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  1. - Top - End - #1
    Ogre in the Playground
     
    ErrantX's Avatar

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    Default PrC Contest XIX: Power is a Gish best served Bold!

    Power is a Gish best served Bold!

    ---

    By sword and by eldritch power, defeat is impossible.

    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

    Giant in the Playground PrC Contest XIX

    The contest begins with the posting of this thread and will run through midnight of June 11th.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of June 21st.

    Rules

    1) You will be creating an 'original' prestige class. Your class must be what is commonly referred to as a 'gish' class; a warrior-spellcaster character that utilizes some form of supernatural arts in tandem with skill in the martial arena. Obviously, a straightforward gish would work, but fluff and flavor are greatly encouraged. You could epitomize a spell like the Swiftblade does with Haste, you could make a psi-gish that focuses on assassination. You could make a battle priest who buffs in-combat healing while serving as a war leader, a crusading druid-knight who serves the Lord of the Forests, an arcane-warrior who uses arcane spell energy to create a deadly blade of destruction and death for his use. A special breed of paladin-warlocks that use their corrupted powers to fight evil, or a warrior who unlocks magic through his skill and belief in his pure skill with a blade. Generic is bad, let's see some incredible and unique Gishes here! All WotC books are allowed for inspiration, and by all means, ask questions!

    2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the

    deadline will be disqualified.

    3) Entries must be 3.5, using the standard format below.

    4) Post all entries in this thread. Post all conversation, questions, etc here in the
    chat thread).

    5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

    6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted

    work will be accepted. Such entries will be disqualified. Such entries will be disqualified.

    7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.


    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

    And here's helpers if you need it!

    (Fax Celestis' Prestige Class Creation Thread)
    (Djinn_In_Tonic's What to make and How to make it special!)
    Last edited by ErrantX; 2010-06-09 at 12:55 AM.
    Chris Bennett
    Author of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
    My extended homebrew signature!

    Follow me on Facebook!

  2. - Top - End - #2
    Ogre in the Playground
     
    ErrantX's Avatar

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    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    PRESTIGE CLASS NAME



    Quote of Some Kind by a member of the class!

    A general description of whatever the class is!

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

    ENTRY REQUIREMENTS
    :
    :
    :
    :
    :

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

    Hit Dice: dx

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

    1st|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 existing class level

    2nd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 existing class level

    3rd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 existing class level

    4th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 existing class level

    5th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 existing class level

    6th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 existing class level

    7th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 existing class level

    8th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 existing class level

    9th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 existing class level

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 existing class level[/table]

    Weapon Proficiencies: A place to put the different proficiencies.
    Put all the different class abilities in here!

    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 ErrantX; 2010-05-11 at 11:18 AM.
    Chris Bennett
    Author of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
    My extended homebrew signature!

    Follow me on Facebook!

  3. - Top - End - #3
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Voidmage Husher

    "Damn but would you shut. Up? I'm trying to think here."
    - Kyria Thorne, Voidmage Husher

    The Voidmages are a group of mage-thieves possessed of a dark reputation that they, frankly, don't deserve. They know where it comes from, of course - wizards' propaganda and sword-swinger misunderstandings of their arts - but, frankly, the stories that they sacrifice children to demons are going a bit far. What they do, and do well, is pull of death-defying heists the likes of which are spoken of only in legend. Who stole the holy symbol from around the High Priest of Pelor's very neck? Voidmages. Who holds Keraptis' spellbook, seized from the shattered ruins of White Plume Mountain? Voidmages.

    Mind now, not all of them are happy-go-lucky thieves; their talents can be turned easily to murder for hire, adventuring, and even war - but a Voidmage is, at heart, an adrenaline junkie in love with magic and a little bit of mayhem. Look for the smiling rogue with the spellbook at his hip, and he'll see you right. Or steal your pants. One of the two.

    Becoming a Voidmage Husher
    Voidmage Husher all have some training as rogues or spellthieves; the most common entry into the class is a rogue/wizard, though straight spellthieves run a close second place. Clerics, druids, and other divine casters are almost never Voidmages, and multiclass psions usually have better things to do with their time.

    As far as actually being trained in their arts, the Voidmages keep several copies of The Book of Going Forth by Night, and hide them all over the world, daring magical thieves to come and seize them. Less common are Voidmages who purchase their tome or - gods forbid - actually find a teacher. Other Voidmages are competition, not help, and a master-apprentice relationship is exceptionally rare.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +4
    Skills: Knowledge (Arcana) 9 ranks, Disable Device OR Open Lock 9 ranks, Hide 5 ranks, Tumble 5 ranks
    Feats: Improved Initiative, Improved Counterspell, Spell Focus (Necromancy)
    Spells: Able to cast invisibility as an arcane spell
    Class Feature: Sneak Attack +2d6, Evasion
    Special: Must have suffered the effects of a silence spell
    Special: A potential Voidmage Husher must find, steal, or be taught from The Book of Going Forth by Night. This process takes approximately two weeks of intense study, and requires that she be able to speak and read Draconic.

    Class Skills
    The Voidmage Husher's class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con) Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Any, chosen individually) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
    Skills Points at Each Level: 6 + Intelligence Modifier

    Hit Dice: D6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Known/Per Day

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Void Magic, Sneak Attack +1d6|+1 level of existing arcane class

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Defensive Blur|+1 level of existing arcane class

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Improved Evasion|+1 level of existing arcane class

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Hold Your Tongues|+1 level of existing arcane class

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Hide in Void, Sneak Attack +2d6|+1 level of existing arcane class

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Voidsnatch, Opportunistic Casting|+1 level of existing arcane class

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Resounding Silence|+1 level of existing arcane class

    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |Speechless Casting|+1 level of existing arcane class

    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |Absent Steps, Sneak Attack +3d6|+1 level of existing arcane class

    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |Absence of Mind|+1 level of existing arcane class[/table]

    Weapon Proficiencies: A Voidmage Husher gains no new weapon or armor proficiencies.

    Void Magic (Su): The lessons contained within The Book of Going Forth by Night teaches the nascent Voidmage how to weave the Void into their magic, letting it eat away at light, sound, and even life. The Voidmage Husher adds silence to her spells known list as a second-level spell if she doesn't already know it. Furthermore, silence, spells that grant energy resistences, miss chances, and/or concealment are all considered necromancy spells in addition to whatever school(s) they already possess whenever the Voidmage casts them. These benefits must be direct effects of the spell; that is, she cannot cast a polymorph spell as a necromancy spell in order to gain a form that has energy resistance, et cetera. She may choose to cast the spells as written, but she might not benefit from certain class features which may otherwise be applicable.

    Sneak Attack (Ex): At first level, the Voidmage Husher's sneak attack improves by an additional 1d6 (increasing to 2d6 at fifth level and 3d6 at ninth level). See the rogue class feature.

    Defensive Blur (Su): Destruction is much faster than creation, and with a twist of magical concept and a bit of reflexes, the Voidmage Husher learns how to "destroy" her presence from a battlefield or a sticky situation. Starting at second level, she may choose to cast any necromancy spell that grants energy resistance, miss chance, or concealment as an immediate action. These benefits must be direct effects of the spell; that is, she cannot cast a polymorph spell as an immediate in order to gain a form that has energy resistance, et cetera. She may still choose to cast the spell at its normal speed if she so wishes.

    Improved Evasion (Ex): A Voidmage Husher of third level or higher benefits from the improved evasion ability. See the rogue class feature.

    Hold Your Tongues (Su): Starting at fourth level, the Voidmage Husher may cast silence as an immediate action. Additionally, she may designate any number of beings when she casts the spell;these beings are not affected by the silence effect and may continue to speak and hear normally. She need not be able to percieve these beings, though she must have some kind of specific description ("The one-eyed man who sold us our drinks" will do) with which to identify them to herself.

    Hide in Void (Su): A Voidmage Husher of fifth level or higher may take advantage of nearby wells of negative energy to step into the Void in order to hide; she may use the hide skill without cover or concealment and even while being observed, but only if she is within ten feet of an undead being (aside from themselves or a being intimately connected with them, such as a familiar), an ongoing necromancy effect on her environment (such as a haunted house, or an unhallow spell), or some other well of negative energy. While hiding, she is literally not there; she cannot be affected by any force short of divine intervention, though she also cannot move or take any actions. However, if she is spotted (as per the normal spot vs. hide rules), she immediately fades back into existence and cannot attempt to use this ability again for ten rounds. Likewise, if the well of negative energy they're tapping into moves more than ten feet away from them, the Voidmage fades back into existence immediately (though in this case, she automatically surprises any hostile creatures which were not already aware of her presence in the area).

    A Voidmage Husher does not need to eat, sleep, drink, or breathe while hiding in void.

    Voidsnatch (Su): In a way, the technique of Voidsnatching is the most feared of the Voidmage's arts, for there is literally almost no way to prevent it. A Voidmage Husher of sixth level or higher may reach out while hiding in the void and snatch physical objects within five feet of her, stealing them without their owners being so much the wiser.

