaths to his lord.

    Resources: What resources might a member of this PrC be able to draw on..

    TO BE COMPLETED:
    Spoiler
    Show
    DEATHBRINGERS IN THE WORLD
    If you have the arrogance of a god and can kill like a god, who’s to say you are not a god? — Winski Perorate

    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.

    DEATHBRINGERS 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.
    Last edited by Latronis; 2010-02-01 at 12:38 AM.

  2. - Top - End - #32
    Firbolg in the Playground
     
    Djinn_in_Tonic's Avatar

    Join Date
    Nov 2006
    Location
    Stuck in a bottle.
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    Male

    Default Re: PrC XVI: Live and Die by the Sword

    Unfettered Knight

    "Strike me down, Belial. Rend me apart as you have done to so many of my people. Yet know this: you can never break me. So long as my spirit endures in this world, I will never rest, even though death itself comes to claim me, until I have done to your hellish realm what you have done to my world."

    -Last words of Sir Avric Domani, and Belial's nightmare for the next ten years...



    Sir Avric Domani (born 235, died 263), as he stood, in the year 273, before the gates of Hell, his celestial army ready to begin one final crusade.

    *****

    There is an old saying: "The spirit is willing, but the flesh is weak." Oft used as an excuse for inaction in the face of necessity, it causes men and women to turn from their dreams, and abandon their crusades. Yet some fight on against impossible odds, and some refuse to stop pursuing their noble cause even in the face of disaster and death. These are the men and women whose spirit burns so strongly and with such holy purity than no evil can overcome them: those who would, were they not tied to their mortal form, continue to fight on even in the face of death itself.

    Rarely, ever so rarely, there is one among their number with such strength of resolve, such purity of spirit, and just burning dedication in their heart that they fight to death and beyond, their spirit consuming their mortal form and subsuming them completely into an entity of glorious zeal and immortal purity: a knight unfettered by the demands of mortality, forever crusading until his or her crusade is finally laid to rest, the mission accomplished, the evil cleansed. These are the Unfettered Knights, and, as long as evil continues to taint the world, they will endure.

    BECOMING AN UNFETTERED KNIGHT
    All Unfettered Knights were once Paladins. It takes a certain dedication to a cause to be able to rise from the brink of death itself on pure willpower, and it takes even more to be willing to sacrifice ones live or love in order to accomplish one's righteous end. These are the knights with the strength of life and the strength of spirit to endure past death.

    ENTRY REQUIREMENTS
    Alignment: Lawful Good
    Base Attack Bonus: +15
    Feats: Force of Personality, Font of Life
    Special: Must have the Paladin’s Code or Knight's Code class feature.
    Special: Must have never intentionally broken your Paladin’s Code or Knight's Code.
    Special: Must have made a significant personal sacrifice to defend your moral beliefs (sacrificing your life in battle, having a loved one killed by a rival attempting to destroy your will to fight, or some similar sacrifice).


    Class Skills
    The Unfettered Knight's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis).
    Skills Points at Each Level: 2 + Intelligence modifier

    Hit Dice: d10

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Unburdened by Flesh, Unquenchable Fire of Purity

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Consecrated Soul, Hallowed Armaments of Zeal

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Belief’s Unforgiving Edge, Font of Infinite Glory

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Aura of Inimitable Sanctity, Victory Assured

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Cascade of Righteous Purity, Unfettered by Death[/table]

    Weapon Proficiencies: An Unfettered Knight gains no proficiency in either weapons or armor.

    Unburdened by Flesh (Ex): Even as your body falls, your crusading spirit consumes the meager flesh and drives you onward as a being of pure righteousness. Your type changes to Elemental (Good). You evade attacks and pass through obstacles as if incorporeal, although you gain no ability to move in ways that would normally be inaccessible to you (an Unfettered Knight without a fly speed, for example, must still remain in contact with a surface that could support his weight, although he could walk through a wall or similar obstacle). Any equipment you wield or carry counts as Ghost Touch equipment for the purposes of interacting with physical, incorporeal, and ethereal objects and creatures. You gain immunity to negative energy, energy drain, ability drain, physical ability damage, and death effects. Additionally, you always shed light as if a daylight spell were centered upon you. Sufficient concealment (a swathing cloak of suit of full plate armor) can reduce the radius to a mere five foot illumination, but nothing short of total cover can completely obscure the glow. Additionally, while you are at negative hit points, you may act as normal, as if you had the Diehard feat.

    Unquenchable Fire of Purity (Ex): When you gain your first level in the Unfettered Knight prestige class, you do not immediately gain access to the abilities granted (you only gain the skill points, hit dice, base attack bonus, base saving throw bonuses, the Unquenchable Fire of Purity ability, and any non class related abilities you would normally gain upon leveling up, such as feats and ability score increases). Additionally, subsequent levels do not immediately grant you the class abilities (except the Font of Infinite Glory ability and the Victory Assured ability, which you gain access to as normal) until you have made use of the Unquenchable Fire of Purity ability. Instead, the first time you are killed in the execution of a task important to your beliefs and your moral alignment, you are instantly revived at full hit points and are immediately granted the full effects of all Unfettered Knight class features. If you are ever somehow resurrected back to your mortal form, you lose access to all class abilities specifically granted by this ability, and must be slain again before you can regain their use.