    There are, however, some important limitations on this power. First and foremost, attempting to steal an object from a creature still requires a sleight of hand (or disarm, as the case may be) check, which the creature may oppose normally. Failure on this check shunts the Voidmage out into reality, just as if she were spotted while hiding in the void. Secondly, a Voidmage may only attempt to steal an object which she is physically capable of carrying - that is, she can't grab an entire house and drag it into the void with her, or other, similar feats. Lastly, the Voidmage may only steal inanimate objects, not living (or unliving, or artificial) beings.

    A Voidmage Husher may only attempt to Voidsnatch once per minute. Doing so is a standard action (which may require a Sleight of Hand or disarm check in the cast of attended objects). An object that is snatched into the Void is overcome by a brief caul of darkness before vanishing entirely.

    Opportunistic Casting (Su): Also starting at sixth level, the Voidmage Husher can draw upon channels of pain and distraction when casting necromantic magic; once per round, whenever she strikes a flat-footed opponent in melee combat, she may immediately cast a necromancy spell, so long as that spell either includes her victim in its area or designates her victim as its sole target.

    Resounding Silence (Su): Starting at seventh level, whenever the Voidmage Husher successfully counters a spell, that spell's caster immediately suffers the effects of a silence spell (no save, as cast by the Voidmage herself). Furthermore, they must immediately succeed at a Fortitude save (DC 10 + the Voidmage's class level + her Intelligence modifier) or gain 1d3 negative levels from exposure to raw Void.

    Speechless Casting (Su): Starting at eighth level, the Voidmage Husher no longer has to include verbal components in any of her spellcasting; in essence, all of her spells receive the benefit of the Silent Spell feat at no cost.

    Absent Steps (Su): Starting at ninth level, the Voidmage Husher may move while hiding in void; however, moving more than ten feet away from an undead being, ongoing necromancy effect, or other pool of negative energy causes her to immediately drop back into existence. Since she isn't actually there, the Voidmage Husher may be treated as incorporeal while moving in this fashion.

    Absence of Mind (Su): The pinnacle of her knowledge, a tenth-level Voidmage Husher gains complete immunity to mind-affecting spells or abilities. Furthermore, she may briefly affect the physical world while hiding in the Void; the Voidmage Husher may cast a single necromancy spell and make a single melee attack while hiding in the void without emerging from it or giving away her "location" (such as it is). A missed attack or failed spell still counts against this limit, and once the Voidmage has both cast her spell and made her attack, she immediately fades back into existence as though she were spotted while hiding in the void.

    It should be noted that attempts to cast more than one spell or make more than one attack cause the Voidmage to immediately fade back into existence as though she had been spotted while hiding in the Void.

    Playing a Voidmage Husher
    Life's a joyride and then you die; live it up and take risks! A lot of your powers can be greatly aided by having the balls to take things up a notch and dare the next big heist, assassination, or prank. You're still a tactical character, though, so try not to let your high-on-life attitude overwhelm your good sense. After all, a captured thief is a dead thief, right?
    Combat: Like rogues, Voidmages prefer to strike from stealth. Unlike rogues, your combat tactics should mix stealth with a bit of flash-and-bang confrontation. Strike from ambush whenever possible, aiming to use abilities such as Hold Your Tongues and Opportunistic Casting to cripple your opponent's spellcasting and tactical abilities. Disrupt spellcasters and communication whenever possible with counterspells and readied actions and don't be afraid to hide in the void in order to buy some time to think. When all else fails, you can always run away and bring back friends.
    Advancement: Voidmages typically advance as rogues, wizards, assassins, blackguards, or other classes that involve stealth, magic, or a combination of the two. Many of them choose classes that augment their (somewhat lagging) ability to inflict precision damage.
    Resources: Voidmage Hushers maintain connections to the various black markets around the world - they need someone to fence their goods to, after all - but are not otherwise privy to any resources above and beyond an adventurer of similar means.

    Voidmage Hushers in the World
    "You know, after spending all that time, money, and corpses on the defense of my fortress, I really should have expected something like this."
    Callhas the Cynic, necromancer-king, shortly after discovering that the crown jewels had been stolen by a Voidmage Husher

    Voidmage Hushers are magical theives with augmented powers of stealth, infiltration and magical combat; as might be expected, their reputation is much less than rosy. Those who view negative energy with distrust or hatred tend not to take a very cheery view of them either, leading most Hushers to either become adventurers (and hide their real talents for all their lives are worth) or to associate with some of the shadier criminal elements. On the bad side of the law, Hushers are much in demand as thieves, infiltrators, spies, and mage-slayers, and as tools they gain much more acceptance than they otherwise would as equals.
    Daily Life: Voidmages typically spend their time stealing, planning theft, engaging in other criminal activities, doing magical research, hunting down rare and valuable objects, or feeding their adrenaline addiction. It is not all that uncommon to find a Voidmage cliff-jumping, waiting for the last possible second before casting the feather fall that saves their life.
    Notables: Kyria Thorne (the sister to Mark Thorne, a Child of the Mausoleum noted for finding acceptance in the public sphere) is a thief for hire. Famous in six different nations, bored nobles use her as a tool in their latest grand prank, revenge scheme, or political manuevering, keeping the cash flowing into her coffers hard and fast in exchange for her whimsical loyalty and her services. Aside from being a sort of living legend among robber mages, Kyria is secretly working as a double agent for the rulers of those various nations, keeping the nobles in line and keepings tabs on them for an even more exorbiant sum of money. Kyria doesn't see much wrong with this arrangement, especially since it keeps her lavish mansion supplied with wards, servants, luxuries, and chocolate. It's a sweet deal.
    Organizations: The only "organization" that can be applied to Voidmages is a loose network of back-scratching, favor-trading and good fencing that exists among them; no formalized bonds of brotherhood exist.

    NPC Reaction
    Your average citizen may not even be aware that the Voidmages exist, but they don't try very hard to keep themselves hidden away, so scholars, sages, and most wizards should be aware of them. Frankly, they scare most people, in the sense that one never knows when they're lurking about, ready to steal a newly-invented spell or a freshly carved wand. As such, they're seen in much the same manner that, say, a professional thief or mugger is - a nuisance and a hazard of living, rather than an active malevolence.

    In the underworld, Hushers are greatly prized as tools, partners, and weapons. A lot of Hushers end up running their own operations, giving the entire profession a sort of dignified air that it doesn't really deserve. Likewise, these criminal Hushers have given their bretheren a reputation for deception, callousness and bloodlust that they also don't really deserve.

    Voidmage Hushers in the Game
    Voidmages serve a lot like a party rogue - just, well, sneakier. DMs may grow frustrated with their ability to slip through walls, but there are methods around that particular frustration. Aside from that, the Voidmage's abilities also encourage honest-to-goodness wizard duels of spell-counterspell and plain cunning. Dungeon Masters, play this up! It's not often you get the chance to host an epic wizard duel without wrecking half the nation it's in.
    Adaptation: The Voidmages should be relatively easy to adapt; give them an organization, change the focus of their spells, make 'em a guild of mage-thieves, the possibilities are endless and limited only by your imagination.
    Encounters: Player characters are most likely to encounter a Voidmage in the act of stealing or assassinating someone. The Voidmage in question may even be after one of their possessions, which could make things quite the bit awkward. Voidmages love cat-and-mouse games and leading their opponents on, and they'll almost always leave the players at least the hope of victory - where's the fun otherwise?
    Last edited by Lord_Gareth; 2010-06-01 at 12:07 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  4. - Top - End - #4
    Bugbear in the Playground
     
    Forever Curious's Avatar

    Join Date
    Sep 2009
    Location
    Good question

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Bloody Reaper


    "Are life and sanity worth it when they can be lost so easily?" -Gaven Rixx, a Bloody Reaper

    Whether arcane or divine, necromancers ultimately search for a greater connection to death. Some find this through the creation of undead minions to serve them. Others, however, find this through insanity and rampant destruction, sowing anarchy and ruin in their wake.

    The latter often become Bloody Reapers: reckless warriors of undeath. They feel that they can more fully embrace the powers of death by experiencing it first hand...or, more accurately, watching others experience it. The orgin of this philosphy is unknown, though several undead bloody reapers claim to be the first to practice their craft. There is no official formal organization of these berserk necromancers, but many newer ones join with the more experience and establish raid parties, learning from their superiors firsthand.

    BECOMING A BLOODY REAPER
    All bloody reapers begin their career as some form of necromancer, either as a cleric to a god of death or as a dread necromancer. Some even come from sorcerous lineages. Very few wizard bloody reapers exist, as physical force is not their forte. Although it's possible to become a bloody reaper by traveling a solely magical path, many have a level or two in a martial class, most often barbarian.

    ENTRY REQUIREMENTS
    Alignment: Any non-lawful
    Spells: Must be able to cast at least one necromancy spell of 2nd level or higher
    Skills: Knowledge (Arcana) 4 ranks
    Feats: Power Attack, Weapon Focus (Any)
    Base Attack Bonus: +4

    Class Skills
    The Bloody Reaper's class skills (and the key ability for each skill) are Climb (Str), Concentrate (Con) Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int) Survival (Wis), and Swim (Str)
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Deathform Frenzy 1/day (undeath), Somatic Weaponry, Rebuke Undead|-

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Frenzied Casting, Imbue Weapon|+1 existing class level

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Deathform Frenzy 2/day (weakening)|+1 existing class level

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Entropic Power Attack|-

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Deathform Frenzy 3/day (reaping)|+1 existing class level

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Frightful Presence|+1 existing class level

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Deathform Frenzy 4/day (enervating)|-

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Soulless Retribution|+1 existing class level

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Deathform Frenzy 5/day (terminating) |+1 existing class level

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Consume the Meek|-[/table]

    Weapon Proficiencies: Bloody reapers are proficient with all martial weapons.

    Deathform Frenzy (Ex): A bloody reapers can enter a deranged frenzied state, channeling the power of the undead he strives to become. While doing so, he gains a +4 bonus to Strength and, if he makes a full attack action, gain an additional attack at his highest base attack bonus (this does not stack with any other effect that grants additional attacks). However, he takes a -4 penalty to AC and takes 1 point of lethal damage per round. This frenzy last a number of rounds equal to 3 + Constitution modifier. This effect cannot be ended early by any means. The bonuses (but not penalties) of the deathform frenzy stack with those of any rage ability the character has.

    While in a deathform frenzy, the bloody reaper cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

    During a deathform frenzy, the bloody reaper must attack any creature he perceives as an enemy to the best of his ability with disregard for danger (attacks of opportunity, hazards, etc.). If there are no enemies left by the time the deathform frenzy ends, the bloody reaper must continue to attack the nearest creature (regardless of circumstance). When the frenzy ends, the bloody reaper is fatigued for one minute.

    At first level a bloody reaper can enter a deathform frenzy once per day as a swift action. He gains an additional use per day at every other level (but only once per encounter). Whenever a bloody reaper takes damage from any source (attack, spell, trap, etc.), he automatically enters a deathform frenzy if he has any daily uses left unless he succeeds on a Will save (DC 10 + points of damage taken since last action).

    At first level, whenever a bloody reaper enters a deathform frenzy, he gains the traits of the "undead" type until the end of the frenzy (excluding HD), but retains his Constitution score and is not immune to effects involving Fortitude saves.

    At third level, whenever a bloody reaper succeeds on an attack against a creature during a deathform frenzy, that creatures is fatigued for 1d4 rounds (no save) This ability does not stack with itself. However, if the opponent was already fatigued from another ability, they become exhausted for 1d4 rounds.

    At fifth level, whenever a bloody reaper slays a creature during a deathform frenzy, that creature rises one minute later as a zombie or skeleton (bloody reaper's choice) under the bloody reaper's control. The total Hit Die of undead controlled this way can not exceed the bloody reaper's his class level. This ability is independent of Rebuke Undead.

    At seventh level, once per round when a bloody reaper succeeds on an attack against a creature during a deathform frenzy, the attacked creature must make a Will save (DC 10 + bloody reaper's Charisma modifier + bloody reaper's class level) or take 1 negative level.

    At ninth level, once per round when a bloody reaper succeeds on an attack against a creature during a deathform frenzy, the attacked creature must make a Fortitude save (DC 10 + bloody reaper's class levels + bloody reaper's Charisma modifier) or be slain instantly. Activating this ability ends the frenzy immediately.

    The abilities granted during a Deathform Frenzy are triggered using a free action.

    Somatic Weaponry (Ex): A bloody reaper can effortlessly combine his magical prowess with martial fighting. He can cast spells with somatic components even when wielding a weapon (including a two-handed weapon).

    Rebuke Undead (Su): A bloody reaper retains his ability to control undead if he could already. Bloody reaper class levels stack with any other class levels to determine his ability to rebuke undead.

    Frenzied Casting (Ex): At second level, a bloody reaper can cast spells during a Deathbound Frenzy.

    Imbue Weapon (Ex): A bloody reaper develops a closer bound to his instrument of death. He can channel a touch spell through any weapon he's currently wielding (this includes melee, ranged, natural, and improvised weapons). This follows the rules for holding a charge for a touch spell.

    Entropic Power Attack (Su): A bloody reaper gains the ability to further fuel his destructive urges through magic. At fourth level, a bloody reaper can sacrifice a spell slot during a power attack as a free action. If he does so, he adds thrice the spell level (minimal 3) to the damage of the power attack, or adds four times the spell level (minimum 4) if wielding a two-handed weapon.

    Frightful Presence (Ex): At sixth level, a bloody reaper can unsettle foes with its mere presence. The ability takes effect automatically whenever the bloody reaper attacks or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the bloody reaper. A potentially affected creature that succeeds on a Will save (DC 10 + the bloody reaper's class level + Charisma modifier) remains immune to this ability for 24 hours. Creatures who fail this save are shaken for one minute. This ability stacks with other fear effects, but not with itself.

    Soulless Retribution (Su): The bloody reaper can harness the necrotic energy that flows through him, allowing for a vicious surprise should he be slain. When a bloody reaper is slain, it's body explodes in a 20 foot burst, dealing 15d6 negative energy damage to all creatures in range (no save).

    Consume the Meek (Su): At tenth level, a bloody reaper can attempt to devour the life force of his foes. A number of times per day equal to his Constitution modifier, a bloody reaper can project a burst with a 60 foot radius as a full-roundtures with less hit die than the bloody reaper must make a Fortitude save (DC 10 + bloody reaper's class level + bloody reaper's Charisma or instantly be slain. A bloody reaper gains temporary hit points for each hit die of creature slain this way, as well as a +2 bonus to Strength and Constitution for every 3 creatures slain this way, all of which lasts for 1 hour afterwards and stack with multiple uses of this ability. Creatures that have 1/2 the bloody reaper's Hit Die or less automatically fail their save.

    PLAYING A BLOODY REAPER
    By their nature, bloody reapers pride themselves on sowing death and destruction. They are often psychotic, having suffered traumatic events in their younger lives, and while sane ones exist, they keep a much lower profile. Bloody reapers most regularly serve as mercenaries, free-lance killers, or guards for powerful undead such as liches.
    Combat: Bloody reapers enjoy participating in the destruction of any they deem a foe, and thus are often on the front lines of combat. They typically start off combat crippling the foe with draining spells (such as ray of enfeeblement) or summoning undead allies. After that, it's always the same thing: enter a frenzy, wade into combat, and kill anything in your path. Parties with bloody reapers often hang back and strike from a distance, lest they get in its way.
    Advancement: Once the path down the road of the bloody reaper has started, many find it impossible to stop until the end. However, those who do not progress fully in the class often throw themselves back into arcane or religious study, trying to forget the horrifying power they hold. Even those who fully complete the class return to their magical focus, hoping to acquire as much potential power as possible.
    Resources: Bloody reapers share a twisted respect for intelligent undead as well as more powerful reapers. Some pledge service to liches or vampires in exchange for necromantic lore or favors. Even those who don't are welcome wherever the dead walk: temples to death gods, necromantic cabals, etc, and few even find a home amongst city guards and other warrior guilds.

    BLOODY REAPERS IN THE WORLD
    "..." Serg Klomkin, a survivor of a bloody reaper raid (driven silent by trauma)

    Bloody reapers relish slaughter, and their raid parties are known for being ruthless, messy, and mind-numbing. All bloody reapers engage in this primal destruction, but for varying reasons: a good reaper channels his power against demonic entities and other living evil beings, while evil reapers feel no qualms against massacring a village for kicks.
    Daily Life:
    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.

    BLOODY REAPERS 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: 10 Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Gaven Rixx
    Chaotic Evil/Male/Human/Dread Necromancer 4, Barbarian 1, Bloody Reaper 5
    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 Forever Curious; 2010-05-14 at 07:58 AM.
    Kaalia Verk avatar by Rauthiss.


  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    Aug 2008
    Location
    Midwest, not Middle East
    Gender
    Male

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Shadow Warrior

    "I never fight alone." - Reginald of Woodmarsh, Shadow Warrior


    Shadow Warriors place some of their soul into their shadow. This makes it somewhat independent and capable of helping them in combat.

    Becoming a Shadow Warrior
    A shadow warrior needs some soul shaping ability, some martial skill, some knowledge of other planes, and some ability to work shadow. The combination of these two paths with some intermediate knowledge of planar effects naturally leads to the conclusion that a shadow can be more than a result of light. Because of this, many shadow warriors are self-taught.