    Additionally, you gain immunity to all spells and effects with the [evil] descriptor, and can never be forced to perform an evil act or turn against your code or morals by any means short of direct divine intervention (no mind-affecting effects, for example, could make you harm your allies or fight against what you support, although they might be able to make you avoid a conflict you might have otherwise sought out). If a creature controlling your actions attempts to make you perform such an action, you are entitled to an additional saving throw to break the effect, as usual (although, if you fail, you are not obligated to carry out the task demanded).

    Consecrated Soul (Su): You are the center of a permanent hallow effect (caster level equals your Character Level), which spreads in a forty foot radius from you in all directions. Additionally, you no longer require a Holy Symbol to turn undead: your sacred presence is sufficient to banish the monstrosities without the outside aid of a mere symbol.

    Hallowed Armaments of Zeal (Su): Your unquenchable spirit rises over your weapons, your shield, and your armor, granting you protection beyond mortal measure, and even functioning as armor when none exists. As a swift action, you may conjure a suit of armor, a weaponm and/or shield from the raw purity composing your physical form, or empower what armaments you do wield with your holy power.

    If you conjure a weapon, the melee weapon of your choice appears in your hands. This weapon has the holy and lawful properties, and an enhancement bonus of +1 per four character levels you possess. If you choose to empower a weapon you currently hold, that weapon gains the holy and lawful properties, and its enhancement bonus improves to +1 per four character levels you possess (unless it was initially higher). You may also choose to add the brilliant energy property to a conjured weapon, but do not have to take this option.

    If you conjure armor, a suit of magical full plate surrounds you. This full plate counts as Mithril full plate, has an enhancement bonus of +1 per four character levels you possess, and also grants you a Sacred bonus to your Armor Class equal to your Charisma modifier. If you empower armor you currently wear, that armor’s enhancement bonus improves to +1 per four character levels you possess (unless it was initially higher), counts as one category lighter (to a minimum of light armor), and also grants you a Sacred bonus to your Armor Class equal to your Charisma modifier. Armor conjured or enhanced in this manner glows with holy light, and will not decrease the radius of your daylight effect in the way armor normally would.

    If you conjure a shield, a magical shield appears in your hands. This shield takes the form of any type of shield you desire, has an enhancement bonus of +1 per four character levels you possess, and grants you DR 5/- against the attacks of evil creatures. If you empower a shield you currently carry, that shield's enhancement bonus improves to +1 per four character levels you possess (unless it was initially higher) and grants you DR 5/- against the attacks of evil creatures.

    This equipment either disperses instantly (conjured) or returns to its normal state (empowered) as soon as it leaves your person.

    Belief’s Unforgiving Edge (Su): The strength of your belief runs along your blade, making it cut into those of evil consciousnesses with an edge sharper than the sharpest steel. You automatically confirm critical hits against foes of evil alignment. Additionally, all damage you deal to evil creatures is Sacred damage, and cannot be healed by any means unless the victim receives natural rest or magical healing within the area of a desecrate spell.

    Font of Infinite Glory (Ex): Your undefeatable spirit bolsters and inspires your allies, driving them on to great heights even as it grants you untold power. You and all allies within forty feet of you gain Fast Healing equal to your class level. Additionally, as a move action, you may grant all allies within forty feet Sacred bonus of +1 per class level to all attack rolls, damage rolls, and saving throws until the beginning of your next turn.

    Aura of Inimitable Sanctity (Su): The endless source of purity that is your immortal spirit is an anathema to everything foul in the world. The first time each round you make a successful melee or touch attack against an evil creature, that creature must succeed on a Will save (DC 10 + ½ your Character Level + your Charisma modifier) or be stunned for 1 round.

    The first time each round an evil creature hits you with a natural attack (or has a natural attack that would be successful negated by your incorporeal nature), they are subject to the same effect.

    This ability triggers on individual creatures: attacking one creature twice subjects it to a single save, but attacking two separate creatures subjects both of them to the effects. The same creature can be forced to save twice if it is both struck by you and strikes you back in the same round.

    Victory Assured (Ex): You did not accept defeat even in the face of death, and thus something as meager as a towering foe cannot hope to sway your resolve. If you successfully strike an evil creature with a melee attack, you automatically succeed on all saving throws against that creature's spells and abilities until the beginning of your next turn. Also, until the beginning of your next turn, all allies within forty feet gain a +5 Sacred bonus to saving throws against that same creature's spells and abilities.

    Cascade of Righteous Purity (Ex): The raw power of your holy spirit surges through the world with such force that no creature alive can resist it. As a full round action, you may voluntarily disperse your spirit (see the Unfettered by Death ability). If you choose to do so, your hit points immediately fall to -10. Each evil creature within one hundred feet must immediately succeed on a Will save (DC 10 + ½ your Character Level + your Charisma modifier) or be torn apart and instantly slain by the holy energy. A creature killed in this manner cannot be resurrected by anything less than a true resurrection spell cast within the confines of a desecrated area. Success indicates that they merely take 100 points of Sacred damage (see the Belief's Unforgiving Edge ability). If this damage is sufficient to kill the creature, they are still as difficult to revive as they would be had they failed their save.

    Additionally, each ally within one hundred feet is instantly returned to full health, and is cleansed of all negative effects, including (but not limited to) disease, status effects, harmful spells, and similar conditions. Any ally slain within the past round is instantly revived at full hit points, as if they had never fallen. All allies within the radius gain the Sacred bonus granted by Unfettered by Death.

    Unfettered by Death (Ex): Your dedication to your cause allows you to surpass death itself, so long as a single person believes in the nobility of your efforts. You no longer die at -10 hit points (note that all spells and effects that can kill a character reduce him or her to -10 hit points, unless specifically specified). Instead, your spirit disperses, leaving your equipment at the location of your body. For the next week, all allies who witnessed your fall gain a Sacred bonus to all attack rolls and all saving throws equal to your Unfettered Knight class level. At the end of the week, so long as a single living creature still possesses this bonus, your spirit reforms, at full health, adjacent to your choice of the creatures affected.

    PLAYING AN UNFETTERED KNIGHT
    An Unfettered Knight is driven by incredibly resolve, and should never turn against his morals and values. He is a staunch crusader, devoted to cleansing the evil of the world, although he is by no means a one dimensional character. Unfettered Knights are often tried by self-sacrifice, and many find their task to be a weary and tiring one...yet they will not rest until they see it through.
    Combat: Your role in combat is to support your allies with your presence, and bring down the hurt on those of evil alignment. Against evil foes (especially Chaotic Evil foes) you are an incredibly powerful force, so don't hesitate to go straight for the biggest, nastiest, most malevolent opponent you can find. Your class features make you incredibly resilient to evil attacks, and, at higher levels, even your demise at the hands of the opposition will help your allies to victory. Additionally, your Victory Assured ability will allow you to practically shut down the most devastating attacks of many powerful foes, so close for direct combat whenever possible.
    Advancement: The Unfettered Knight class is a capstone for most players, and non-epic characters will be unlikely to advance past it. If you do delve into Epic territory, however, most continue with Paladin, Cleric, Crusader, or Knight levels. A rare few may even ascend to become lower tier demi-deities or even minor gods.
    Resources: An Unfettered Knight can almost always rely upon help from those who stand for everything good and righteous in the world. Churches, devoted individuals, celestials, and even gods are often willing to help an Unfettered Knight, and most people under oppression by evil forces are eternally grateful to the never-tiring crusader who will not stop fighting for their freedom even when death tries to claim him.

    UNFETTERED KNIGHTS IN THE WORLD
    "We all saw Sir Avric fall. I remember it clearly. You just don't walk away from a confrontation with a Lord of Hell. Can't say I ever thought I'd be following him into battle again, let alone be marching against the legions of Hell itself. Still, looking at the way his shining spirit drives back the darkness, the way the devils cringe at his passing, and the way the gates of Hell just up and melted at his touch...well...we've got a chance. They may have archfiends and worse down there, but we've got Sir Avric, and I wouldn't trade him for any three gods you care to name." -Gyran Kallish, Captain of the Whitehearth Militia

    Unfettered Knights are often close to worshiped by those they protect and fight for. In a world where mortality is all to apparent and evil monsters can lurk behind any facade, an individual as pure as an Unfettered Knight is a beacon of hope for the masses.
    Last edited by Djinn_in_Tonic; 2010-01-30 at 06:28 PM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  3. - Top - End - #33
    Halfling in the Playground
    Join Date
    Nov 2009

    Default Re: PrC XVI: Live and Die by the Sword

    BLOODBOW

    "My father learned me great things. Now I learn you."
    -Kraug, to his victims students.

    The orc chieftains had seen their berserkers beaten back by the masterful archery of the hated elves time and again. They knew that something must be done to give their berserkers an edge. The wastes that the orcs inhabited had little material for making arrows, and their people had no patience for the weak art of wizardry. So the shamans turned to the tribe's blood rites. There they found an answer that the berserkers of the tribe could embrace. There they found the secret of the bloodbow.


    Becoming a Bloodbow
    Many bloodbows begin their careers as rangers or scouts specializing in archery. A surprisingly large number begin as barbarians, using their great strength to rain death on the enemy before they can close and exploit the barbarian's poor AC. The savage traditions of the bloodbow are rarely taught in more civilized areas, although a few half-orc fighters have been known to take this path. Rogues and ninjas can become truly fearsome high level bloodbows, but their entry into the class is delayed. Spellcasters almost never take the path of the bloodbow. Occasionally a member of another race will impress an orc shaman with his ferocity and may be able to make a deal to gain the secrets of the bloodbow.