    Entry Requirements
    Incarnum Defense class feature
    Knowledge of three mysteries
    Knowledge: Planes 8 ranks


    Class Skills
    The shadow warrior's class skills (and the key ability for each skill) are Climb(Str), Concentration(Con), Craft(Int), Hide(Dex) Jump(Str), Know(Arcana) (Int), Know (Planes)(Int), Move Silently(Dex) Spellcraft(Int), Spot(Wis), Swim(Str)
    Skills Points at Each Level: 4 + int modifier

    Hit Dice: d8
    Level BAB Fort Ref Will Special Mystery Advancement
    1st +1 +2 +0 +2 Shadow Companion Tier 1, Smiting, Shadowcasting, Meldshaping, Open Least Chakra +1 Meldshaping,+1 Essentia
    2nd +2 +3 +0 +3 Shadow Soulmeld 1 +1 Mystery,+1 Meldshaping,+1 Essentia
    3rd +3 +3 +1 +3 Soul-Tinged Mysteries +1 Meldshaping,+1 Essentia
    4th +4 +4 +1 +4 Expanded Shadow Capacity, +1 Smite/encounter +1 Mystery,+1 Meldshaping,+1 Essentia
    5th +5 +4 +1 +4 Shadow Companion Tier 2, ASF -10% +1 Meldshaping,+1 Essentia
    6th +6 +5 +2 +5 Shadow Soulmeld 2 +1 Mystery,+1 Meldshaping,+2 Essentia
    7th +7 +5 +2 +5 Shield of Shadows, Open Lesser Chakra +1 Meldshaping,+1 Essentia
    8th +8 +6 +2 +6 ASF -20%, Expanded Shadow Capacity +1 Mystery,+1 Meldshaping,+2 Essentia
    9th +9 +6 +3 +6 Shadow Soulmeld 3, Shadow Companion Tier 3 +1 Meldshaping,+2 Essentia
    10th +10 +7 +3 +7 Perfect Shadow +1 Mystery,+1 Meldshaping,+2 Essentia

    Weapon Proficiencies: A shadow warrior gains no new proficiencies in weapons or armor.

    Open Least Chakra(Ex): A first level shadow warrior gets Open Least Chakra as a bonus feat. He may select the chakra it applies to as normal.

    Meldshaping: Your meldshaper level is the sum of your Shadocaster, Soulborn, and Shadow Warrior levels. Levels in Shadow Warrior stack with levels of Soulborn for soulmelds, essentia, and chakra binds.

    Smiting: Your smites from Soulborn are now per encounter instead of per day due to the enduring nature of shadow. The feat Extra Smiting gives you one additional smite per encounter instead of its listed effect. Levels in Shadow Warrior and Soulborn stack to determine smite damage.

    Shadowcasting: Your caster level for mysteries is the sum of your Shadowcaster, Soulborn, and Shadow Warrior levels. Every even numbered level you gain more mysteries known as though you had taken another level of Shadowcaster. You gain access to new tiers of mysteries and turn mysteries from arcane spells to spell like abilities to supernatural abilities using the sum of your Shadowcaster, Soulborn, and Shadow Warrior levels: a Shadowcaster 3/Soulborn 2/Shadow Warrior 2 has access to initiate mysteries and their apprentice mysteries are now spell like.


    +1 Essentia(Ex): You gain more essentia from the co-mingling of shadow and soul each level. A shadow warrior gains a point of essentia every level except levels 6,8,9, and 10 when he gains two points of essentia.

    Shadow Companion:
    Spoiler
    Show
    As part of becoming a Shadow Warrior you put some soul into your shadow, animating it. It works like a soulmeld except you are required to shape it and it does not count against your total of soulmelds shaped. In effect, you have an additional soulmeld you can shape, but it has to be the Shadow Companion. If it is unshaped, you may reshape it just like any other soulmeld. The shadow can move up to 10' from you per class level and you direct it to anywhere within range as a free action 1/turn. Alternately you can have it follow you and it will stay in your square. The shadow is not a creature, it cannot be targeted except by effects that target soulmelds (dispel magic and unshape soulmeld and such). The benefit to the shadow is that you can invest essentia in to it to gain abilities. You may only use abilities that are in a tier you have access to, according to the table of class features. Pay for each ability seperately; the ability to deliver touch mysteries and the ability to flank and aid another together cost two essentia.
    For purposes of making attacks, unless otherwise noted, your shadow uses your BAB and Dex and is treated as having weapon finesse.
    Tier Essentia Ability
    1
    1 Deliver Touch Mysteries
    1 Smite
    1 Flank and Aid Another
    1 Shadow Sight
    2
    2 Shadow Swap
    2 Strength Damage
    3
    3 Incorporeal Wrap
    3 Shadow Conduit
    Tier 1 Abilities

    Deliver Touch Mysteries(Su): Your shadow can deliver a mystery with a range of touch. This is part of the same standard action that casts the mystery, your shadow cannot hold the charge for a touch mystery.
    Smite(Su): Your shadow can deliver one of your smite attempts as a touch attack that only deals smite damage.

    Flank and Aid Another(Su): Your shadow can menace and distract opponents, it is now treated as threatening with the same amount of reach you have (so the shadow of a human threatens the square it is in and each adjacent square). If the shadow is in a creature's square then anyone can use it to flank that creature. In addition, once per round as a free action you can direct the shadow to use the aid another action, which either gives +2 to hit to one attack or +2 to AC against that opponent's next attack.

    Shadow Sight(Su): You may see out of your shadow's eyes in addition to your own. This may allow you to ignore concealment, if you have your shadow on the other side of it and the shadow has clear line of sight to your target. The shadow sees as you do, so if you have True Seeing or See Invisible the shadow also gains the benefits of those spells.

    Tier 2

    Shadow Swap(Su): As a swift action, you may trade places with your shadow. If this puts you in an illegal square you are shunted to the nearest legal square and take 1d6 damage per 5' you are required to move.

    Str Damage(Su): As a standard action you can direct your shadow to touch an opponent and do two strength damage. This is a negative energy effect and can also carry a smite. If you put another two essentia in to this ability, it can be used as a swift action instead.

    Tier 3

    Incorporeal Wrap(Su): As a move action you may wrap your shadow into yourself and become incorporeal for round a number of rounds equal to your shadow warrior level or until you move the essentia out of this ability. If you invest two additional essentia in this ability you may do this as a swift action.

    Shadow Conduit(Su): You may draw line of effect for your mysteries starting from your shadow instead of from yourself.


    Shadow Soulmeld(Ex): You may shape a soulmeld with the [shadow] descriptor, as described at the end of this class. You may shape one [shadow] soulmeld at class level 2, two at class level 6, and three at class level 9. These soulmelds do not count against your total number allowed from the Soulborn progression.

    ASF Reduction(Ex): Your arcane spell failure chance for mysteries only is reduced by the amount listed on the table.

    Soul-Tinged Mysteries(Ex):
    Spoiler
    Show
    When you shape soulmelds, you may also invest essentia in to mysteries. Each point of essentia in a mystery gives more uses of it per day: if it is an arcane spell to you you gain one extra use, if it is a spell like you get two uses, and if it is a supernatural ability you get three more uses. You may take the essentia out of a mystery as normal but you may not put essentia in to a mystery except after 8 hours of rest and one hour of shaping. Keep track of how many uses you have expended, not how many you have left: if you have two essentia in congress of shadows and it is an arcane spell for you and you have cast it once; if you take the essentia out you may not cast it again today. Each point of essentia in a mystery also increases the DC for any relevant save by 1 and your caster level by 1.


    Expanded Shadow Capacity(Ex): Your shadow companion, [shadow] soulmelds, and mysteries (see Soul-Tinged Mysteries) have their essentia capacity increased by 1. This happens again at 8th level.

    Shield of Shadows(Su): Your martial skill pulls shadows from around you to ward off attacks. You gain a shield bonus to AC equal to your Charisma modifier.

    Open Lesser Chakra(Ex): A seventh level shadow warrior gets Open Lesser Chakra as a bonus feat. He may choose the chakra it applies to as normal.

    Perfect Shadow(Su):
    Spoiler
    Show
    Once per encounter, you can fill your shadow with enough borrowed soul energy that it materializes. This is a swift action. For the rest of this round, whatever you do, your shadow also does. If you full attack that troll, your shadow does also using all the same bonuses you have (magic weapons, buffs, etc) (if necessary, move the shadow adjacent to the target as a free action, an exception to the action required to move the shadow). If you cast a mystery targeting that enemy wizard, your shadow casts the same mystery with the same target but this does not cost you a use of the mystery. Your shadow cannot duplicate use of consumable items; you can't get two scrolls of Gate cast for the price of one, for example.


    Playing a shadow warrior
    Combat: You want to get in to the thick of combat and hit your enemies. Your shadow offers interesting tactical options but do not forget that you are there to kill people dead.
    Advancement: More levels in either soulborn or shadowcaster make the most sense after you finish shadow warrior, depending on if you want to focus on killing or casting.
    Resources: Shadow warriors have no formal organizations but tend to be adventurers. Use your party.

    Shadow Warriors in the world
    It was hardly a fair fight. We were supposed to fight one on one, man on man. Then his shadow jumped at me, and I don't remember the rest. -Larry Miller, failed gladiator

    Daily Life: Go adventure! Fight things! Or study how this whole shadow thing works, but honestly that's probably better left to straight shadowcasters, wizards, and such.
    Notables: Mysteriously, there are no records of famous shadow warriors.
    Organizations: Some kingdoms train shadowcasters or soulborn for their unusual abilities as elite problem shooters. Rarely two kingdoms collaborate and teach shadow warriors.