    Entry Requirements
    Race:* Orc or Half-Orc
    Base Attack Bonus: +5
    Feats: Weapon Focus (Longbow) or (Shortbow), Toughness or Improved Toughness{from Complete Warrior}
    *See feats, specifically Orcish Blood Brother

    Class Skills
    The bloodbow's class skills (and the key ability for each) are; Climb(str), Craft(int), Hide(dex), Jump(str), Listen(wis), Move Silently(dex), Proffesion(wis), Spot(wis), and Swim(str).
    Skill points per level: 4+ intelligence modifier

    Hit dice: d10

    {table]Level|Base Attack Bonus|Fortitude|Reflex|Will |Special
    1|+1|+2|+2|+0|Bloodbow, Spectral Arrow +1
    2|+2|+3|+3|+0|Arrowsight
    3|+3|+3|+3|+1|Spectral Arrow +2
    4|+4|+4|+4|+1|Spiritfletching
    5|+5|+4|+4|+1|Spectral Arrow +3
    6|+6|+5|+5|+2|Blood Calls to Blood
    7|+7|+5|+5|+2|Spectral Arrow +4
    8|+8|+6|+6|+2|Penetrating Shot
    9|+9|+6|+6|+3|Spectral Arrow +5
    10|+10|+7|+7|+3|True Spectral Arrow[/table]

    Bloodbow: Ex: Upon gaining entry to the class the character goes through a sacred blood ritual that imbues a masterwork composite longbow with a portion of the character's life essence. From this point forward whenever the character fires his bloodbow it's strength bonus automatically matches his own. The bloodbow may not be magically enchanted. Temporary affects, such as the magic weapon spell, may be applied. If the bloodbow is lost or destroyed the character may take 1 day to consecrate a new bow to replace it. The old bloodbow, if still intact, loses it's class based abilities.

    Spectral Arrow: Su: You may use your Bloodbow to fire an arrow composed entirely of your own life essence. The Spectral Arrow has a +1 enhancement bonus. At each odd numbered level the maximum enhancement bonus that you can grant your spectral arrows increases by 1. Each time you use this ability you take nonlethal damage equal to the enhancement bonus of the Spectral Arrow. These arrows disperse immediately after the attack concludes.

    Arrowsight:Su: Whenever you fire a spectral arrow with at least a +1 enhancement bonus you gain the ability to see from it’s point of view while it is in flight. This does not affect your ability to see from your normal position. Any abilities such as darkvision or trueseeing function through the arrow as well.

    Spiritfletching:Su: Whenever you fire a spectral arrow with at least a +2 enhancement bonus you gain control over it’s flight. This allows you to make a single 90 degree turn and ignore cover.

    Blood Calls to Blood:Su: Whenever you strike a target with a spectral arrow with at least a +3 enhancement bonus you gain knowledge of the exact location of that target. You retain this knowledge until you strike another target with a spectral arrow or the target moves beyond your maximum bow range. This ability allows you to ignore the miss chance provided by concealment.

    Penetrating Shot:Su: Whenever you fire a spectral arrow with at least a +4 enhancement bonus you may make a second attack with it against a different target. If the secondary target is not within a straight line from you to the first than you must use your spiritfletching ability to change direction.

    True Spectral Arrow:Su: Whenever you fire a spectral arrow with at least a +5 enhancement bonus you may make it a true spectral arrow. A true spectral arrow is incorporeal. It’s attack is treated as an incorporeal touch attack. This means it ignores armor, natural armor, and shield bonuses. The arrow moves through solid objects and is unnaffected by wind. The arrow takes no penalty to attack rolls from being fired beyond it’s first range increment, and simply dissipates at your maximum range.


    FEATS
    The following feats have been invented by the blood, sweat, and tears of legendary bloodbow's, as well as quite a bit of the blood of their enemies.
    A note on Bloodbow feats: The maximum amount of nonlethal damage you may inflict upon yourself when firing a spectral arrow is equal to your bloodbow level. This is the sum of the damage inflicted by both your spectral arrow ability and any bloodbow feats you may possess.

    Vicious Arrow (Bloodbow)
    Requirements: Spectral Arrow +2
    Benefit: When firing a spectral arrow you may take additional nonlethal damage. For every 2 points of nonlethal damage you choose to take the arrow deals an additional 1d6 points of damage.

    Blinding Arrow (Bloodbow)
    Requirements: Spectral Arrow +1
    Benefit: When firing a spectral arrow you may take an additional point of nonlethal damage. If you do any target struck by the arrow must make a fortitude save DC 15. If they fail they are blinded for 1 round. You may choose to take additional nonlethal damage when firing this arrow. For every 2 points of nonlethal damage you take increase the fortitude save DC by 3.

    Ghost Arrow (Bloodbow)
    Requirements: Spectral Arrow +1
    Benefit: When firing a spectral arrow you may take an additional point of nonlethal damage to grant it the ghost touch magic weapon enhancement.(It has no miss chance against incorporeal targets)

    Seven Leagues Arrow (Bloodbow)
    Requirements: Spectral Arrow +1
    Benefit: When firing a spectral arrow you may take an additional point of nonlethal damage to grant it the distance magic weapon enhancement.(Double it’s range increments)

    Minimalist Arrow (Bloodbow)
    Requirements: Spectral Arrow +1
    Benefits: You may fire a spectral arrow without an enhancement bonus. In addition, each of your bloodbow class abilities that requires you to fire a spectral arrow with a minimum enhancement bonus has that number reduced by 1.
    Normal: Each of your spectral arrows must have at least a +1 enhancement bonus, dealing 1 or more nonlethal damage to you.
    Special: You may take this feat multiple times. Each time you do the minimum enhancement bonus required to activate your bloodbow abilities is reduced by 1.

    Orcish Blood Brother
    You have fought beside and earned the respect of a savage tribe of orcs. In return they have allowed you to join them in their sacred blood rites.
    Benefits: For all effects related to race you are considered an orc in addition to your actual race. This also applies to meeting the requirements for feats, classes, and magic items that require you to be an orc or half-orc. Whenever you are below half your maximum hit points, you gain a +1 morale bonus on attack and damage rolls.


    PLAYING A BLOODBOW
    The bloodbow is the epitome of the savage archer. Obviously you want to keep your enemies at range to maximize your own abilities. Your class abilities make you an excellent scout, allowing you to alert your allies and start damaging enemies before they even know you are there.

    Combat: If you can wait till 3rd level your spiritfletching ability negates the need for the precise shot feat and allows you to support your allies from the back more efficiently. In general your job is to weaken enemies and allow the more melee oriented characters to wade in and finish the job. In a pinch, however, you can go toe to toe with the enemy. An especially useful tactic is to combine your arrowsight ability with your orcish darkvision to scout out darkened corridors without putting yourself at risk. Your ability to scout ahead this way improves dramatically as you gain the ability for your arrows to round corners or even fly straight through walls. At high levels you can damage your enemies while they scramble about trying to determine the source of their inevitable defeat. Since your spectral arrows only deal nonlethal damage to you, it makes healing up before the next fight slightly easier than it may seem.

    Advancement: Anything which increases your damage per shot or your total hit points is a boon, as each spectral arrow fired in a fight absorbs some of your staying power. Gaining even slight magical healing is a big boost, as it does double duty healing normal damage and your self-inflicted non-lethal damage simultaneously. Your class abilities take care of your need for most precision archery feats, allowing you to focus that precious rescource on other aspects of your character.

    Rescources: Orc tribes value self-sufficiency and take anything that an individual is too weak to defend. Several bloodbows are known to have joined the Reavers, and may call upon the blind rage and bloodlust of their companions.


    BLOODBOWS IN THE WORLD
    "That such skill could arise from such savagery. Each century I live, I learn how little I truly know."
    -Renthalas, Master Arcane Archer

    Bloodbow's live for battle. They have a hard time staying on as guards or settling down to more civilized life. A bloodbow's greatest companion is the bloodbow itself, and they can often be seen maintaining it with a tender care that they seldom show otherwise. The retirement of a bloodbow is often a quest to slay some legendary wild beast, from which they never return.

    Daily life: Many bloodbow's life the life of raiders, taking whatever they want from those too weak to hold onto it. Other's are explorers, marching into the wilderness with only their clothes and their bow to discover what is beyond the next horizon. Bloodbow's often find themselves parts of organized hunts to slay noteworthy game, and often have many trophies hanging in their rarely visited home.

    Notables: The bloodbow is a relatively new member of orc society, but they have quickly gained a fearsome reputation. The first bloodbow, Kraunk One-Eye, was a blackguard said to be marked by Gruumsh himself. He was famous for visiting blindness upon his foes while circling them on his wild stallion. Another famous bloodbow was the half-orc Myev the Noble, a rare half-orc paladin. She claimed to bleed for all the innocents slain by her father's people, and died harrying a band of orcs long enough for townsfolk to escape. Arguably the most famous, however, was Thamior the Bearded, a half-elf. After forming a close friendship with his half-orc barbarian companion, they returned to his tribe and "convinced" the shaman to teach Thamior the ways of the bloodbow. He is said to have gone on and discovered a method by which to fire his arrows without damaging himself, and to drastically increase their range.

    Organizations: There are no known organizations of bloodbows. Instead they often take their place amond warbands and hunting parties. Any bloodbow can be expected to be well known and respected among whatever orc tribe they gained their training from.

    NPC Reactions: To most people a bloodbow is indistinguishable from any other frontiersman, albeit one with a bit of a wild look in his eyes. To those who recognize the patchwork scars on the bloodbow's chest, or see him fire his crimson arrows often treat him with a mix of admiration and fear.


    BLOODBOWS IN THE GAME

    Adaptation: Bloodbows are fairly easy to fit into any setting. If your setting allows talented archers with a few magical abilities, like the ranger, than there is a place for the bloodbow. By removing the racial requirement and linking it with a cult you can give the bloodbow a much more sinister feel.

    Encounters: Characters may find themselves with a bloodbow for a rival in a great hunt. Should the players make themselves the enemies of a powerful NPC (like adventures often do), they may find a bloodbow assassin hot on their trail.

    EL8: Mikor is a half-orc bloodbow mercenary that has been sent to assist the party on their latest mission. Although he seems loyal, one has to wonder whether his bloodlust and competitive nature might get the best of him.