    NPC Reaction
    Shadows are evil, right? So that guy whose shadow doesn't seem to match his movements must be evil. But he's wearing all that scary armor and has a big sword. What to do?

    Shadow Warriors in the game
    Shadow warrior is stronger than soulborn. It's maybe also stronger than shadowcaster but the half mysteries known means they are less versatile. The kick in the mysteries known hurts a lot.
    Adaptation: Incarnate or Totemist instead of Soulborn will make a better meldshaper. Wizard instead of shadowcaster will make a stronger spellcaster.
    Encounters: A shadow warrior can be an interesting part of an encounter, but he doesn't have the durability or action advantage to really work well as a boss.

    [shadow] soulmelds
    Spoiler
    Show

    Grip of the Shadow
    Descriptors: [shadow]
    Classes: Shadow Warrior
    Chakra: Hands
    Saving Throw: Fort negates
    You wrap shadowstuff around your hands. This is unhealthy for people
    As a standard action, you may make a touch attack. This inflicts a penalty of 1d6 strength to your target unless they make a fort save of DC 10+half meldshaper level+Cha modifier. This penalty does not stack with itself, if you touch someone twice they take the worse of the two penalties.
    Essentia: Each point of essentia increases the penalty by one. Each two points of essentia increases the DC by 1.
    Chakra Bind: Hands. The penalty to Str is now Str damage. This means it stacks with itself and is treated as stat damage normally is.

    Cloak of Darkness
    Descriptors: [shadow]
    Classes: Shadow Warrior
    Chakra: Shoulders
    Saving Throw: None
    You're not all there. That might sound like an insult, but there are advantages to being partly shadow
    As long as you are in light that is not too bright, attacks against you have a 10% chance to phase through you. This includes melee attacks and missile attacks but not gaze attacks, area attacks, targeted spells that have no attack roll, or falling damage.
    Light that is too bright, and so disables this ability, includes direct natural sunlight, [light] spells over third level, and extreme sources of light like a bonfire. Torches, candlelight, and other weaker sources do not negate the effect. The miss chance also does not work in total darkness, you can't have shadows without light.

    Essentia Effect: Each point of essentia increases the miss chance by 5%.

    Chakra Bind: Shoulders: Your miss chance works regardless of the lighting conditions.

    Stealth of the Night
    Descriptors: [shadow]
    Classes: shadow warrior
    Chakras: Feet or Shoulders
    Saving Throw: None
    How can you fail to hide when you are wrapped in darkness?
    You gain a +4 competence bonus to hide and move silently checks.
    Essentia Effect: The bonus to hide and move silently increases by +2 per point of essentia invested.

    Chakra Bind: Feet
    The cloak of night quiets the clanging of your armor
    You may ignore any armor check penalty you have for using hide and move silently.

    Chakra Bind: Shoulders
    Vision seems to slide right off of you.
    You gain hide in plain sight. As long as you are within 10' plus 5' per point of invested essentia to a shadow, you may hide without cover or concealment. You may not use your own shadow to hide.

    Shadow Blade
    Descriptors: [shadow]
    Classes: Shadow Warrior
    Chakras: Arms
    Saving Throw:varies
    Shadows are not only a shield and a cloak, but also a weapon
    When the shadow warrior shapes this soulmeld he chooses a simple or martial melee weapon. That weapon, made of twisting shadows, appears in his hand. It acts as a normal weapon of that type, but pierces DR and strikes incorporeal things as though it were magic. If the weapon is disarmed or set down, the shadow warrior can recall it to his hand as a free action. No one else can wield the weapon; their hands simply pass through the hilt or shaft. The weapon cannot be sundered, but can be unshaped like any other soulmeld.
    Essentia Effect:Each point of essentia invested in the soulmeld gives the weapon a +1 to hit and damage.

    Chakra Bind: Arms
    The twisting shadows respond to your arcane prowess.
    Once per round as a free action, you may channel a mystery with a range of touch through your Shadow Blade. If you hit with the attack, the mystery works as normal and you also do damage with your Shadow Blade.

    Guise of the Nightmare
    Descriptors: [shadow], [mind affecting], [fear]
    Classes: Shadow Warrior
    Chakras: Brow
    Saving Throw:Will Negates or Will Partial
    Fear of the dark is primal. You cover your face with terror.
    As a move action, the shadow warrior may direct his fearful gaze at an opponent within 30' plus 5' per invested essentia. If the opponent fails a will save (DC 10+half meldshaper level+Cha modifier+invested essentia) he is shaken for a number of rounds equal to your charisma modifier. If the opponent makes the save he is immune to this ability for 24 hours.
    Essentia Effect:The DC of the ability scales, and the range increases.
    Chakra Bind: Brow.
    The shadows shrouding your face lash out on their own.
    You no longer need to use move actions to activate the fear ability, it automatically targets each opponent within range as a free action.

    Truth Obscured
    Descriptors: [shadow]
    Classes: Shadow Warrior
    Chakras: Crown
    Saving Throw: None
    Shadows can hide and obscure thoughts as well as actions
    You gain a +4 insight bonus on Bluff and Sense Motive checks.
    Essentia Effect: Each point of essentia invested increases the bonus on skill checks by +2.

    Chakra Bind: Crown. Your mind is shielded and insulated by protective wrappings of shadow. Whenever a [mind affecting] effect or an effect that would be foiled by non-detection targets you, it must make a caster level check with a dc equal to your meldshaper level + 10. If the effect has no caster level, use the hit dice of the creature it originates from. You may choose to allow some effects through, they then automatically work without a caster level check.



    Design notes:
    Spoiler
    Show
    You miss out on bonus Incarnum feats, more smites/day, Share Incarnum Defense, and Timeless Body from soulborn. You get fewer mysteries known than a straight shadowcaster but thanks to soul-tinged mysteries you should be able to keep up on mysteries/day. Plus, you can hit things instead of needing to cast a spell every round. You don't get more fundamentals, but really? Buying extra mystery uses via essentia is a balancing act: you can put all your essentia in a favorite mystery to make the DC go up and get more uses, but if you spread the essentia around you can reclaim it without missing out on uses/day more easily.

    The shadow companion needs more abilities to pick from, maybe I should loot the ectoplasmic construct list but I like having it not really be a creature.

    I need more [shadow] soulmelds. Any bright ideas/interesting mechanics?
    Last edited by Glimbur; 2014-04-03 at 04:41 PM. Reason: More essentia!

  6. - Top - End - #6
    Hoopy Frood in the Playground Moderator
     
    Vaynor's Avatar

    Join Date
    Jul 2005
    Location
    South Korea
    Gender
    Male

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    BLADE DANCER



    ”Cower behind your armor all you like, I know where to strike. My blades will find your flesh, however well you hide it.”

    ~ Celanor, elf blade dancer ~

    The blade dancer focuses on the metal element in her spellcasting, and has utilized this training to gain insight into the workings of metal. Combining deadly metal magic with combat prowess, the blade dancer can be quite dangerous. The blade dancer’s combat style focuses on the use of three blades at once, one animated, two wielded, for devastating effect. A blade dancer’s knowledge of metal allows her to wear armor without interfering with her spellcasting, and use metal weapons with ease. The blade dancer’s comprehension of the workings of metal even allow her to guide her attacks more easily, seeking faults in the enemy’s armor and finding the strengths of her own blades. Her research into the magic of metal has even unlocked the ability to cast new metal spells, previously unavailable.

    BECOMING A BLADE DANCER
    Blade dancers begin as Wu Jen who have developed a fascination with metal, and have devoted their studies to it. Bored of a life of books and silent study, the blade dancer has utilized her gift for more violent purposes, arming herself with multiple weapons and protecting herself with armor. Armed with immense knowledge on the nature of metal, a blade dancer can find the hole in any defense and wreak havoc with all three of her blades.

    ENTRY REQUIREMENTS
    Feats: Two-Weapon Fighting.
    Spellcasting: Must be able to cast Dancing Blade.
    Special: The character must have Elemental Mastery (metal) as a class feature.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Tumble (Dex).
    Skills Points at Each Level: 4 + Int modifier.

    Hit Dice: d8

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
    1st
    +0
    +0
    +2
    +2
    Dance of many blades (1/day), metal focus
    2nd
    +1
    +0
    +3
    +3
    Keen intuition +1 level of existing arcane spellcasting class
    3rd
    +2
    +1
    +3
    +3
    Metal affinity 10% +1 level of existing arcane spellcasting class
    4th
    +3
    +1
    +4
    +4
    Dance of many blades (2/day), improved two-weapon fighting +1 level of existing arcane spellcasting class
    5th
    +3
    +1
    +4
    +4
    Improved dancing blade +1 level of existing arcane spellcasting class
    6th
    +4
    +2
    +5
    +5
    Metal affinity 20% +1 level of existing arcane spellcasting class
    7th
    +5
    +2
    +5
    +5
    Dance of many blades (3/day) +1 level of existing arcane spellcasting class
    8th
    +6
    +2
    +6
    +6
    Improved elemental mastery +1 level of existing arcane spellcasting class
    9th
    +6
    +3
    +6
    +6
    Metal affinity 30% +1 level of existing arcane spellcasting class
    10th
    +7
    +3
    +7
    +7
    Dance of many blades (4/day), metal mastery

    Weapon Proficiencies: The blade dancer gains proficiency with all mostly metal martial weapons and one mostly metal exotic weapon, as well as mostly metal light and medium armor, and all metal shields except tower shields.