    Mikor
    CN/male half-orc/barbarian 5/bloodbow 3
    Init +3; Senses: 60' darkvision, Spot +12, Listen +12
    Languages: Orc, Common (Illiterate)
    ----------------------------------------------------------------------------------------
    AC: 17(15), touch 13(11), flat-footed 14(12)
    HP 65
    Fort +8, Ref +5, Will, +3
    ----------------------------------------------------------------------------------------
    Speed: 40' (8 squares)
    Melee: Masterwork Greataxe
    Base Attack +8, Grapple +11
    Attack Options
    Full Attack Masterwork Greataxe: +14(17)/+9(12) (1d12+4(7),x3)
    Full Attack Bloodbow*: +15(17)/+9(11) (1d8+6(8), x3) Range Increment 110'(22 squares)
    *This is firing a spectral arrow with a +2 enhancement bonus.
    Combat Gear: Bloodbow, Masterwork Greataxe, Mithril Shirt
    Special Abilities: Rage, Spectral Arrow, Arrowsight
    ---------------------------------------------------------------------------------------
    Str 16(20), Dex 17, Con 13(17), Int 10 Wis 12, Cha 8

    Rage: 2/day, as a free action Mikor can enter a rage. In this rage he gains a +4 to strength and constitution, +2 to will saves, and a -2 to AC. This rage lasts up to 6 rounds, and he is fatigued for the remainder of the encounter. See barbarian rage in the PHB. His adjusted stats are in parantheses above.
    Spectral Arrow: Mikor can fire a +1 {or +2} arrow composed of his own life essence from his bow in place of a normal arrow. This deals Mikor 1 {or 2} nonlethal damage.
    Arrowsight: Whenever Mikor fires a spectral arrow he may see from it's point of view.

    Feats
    Weapon Focus Longbow, Improved Toughness, Sneaky

    Skills (ranks)
    Listen (11) +12, Hide (7) +12, Move Silently (7) +12, Spot (7) +8

    Possessions
    3 arrows of slaying(Magical Beast, Construct, Undead)
    Potion of Bear's Endurance
    5 potions of Cure Light Wounds
    84gp
    Last edited by Kerleth; 2010-01-31 at 07:01 PM.

  4. - Top - End - #34
    Barbarian in the Playground
     
    Kobold

    Join Date
    Aug 2009

    Default Re: PrC XVI: Live and Die by the Sword

    Drunken Master



    “Whaddya mean ‘stop drinkin’, there’s a fight startin’? Why d’ya think I’m drinkin’ in the first place?”

    -Gareth Mels, Drunken Master, shortly before punching an ogre through the wall of the tavern


    There are monks of every style: Passive way, Sleeping serpent and Iron Fist, just to name a few. However, there are some monks who seek to shed these norms and achieve power through their greatest passion: drinking. Drunken Masters are monks who focus on self improvement via alcohol and, as such, are looked down upon by other disciplines, who view them as lacking in effort, or just as idiotic drunkards. However, when worst comes to worst, they would all rather have the power of the drunkard’s on their side.

    BECOMING A DRUNKEN MASTER
    All Drunken Masters have some sort of monastic background, however sometimes their true focus lies elsewhere, often with the path of the barbarian or rogue.

    ENTRY REQUIREMENTS
    Skills: Tumble 8 ranks
    Feats: Improved Unarmed Strike
    Special: Flurry of Blows class feature
    Special: Evasion class feature
    Special: Must survive a night of partying with other drunken masters without being incarcerated, poisoned or extraordinarily embarrassed.


    Class Skills
    The Drunken Master's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str) and Tumble (Dex)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Monk Abilities, Drink Like a Demon, Drunken Fist, Improvised Weapons

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Swaying Waist

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Drunken Style, Absorb Pain

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Flurry of Bottles, Bottle Crasher

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Drunken Charge,

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Stagger

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |For Medicinal Purposes, Improved Improvised Weapons

    8th|
    +6
    |
    +6
    |
    +6
    |
    +2
    |Drunken Power

    9th|
    +6
    |
    +6
    |
    +6
    |
    +3
    | Unexpected Direction

    10th|
    +7
    |
    +7
    |
    +7
    |
    +3
    |Breath of Flame[/table]

    Weapon and Armor Proficiencies: Drunken Masters gain no proficiency with any weapons or armor (except improvised weapons; see below)

    Monk Abilities: Add Class level to Monk levels to determine unarmed damage, AC bonus, flurry of blows progression and unarmored speed bonus.


    Drink Like a Demon (Ex): A drunken master's body handles alcohol different from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Each drink grants the Drunk Points that are added to a pool. The pool can have, at maximum, a number of points equal to the Drunken Master’s class level plus his constitution score. Depending on how much alcohol the Drunken Master drinks, he gains a different number of Drunk Points, as shown on the table below.

    {table=head]Time Spent|Drunk Points
    Swift action|2
    Move action|5
    Standard action|8
    Full Round action|15[/table]

    For every five points in his Drunk Pool, the Drunken Master takes a -1 penalty to intelligence and charisma. The pool empties if 3+class level rounds go by without the Drunken Master adding to the pool. These points can be used to fuel various abilities, as determined by class level.

    Drunken Fist (Ex): A Drunken Master can spend a number of Drunk Points up to her class level + 2 as a free action to give him a +2 bonus to strength per point for one round.

    Improvised Weapons (Ex): You gain proficiency in the use of Improvised weapons, which deal damage as a the unarmed strike of a monk of one size category larger than you are. A Drunken Master can use improvised weapons as though they were unarmed strikes, allowing them to use flurry of blows, stunning fist, and other unarmed strike attacks with them.