    Spells per Day: From 1st level on, when a new blade dancer level is gained (barring levels 5 and 10), the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of blade dancer to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

    If a character had more than one arcane spellcasting class before she became an blade dancer, she must decide to which class she adds each level of blade dancer for the purpose of determining spells per day.

    Spells Known: By becoming a blade dancer, the character’s list of available spells increases. If the blade dancer had multiple arcane spellcasting classes before taking this prestige class, these spells are added only to the Wu Jen spell list. The blade dancer does not automatically know these spells, but may choose from them from now on when selecting new spells known, and may learn these spells from another spellcaster’s spellbook or scroll. Additionally, at first level and every odd level thereafter, the blade dancer may add (up to a maximum level of one less than the maximum level spell the blade dancer can cast) one of the spells on the following list to her spellbook. All of the following spells are considered Metal spells, even if the spell description does not explicitly state as such.

    Additional spells known:
    Spoiler
    Show
    Level 0: Caltrops (SpC).
    1st: Backbiter (metal weapons only) (SpC), cutting hand (SpC), critical strike (SpC), instant locksmith (SpC), ironguts (SpC), master’s touch (weapon must be metal) (SpC), repair light damage (metal only) (SpC), scatterspray (SpC), shieldbearer (SpC), weapon shift (SpC).
    2nd: Battering ram (SpC), bladeweave (SpC), body blades (SpC), curse of impending blades (SpC), bristle (SpC), earthbind (SpC), ghost touch armor (SpC), hurl (SpC), ironthunder horn (SpC), iron silence (SpC), razorfangs (SpC), repair moderate damage (metal only)(SpC), whirling blade (SpC).
    3rd: Bands of steel (SpC), diamondsteel (SpC), mass curse of impending blades (SpC),repair serious damage (metal only) (SpC), reverse arrows (SpC), ring of blades (SpC), rust ray (SpC), spikes (SpC), steeldance (SpC), weapon of impact (SpC).
    4th: Ironbones (SpC), metal melt (SpC), ray of deanimation (SpC), repair critical damage (metal only) (SpC).
    5th: Lesser ironguard (SpC), shard storm (SpC).
    6th: Brilliant blade (SpC), hardening (SpC), howling chain (SpC), wall of gears (SpC).
    7th: Body of war (SpC), brilliant aura (SpC), ironguard (SpC), sword of darkness (SpC).
    8th: Iron body (PHB).
    9th: Black blade of disaster (SpC), awaken construct (metal constructs only) (SpC).


    Dance of Many Blades (Su): A blade dancer’s intimate knowledge of both the dancing blade spell and metal allows her to utilize her grace to whirl around her foes in a deadly swirl. Once per day, and an additional time per day every three levels (2/day at level 4, 3/day at level 7, and 4/day at level 10), the the blade dancer may enter a frenzy of blades. To use this ability, the blade dancer must be wielding two weapons comprised mostly of metal. When activated, this ability animates a sword as if the blade dancer had cast dancing blade. However, the dancing blade may only aid the blade dancer. During a dance of many blades, the blade dancer receives no penalties for wielding more than one weapon at the same time, and may make an additional attack with her wielded weapons at a -5 penalty to her attack roll. Additionally, due to the wild and unpredictable movements of the blade dancer when performing a dance of many blades, the blade dancer is granted a 25% miss chance to all melee attacks against her for the duration of this effect (this miss chance stacks with other spells, abilities, or conditions that grant a miss chance). The dance of many blades persists for a number of rounds equal to the blade dancer’s Intelligence modifier. At the end of the dance, the sword loses its animation (even if the sword would normally last longer if the spell were cast normally). Dance of many blades may be activated as a free action during combat.

    Metal Focus: A blade dancer has learned to mix magic and metal. When wielding two weapons comprised mostly of metal, the blade dancer does not need a free hand to cast spells with a somatic or material component. Instead, the magic is released by performing a flourish with one of the weapons.

    Keen Intuition: A blade dancer’s intelligence and knowledge of metal allows her to guide her attacks with her mind instead of only her strength. At level 2, when wielding two weapons both comprised mostly of metal, the blade dancer may add her Intelligence modifier to her melee attack rolls.

    Metal Affinity: The blade dancer’s study of metal has increased her understanding of its workings and nature. At level 3, the blade dancer learns how to use metal objects more easily than before by determining how the weight shifts when it moves, or exactly where its weaknesses and strengths lie. The blade dancer may ignore up to 10% of the arcane spell failure chance of armor comprised mostly of metal. This bonus increases to 20% at level 6, and to 30% at level 9. The blade dancer also gains an equal benefit when wielding two weapons comprised mostly of metal, lowering the penalty for two-weapon fighting by 1. This reduction increases to 2 at level 6, and 3 at level 9. The penalty for two-weapon fighting can never exceed 0.

    Improved Two-Weapon Fighting: The blade dancer gains the Improved Two-Weapon Fighting feat as a bonus feat even if she does not meet the requirements for taking this feat normally. If the blade dancer has already taken Improved Two-Weapon Fighting, she instead gains Greater Two-Weapon Fighting.

    Improved Dancing Blade: At level 5, the blade dancer’s summoned blade from the dancing blade spell (as well as the one summoned by dance of many blades) improves, gaining bonuses to attack rolls and damage as if it were wielded by the blade dancer. The dancing blade may now prevent up to three enemies from flanking the blade dancer if cast in conjunction with her dance of many blades ability. Additionally, dancing blade may be cast as a swift action, and the blade dancer may reassign one of her uses of Spell Secret to the dancing blade spell if she wishes to do so.

    Improved Elemental Mastery: The blade dancer gains increased control over her chosen element. The DC of her metal spells is increased by 2, and the blade dancer gains a +2 insight bonus to AC against weapons comprised mostly of metal.

    Metal Mastery: The blade dancer has mastered the magic of metal, and is able to enhance her metal spells with ease. Whenever the blade dancer applies a metamagic feat to a metal spell, the increased spell level is reduced by 1 (to a minimum of +0). Additionally, a number of times per day equal to her Intelligence modifier, the blade dancer may utilize any metamagic feat (or feats) on any prepared Metal spell (even if she does not possess the feat normally required). Doing so incurs the normal penalty for using the chosen metamagic feat. The blade dancer need not prepare spells accordingly, and must simply sacrifice a prepared spell of the appropriate level (after altering the spell’s level due to the metamagic feat). The spell chosen spell’s spell slot is not expended unless the blade dancer is able and chooses to do so.

    PLAYING A BLADE DANCER
    Blade dancers specialize in the magic, alteration, and utilization of metal. Blade dancers are made to be used in the fray of deadly combat, flinging spells and slashing with blades for devastating effect.
    Combat: A blade dancer will usually begin combat by either casting dancing blade or activating her dance of many blades ability (or sometimes both). Most blade dancers use three blades, but some have been known to carry four, even five, combining the dance of many blades class feature with multiple incarnations of dancing blade. The metal transmutation spells at a blade dancer’s disposal are also often used to increase the power of the blade dancer, or the more deadly spells to destroy their enemies outright.
    Advancement: Depending on the blade dancer, she may choose to continue taking gish classes after finishing blade dancer, or simply take more levels in wu jen to gain additional spell secrets.
    Resources: Wu jen, and by extension blade dancers, are normally hermits or similar. However, most blade dancers are bored with the predictable and boring lifestyle of the wu jen, and venture out into the world, either staying by themselves or joining a group, guild, or other similar forms of companionship. Blade dancers have no specific resources other than their own personal wealth, but depending on the bonds they form they may have access to allies or wealth.

    BLADE DANCERS IN THE WORLD
    ”The blade dancer is a powerful combatant, I hope to never face one in battle for fear of my life.”

    ~ Delanor, military training officer and combat style specialist ~


    While blade dancers are fairly uncommon, one does not forget seeing one in battle. With their unique fighting style and magical power, blade dancers stand out in a crowd.
    Daily Life: Blade dancers will most likely spend their day either researching metal (in the library or in battle), fighting for a personal cause, or adventuring. Blade dancers do not require many luxuries, and do not devote much of their time to recreational activities.
    Notables: Jin Hei was one of the most notable blade dancers, rising to power over a century ago. Before his considerable acts, blade dancers were relatively unknown, but rose in popularity as he traveled the world training those who wished to learn. His life was cut short when a rival blade dancer, Hinoh Tem, defeated him in a duel. Tem believed in a more militaristic use of the blade dancer powers, while Hei believed in teaching in the pursuit of spreading knowledge. They duel was inevitable due to their disparate philosophies. Tem’s regime was eventually overthrown when Hei’s students avenged their mentor.
    Organizations: After the fall of Tem, there has been no real organization of any kind among blade dancers, if only in small groups, and blade dancers fell into obscurity.