    Swaying Waist (Ex): A Drunken Master may spend Drunk Points up to his class level to gain a bonus to AC equal to the number of Drunk Points spent. This bonus lasts for class level rounds.

    Drunken Style (Ex): The Drunken Master is able to trade blows as accurately as those who have been training for years, but only while drunk. The Drunken Master may use the number of Points in his Drunk Pool, up to a maximum of his HD, instead of his Base Attack Bonus.

    Absorb Pain (Ex): The Drunken Master may, as a free action, spend a number of Drunken Points up to a maximum of his class level. For every two points spent this way, the Drunken Master gains DR 1/-. This bonus lasts for a number of rounds equal to your class level.

    Flurry of Bottles (Ex): When making a flurry of blows with improvised weapons, the Drunken Master may make one additional attack at his highest base attack bonus.

    Bottle Crasher (Ex): After using his Drink Like a Demon ability as a standard or full round action, the Drunken master may make a single attack with the container he was drinking from. This is a free action. If the attack is made with a glass object and deals damage, any alcohol that was remaining in the container is spilled.

    Drunken Charge (Ex): A Drunken Masters charge maneuvers are very unorthodox. By spending 5 drunk points, a drunken master may initiate a drunken charge. A drunken charge is treated in the same way as a charge, except it doesn’t need to be in a straight line and a drunken master never provokes attacks of opportunities for moving through threatened squares.

    Stagger (Ex): A drunken master may spend a Drunk point to gain an additional five foot step in a round. These additional five foot steps may be used at any time on the drunken master’s turn, including between the attacks of a flurry of blows. However, a drunken master may not take two five foot steps in a row without an attack in between.

    For Medicinal Purposes (Ex): A drunken master may spend a number of drunk points up to a maximum of his class level as a standard action. For every point spent this way, the Drunken master gains 1d6 temporary hit points. These temporary hit points last as long as the drunken master has drunk points in his pool, plus one additional round per class level. Multiple uses of this ability do not stack. If you use this ability when you still have temporary hit points remaining, you lose them and gain more as normal for the ability.

    Improved Improvised Weapons (Ex): A Drunken Master may now deal damage with improvised weapons as a monk two size categories larger than himself deals with an unarmed strike. In addition, a Drunken Master may throw Improvised weapons with a range increment of 30 feet. Such throws may be freely incorporated into a flurry of blows, but still provoke an attack of opportunity, as normal.

    Drunken Power (Ex): As a standard action, a Drunken Master may spend 10 drunk points and make a single attack with either an unarmed strike or an improvised weapon. If the attack is successful, you may make a free Bull Rush, with a bonus equal to the amount of Drunk Points in your pool. This does not provoke an Attack of Opportunity, nor may you move with the enemy you knock backwards.

    Unexpected Direction (Ex): As a swift action, a Drunken Master may spend Drunk points up to a maximum of twice his class level. The Drunken master rolls 1d20 + class level + drunk points spent this way, as opposed by a target creature’s sense motive check. This ability may only be used on intelligent opponents. If successful, the target is treated as flat footed for the remainder of the Drunken Master’s turn.

    Breath of Flames (Ex): A Drunken Master may spend drunk points up to a maximum of twice his class level as a standard action. A drunken master may produce either a 30 foot cone or a 60 foot line of fire that deals 1d6 fire damage per drunk point spent. Affected creatures may make a reflex save (DC 20 + con mod) for have damage. A drunken master may willingly decrease the range of either the cone or the line to any amount, generally for the purpose of not setting the entire building on fire during bar fights.


    FEATS

    Improved Alcohol Capacity
    Prerequisite: Drink Like a Demon, Constitution 15
    Benefit: Add 10 to the total number of drunk points you may have at one time.
    Special: This feat can be taken multiple times. Its effects stack.

    Quick Sip
    Prerequisite: Dexterity 13, For Medicinal Purposes
    Benefit: When using the Drink Like a Demon class feature, you may use the following table to determine how many drunk points you attain.
    {table=head]Time Spent|Drunk Points
    Swift action|5
    Move action|8
    Standard action|15
    Full Round action|25[/table]


    Medical Expert
    Prerequisite: For Medicinal Purposes
    Benefit: When using the For Medicinal Purposes class feature, you gain twice the number of temporary hit points as you normally would.
    Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

    Fire Breather
    Prerequisite: Breath of Flames Class feature
    Benefit: When using the Breath of Flames class feature, you deal half again as much damage as you normally would and the maximum range is doubled.

    Drunken Scholar
    Prerequisite: Drink like a Demon, Int 15
    Benefit: You no longer take intelligence damage when you use the drink like a demon class feature. In addition, you may make Drunkard’s Lore checks, which function like a Bardic Knowledge check. You roll 1d20+int mod+levels in the Drunken Master prestige class.

    Likeable Drunk
    Prerequisite: Drink Like a Demon, Cha 15
    Benefit: You no longer take charisma damage when you use the Drink Like a Demon class feature. In addition, you may spend a number of drunk points to a maximum of your Drunken Master level as a free action to gain a bonus to Bluff, Diplomacy, Intimidate and Perform checks equal to twice the points spent. This bonus remains for a number of rounds equal to your drunken master level.



    PLAYING A DRUNKEN MASTER
    You are a great combatant with a penchant for alcohol. You love to be at the bar, and are never opposed to getting in fights, as it’s yet another great excuse to get drunk, though it’s not like you really need one. You have taken alcoholism to the next level, learning to fight better and even heal yourself with it. You have a very carefree attitude and enjoy partying, in addition to being a very amusing character for others.
    Combat: Your one advantage in combat over your enemies is the use of alcohol. Make sure that you’re using all available actions to get more Drunk Points, otherwise you’ll find yourself running out quite quickly. You have a lot of options in combat, especially at higher levels, and need to make important decisions every round about how to allocate your drunk points.
    Advancement: After finishing the Drunken Master progression, most characters go back to whatever class they used to qualify, generally monk or rogue. Some Drunken Masters, however, decide to add to their chaotic nature and take levels in barbarian, becoming true forces to be reckoned with by coupling drunken master abilities and rage.
    Resources: You are generally on good terms with bars all across the region, thanks to your excessive and frequent business there. Drunken Masters are generally friendly towards each other and cooperative, and it’s not uncommon for Drunken Masters to go out partying together, especially to test the mettle of new recruits.

    DRUNKEN MASTERS IN THE WORLD
    “Jaron was bigger and stronger than that old guy, and no one thought he could possibly lose. But then the old one, Gareth, I think his name was, started downing ale. After that, he brandished the tankard he had just emptied and Jaron was on the ground in the blink of an eye. No one ever saw it coming, and now that guy gets free drinks.”
    -Roland Tarith, observer of a drunken master in his favorite environment: a bar fight.


    Drunken Masters impact the worlds in a similar way as the monk, however they are much more frequently found in towns and cities, as opposed to monasteries. However, the most famous establishment of Drunken Masters was one that had its own brewery high up in the mountains that it had converted to a monastery of the Drunken Fist.
    Daily Life: This varies drastically among Drunken Masters. Some run breweries, some frequent the local tavern every night, some are drunken hermits, and still others remain on a very monastic lifestyle.
    Notables: There have been many notable Drunken Masters in history. For example Elris Weist was a human monk who was over 60 years old before his last battle. Up until that point, no one had even known that he was a drunken master, as he acted like a normal monk. However, when a 2,000 year old white dragon began to terrorize the citizens of his homeland, Elris came down from his monastery, drank 6 barrels of ale and charged across the plains to fight the dragon one on one, defeating it in just a few minutes.
    Organizations: Drunken Masters tend to form small groups, especially in large cities, to party and admit new members. However, there is no overarching Drunken Master organization, as they are too carefree to really bother with anything like that.

    NPC Reaction
    Most NPCs, and especially other monks, view Drunken Masters as lazy alcoholics. However, after seeing a drunken master in action, many change their mins and finally understand the discipline of the drunken fist in all of its alcoholic glory.

    DRUNKEN MASTERS IN THE GAME
    Drunken Masters are functionally an improvement of the monk and can fill many roles, but rarely all at once. Their variety of abilities allows them to deal quite a bit of damage, take a lot of hits, or be extreme battlefield control with Breath of Flames and Drunken Power.
    Adaptation: A Drunken Master easily fits into any setting with monks and alcohol, meaning that they can be in just about any world at all.

    Sample Encounter
    The PCs are walking down a small, very rarely travelled road. The go around a bend and see a man in a large straw hat and robes stumbling towards them with a bottle of ale in both hands. He accidentally walks into one of the PCs and as he mumbles, “Sorry, my bad,” you can smell the whiskey on his breath.
    EL 7:

    Roran McGree
    Chaotic Good Human Monk 5, Drunken Master 2
    Init +5, Listen +4, Spot +4,
    Languages: Common
    ------------------------------------------------
    AC 16, touch 16, flat-footed 10
    HP 40 (7d8 + 14)
    Fort +9, Ref +8, Will +8
    ------------------------------------------------
    Speed 50 ft. (10 squares)
    Melee Improvised weapon, +8 (1d10 + 2)
    Base Atk +4, Grp +6
    Atk Options Flurry of Blows, Drunken Fist
    Combat Gear Meat Cleaver x2, Chair, Hat, Bottle of Ale x4, Bottle of Whiskey x2, Bottle of Wine x5, Bowl
    -----------------------------------------------
    Abilities Str 14 , Dex 13, Con 14, Int 10, Wis 18, Cha 10
    SQ Drink Like a Demon, Swaying Waist
    Feats Intuitive Attack, Improved Unarmed strike, Deflect Arrows, Improved Initiative, Weapon focus (Unarmed Strike), Quick Sip
    Skills Balance +11, Climb +12, Jump +12, Tumble +11
    Possessions Meat Cleaver x2, Chair, Hat, Bottle of Ale x4, Bottle of Whiskey x2, Bottle of Wine x5, Bowl, Robe, Rations x5
    Last edited by FlamingKobold; 2010-01-31 at 07:02 PM.

  5. - Top - End - #35
    Titan in the Playground
     
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    Default Re: PrC XVI: Live and Die by the Sword

    Community Service Bump. So people can find things for last minute adjustments and especially critiques.
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  6. - Top - End - #36
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    Default Re: PrC XVI: Live and Die by the Sword

    Voting thread is up!

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