    NPC Reaction
    Because little is known about blade dancers, most would view them simply as powerful warriors of keen intellect, with the odd habit of carrying more blades than they can wield. Blade dancers tend to be a bit aloof, so some NPCs may find them slightly arrogant.

    BLADE DANCERS IN THE GAME
    Blade dancers can fit many roles, most often that of a utility caster, warrior, or buffer. The best blade dancers combine all three to achieve the best results.
    Adaptation: Blade dancers are best used in a campaign setting where wu jen exist fairly commonly, but they could also be introduced as a foreign traveler from another land. The blade dancer could also be fashioned to originate from other arcane spellcasting classes, but retooling of their spell lists would be necessary.
    Encounters: Blade dancers can fill almost any role that a wizard or fighter fills, leading them to have a plethora of possible roles. The blade dancer might be a deadly entertainer, a royal bodyguard, a magical researcher, a magical combat specialist, an officer in the military, or any other role the DM sees fit to use them in.
    Last edited by Vaynor; 2014-09-05 at 05:23 PM.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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  7. - Top - End - #7
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    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    The Witcher of Morhen



    "It’s often hard to draw a line between men and monsters. Now, a silver blade will work wonders on most monsters, cut clean through their hides like they weren't there. But in my line of work, all too easy for an angry mob to come after you. That's what the steel blade is for."
    - Lambert of Adaith, Witcher of Morhen

    Once a prosperous group, the witchers of Morhen have fallen on hard times. A guild of human monster-hunters that use permanent and temporary alchemical augmentation and simple invocations to augment their blade work, at their height the witchers trained boys from a young age into warriors without compare – warriors bent on but two things – earning coin by slaying monsters, and staying alive long enough to use it.

    Over the years, the rise of the common adventurer has forced the witchers into decline. Usually less expensive per head, and with morals more palatable to the average society, the adventuring party has undercut the witchers in the monster-slaying market. With their occupations risk to reward ration worsening by the year, the guild lost many members to beasts, and many more to a shrinking pool of recruits.

    For the past hundred years, the guild has been undergoing changes just to survive. Now willing to take women in as well as individuals above the age of six, the guild is beginning to see a resurgence as monsters spread across the land again and more and more members abandon the lone wolf mentality of older members.

    BECOMING A WITCHER OF MORHEN
    Joining the witchers is neither an easy nor pleasant process. All candidates must show skill with both the sword and some minor innate arcane skill. If their prowess seems ample, they must run the Gauntlet – a small maze filled with some of the more common beasts they might face in their work, ended with a duel with one of the guild’s existing members. The prospective witcher is not expected to best their opponent, merely hold their ground for variable amount of time.

    Following this, the candidate then undergoes the Trial of the Grasses, the torturous and potentially fatal alchemical process that changes them from human to witcher. Once a candidate has survived all these tests, then they may begin training at the guild’s headquarters of Kaer Morhen.

    ENTRY REQUIREMENTS
    Alignment: Any neutral.
    Race: Human
    Base Attack Bonus: +6
    Skills: Craft (alchemy) 10 ranks, Concentration 10 ranks, Survival 5 ranks.
    Eldritch Blast: 2d6
    Martial Maneuvers: Ability to use 2nd level maneuvers, knowledge of one of action before thought, mind over body and moment of perfect mind as well as wall of blades.
    Invoking: Ability to use least invocations.

    Class Skills
    The Witcher of Morhen's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate, Knowledge [arcana] (Int), Knowledge [dungeoneering] (Int), Knowledge [nature] (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Tumble (Dex).
    Skills Points at Each Level: 6 + Intelligence modifier, minimum 1.

    Hit Dice: d10

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Invoking
    1st
    +1
    +0
    +2
    +0
    Changed by the Grasses, Favoured Enemy, Sign, Parting Gifts -
    2nd
    +2
    +0
    +3
    +0
    Witcher Combat Style, Witcher Alchemy +1 of existing class
    3rd
    +3
    +1
    +3
    +1
    Favoured Enemy, Sign +1 of existing class
    4th
    +4
    +1
    +4
    +1
    Witcher Combat Style +1 of existing class
    5th
    +5
    +1
    +4
    +1
    Favoured Enemy, Sign +1 of existing class
    6th
    +6
    +2
    +5
    +2
    Witcher Combat Style +1 of existing class
    7th
    +7
    +2
    +5
    +2
    Favoured Enemy, Sign +1 of existing class
    8th
    +8
    +2
    +6
    +2
    Empowered Signs, Potent Alchemy +1 of existing class
    9th
    +9
    +3
    +6
    +3
    Favoured Enemy, Sign +1 of existing class
    10th
    +10
    +3
    +7
    +3
    Advanced Combat Styles, Morhenstorm -

    Level Man. Known Man. Readied Stances Known
    1st 0 0 0
    2nd 1 1 0
    3rd 0 1 0
    4th 1 0 1
    5th 0 0 0
    6th 1 1 0
    7th 0 0 0
    8th 1 0 1
    9th 0 1 0
    10th 1 0 0

    Weapon Proficiencies: A Witcher of Morhen gains no new proficiencies.

    Maneuvers: At 2nd, 4th, 6th, 8th and 10th levels, a Witcher of Morhen gains new maneuvers known from the Army of One, Dancing Leaf, Diamond Mind or Iron Heart disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Witcher of Morhen levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At 2nd, 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.

    Stances Known: At 4th and 8th levels, a Witcher of Morhen learns a new martial stance from the Army of One, Dancing Leaf, Diamond Mind or Iron Heart disciplines. You must meet the stance’s prerequisites to learn it.

    Invocations: At every level other than 1st and 10th, the Witcher of Morhen gains new invocations known and an increase in caster level as if they had also gained a level in an invocation-using class to which they belonged before adding the prestige class level, including eldritch blast progression. You do not, however, gain any other benefits a character of that class would have gained. If the character had more than one invocation-using class before becoming a Witcher of Morhen, they must decide to which class to add each level for the purpose of determining caster level and invocations known.

    Changed by the Grasses (Ex): At 1st level, the Witcher of Morhen has been forever transformed by the process of the Trial of Grasses, either their hair or skin overcome with albinism and their pupils transformed into slits that they can dilate at will. The Witcher gains greater low-light vision, allowing them to see four times as far as human in areas of poor illumination. In addition, the Witcher now counts as an aberration and human for the purposes of spells and effects. Furthermore, once per day, after an eight hour rest, the Witcher can select one physical ability score (Strength, Dexterity or Constitution) and increases that score by 2 for 24 hours as an extraordinary effect. Also, if you possess the battle clarity, battle ardour, battle cunning, battle skill and/or battle mastery class features, they operate off your Intelligence or Charisma modifier, whichever is higher. Finally, either your skin or hair immediately suffers the affects of albinism, forever marking you as a Witcher. You take a -2 penalty on Diplomacy checks with any creature with only NPC class levels or Racial Hit Dice.

    Favoured Enemy (Ex): Heavily trained in combating the monsters that hunt, scavenge and otherwise plague civilised societies, the Witcher is well-versed in dealing with such opponents. At 1st level, a Witcher of Morhen may select a type of creature from among the following: Aberration, Animal, Dragon, Fey, Humanoid (dwarf), Humanoid (elf), Humanoid (human), Magical Beast, Monstrous Humanoid, Undead or Vermin. The Witcher gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

    At 3rd level and every odd level thereafter, the Witcher may select an additional favoured enemy from those given above. In addition, at each such interval, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by 2.

    Signs (Sp): Although able to use invocations by nature, the training of the Witchers focus more on swordplay than magic. Still, the tutors of Kaer Morhen do teach their wards certain invocations, rare magics long-guarded and honed by themselves and their predecessors. At 1st level and every odd level thereafter, the Witcher masters one of these Signs. Unless otherwise noted, a Sign functions identically to an invocation and is added to the Witcher’s list of invocations known. However, unlike other invocations, Signs do have restriction on the frequency of their use. They may be used at-will, but after using a Sign, the Witcher must wait 1d4 rounds before using that Sign again. All Signs have an effective spell level equal to your class level, to a maximum of 9.

    Spoiler
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    Aard: A simple blast of concussive force able to knock foes near-senseless or right off their feet. This eldritch essence invocation changes the damage of your eldritch blast to nonlethal. In addition, a target struck by this blast must make a Fortitude save or become dazed for 1d4 rounds. Furthermore, you may attempt to trip any target struck by this invocation once per hit as a free action. You use your Charisma score instead of your Strength score to make the trip attempt, and provoke no attacks of opportunity for making the attempt. At 8th class level, the potency of this Sign improves. Those failing the Fortitude save are dazed for 1/class level, and the trip attempt is made with your caster level as an insight bonus to the attempt instead of your Strength modifier.

    Axii: A simple hex and the Witcher’s will overrides that of his target. This Sign functions as charm monster, except that it bypasses any immunity to mind-affecting effects if the target is one of the Witcher’s favoured enemies. At 8th class level, the potency of the Sign increases, allowing it functions as a dominate person effects that also affects creatures of a type that is the Witcher’s favoured enemy.

    Igni: A blast of devilishly hot flame that clings to foes and drives them blind with the heat. This eldritch essence invocation changes the damage of your eldritch blast to fire damage. In addition, a target struck by this blast must make a successful Reflex save or catch on fire, and a successful Fortitude save or be struck blind 1d4 rounds.

    Yrden: A quick glyph scribed onto the ground delivers pain to any approaching it. This invocation functions as the blast glyph function of glyph of warding, except for the following exceptions. The symbol is drawn in any 5ft square adjacent to you, and affects any enemy creature that enters that square or any square adjacent to it. The glyph can be activated once per two class levels before dissipating and now deals piercing damage. At 8th class level, any target damaged by the glyph must make a successful Fortitude save or suffer the effects identical to symbol of pain.

    Quen: A short-lived yet powerful barrier, Quen buys precious time on the battlefield. This invocation takes a full-round action to cast, has a range of personal, a duration of 2 rounds, and is harmless. Whilst under the effects of Quen, the Witcher gains DR 10/- and resistance to energy 10 for every class level his has. At 8th level, the protective magic intensifies: in addition to the earlier effects, Quen now provides a deflection bonus to saving throws equal to 1/two class levels.

    Parting Gifts: As they leave Kaer Morhen after their training, the tutors of a Witcher bestow their new guild member with the tools required for their trade – a wolf’s head amulet and two swords.

    At 1st level, the Witcher of Morhen is provided with a +1 longsword, a +1 alchemical silver longsword and a witcher’s medallion (see below). The swords can be further enchanted as normal, but the medallion cannot. When fighting a favoured enemy or whilst in a Witcher Combat Style stance (see below), the witcher ignores the damage penalty imposed by the alchemical silver material.

    Witcher Combat Styles (Ex): At 2nd level, the Witcher of Morhen has finally trained one of the fighting styles of the guild until it is rote. At 2nd level, and again at 4th and 6th level, choose one of the following stances. It is added to your stances known, and you can adopt or leave them as a standard action, as normal.

    Spoiler
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    Temerian Devil: The Temerian Devil focuses on slow, powerful blows. Whilst in this stance, you treat your weapon as if you were wielding it two-handed for the purposes of determining Strength bonus to damage and Power Attack damage. In addition, if you are wielding a steel or alchemical silver longsword, that weapon gains the metalline property (see Magic Item Compendium) as an extraordinary effect whilst you maintain this stance.

    Addan Anye: Addan Anye, the Fiery Dancer, focuses on a swift flurry of attacks, with the blade moving swiftly enough that most incoming attacks are deflected. Whilst in this stance, if you use the wall of blades martial counter, it's effects last for one round per class level or until you exit this stance, whichever occurs first, your attack roll replacing your AC for the duration. In addition, if you are wielding a steel or alchemical silver longsword, that weapon gains the speed property as an extraordinary effect whilst you maintain this stance.

    Naev’de Feaine Glaeddyv: A odd style focus on wide, circular arcs, Naev'de Feaine Glaeddyv, the Nine Sun Swords is designed for disposing of groups of lesser foes quickly, to lessen the threat to the witcher's life. Whilst in this stance, you may attack two foes in squares adjacent to each other once at your highest base attack bonus as a standard action, or attack all foes adjacent to you once at your highest base attack bonus as a full-round action. Whilst in this stance, all your melee attack rolls take a -4 penalty.

    Witcher Alchemy: At 2nd level, the Witcher of Morhen has finally finished the initial studies of the mutagenic alchemies of the guild. The Witcher gains Brew Potion as a bonus feat, and can brew potions and oils containing the benefits of invocations rather than spells, though the witcher is still constrained by the other limitations of potions and oils. However, these potions are designed for a witcher's mutant metabolism. Other creatures drinking a potion crafted through the use of this class feature must make a Fortitude save (DC 20 + level of spell contained in potion) or take 2d6 Con damage.

    Empowered Signs (Sp): At 8th level, all the Witcher of Morhen's Signs gain greater potency through the witcher's mastery of their power. The Signs gain the following benefits:

    Spoiler
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    Aard: The potency of the Aard's concussive qualities improves. Those failing the Fortitude save are dazed for 1/class level, and the trip attempt is made with your caster level as an insight bonus to the attempt instead of your Strength modifier.

    Axii: The potency of the Sign increases, allowing it function as a dominate person effect that also affects creatures of a type that is the Witcher’s favoured enemy.

    Igni: The fires of the Igni burn with even greater intensity. The Sign now ignores fire resistance equal to twice your class level, and the blinding caused by the flames' heat not last for 1 round/class level.

    Yrden: The pain cause by the Yrden becomes truly daunting: any target damaged by the glyph must make a successful Fortitude save or suffer the effects identical to symbol of pain.

    Quen: The protective magic of the Quen intensifies: in addition to the earlier effects, Quen now provides a deflection bonus to saving throws equal to 1/two class levels.

    Potent Alchemy: At 8th level, the Witcher of Morhen's alchemical studies have extended further. The Witcher is now no longer limited by spell level when crafting potions or oils based on invocations - they make create potions containing invocations of up to effective spell level 9. In addition, the Constitution damage for non-Witchers who fail the Fortitude saving throw increases to 3d6.

    Advanced Combat Styles (Ex): At 10th level, the Witcher of Morhen has fully mastered the combat styles of the guild, each becoming entirely instinctual. The stances now provide the following extra effects:

    Spoiler
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    Temerian Devil - Patinado: Melee attacks made whilst in this stance now ignore all the target's natural armour bonus to AC, as well as half their armour bonus. In addition, if you hit and deal damage with a melee attack in this stance against a target that is on fire, the target immediately takes an extra 5d8 fire damage as your blow combined with a quick surge of arcane power calls forth the fire in sympathy.

    Addan Anye - Sinister: Whilst in this stance, you gain an additional attack at your highest base attack bonus, which stacks with other effects such as the speed weapon property and haste effects. In addition, if you hit and deal damage to a blind target whilst in this stance, then your next successful melee attack is an automatic critical hit.

    Naev’de Feaine Glaeddyv - Knockdown: Whilst in this stance, if you hit three or more enemies with melee attacks in one round, you may make a free trip attempt against each creature you successfully hit without provoking attacks of opportunity. In addition, whilst in this stance, you may use an eldritch blast as an off-hand melee touch attack.


    Morhenstorm (Ex): At 10th level, the Witcher of Morhen gains access to a unique martial strike much like those granted to martial adepts, one that echoes the wild seas next to which the witcher stronghold of Kaer Morhen stands. This strike must be recovered and readied to use, just like any maneuver, and is considered to belong to the Iron Heart discipline.

    Initiating this strike is a standard action. As part of this strike, you make a normal melee attack. If this attack hits and deals damage, then you may immediately make an eldritch blast attack at your highest base attack bonus without provoking attacks of opportunity. If this eldritch blast hits and deals damage, you may make another melee attack at your highest base attack bonus, and if that attack hits you may make another eldritch blast attack at your highest base attack bonus without provoking attacks of opportunity. After initiating this strike, you must wait three rounds before using another martial maneuver or invocation.

    PLAYING A WITCHER OF MORHEN
    The secret to being successful in the Witcher's line of work is preparation. Foolish is the warrior who enters into battle without knowledge of his opponent, and even more foolish is the one who does not act on that knowledge. You possess more opportunity to prepare than most, your potions providing you with a quicker means of obtaining magical bonuses and protection than simply casting the invocation(s) in question.
    Combat: A Witcher of Morhen is primarily a warrior, making use of potions, Signs and other invocations when needed to make their job easier. You possess a great deal of flexibility in this regard, and can take advantage of it to keep enemies on their toes (or in the case of the Aard Sign, knock them completely off them).
    Advancement: When advancing as a Witcher of Morhen, your progress and utility will depend heavily on which Combat Styles, Signs and favoured enemies you select. Rare is the witcher whose development is completely identical to one of their guild mates, and that flexibility means no opponent can be sure of what to expect when fighting a Witcher.
    Resources: Beyond the walls of Kaer Morhen, the Witcher's sea cliff bastion, the members of the guild are largely autonomous, expected to look after themselves and earn their own living. However, they can always expect meals, comradeship, training and support upon returning to the fortress, as many do when the winter begins closing in.

    WITCHERS OF MORHEN IN THE WORLD
    "I spit on the Butcher of Blaviken and all his kind. Murderous relics with no place in modern society. Bah, to the Hells with the lot of 'em!"
    - Adayn z Rivi, Burgomeister of Kaynd

    Once, the Witchers of Morhen were a near necessity for the survival of civilisation. Now unwanted and largely unneeded, they struggle to make coin in the face of undercutting from adventurers and prejudice and fear from commoner and noble alike. These are poor times to be a Witcher, and as they often say, things are likely only to get poorer.
    Daily Life: A Witcher's average day will consist of either travelling between settlements, searching a settlement for a job, haggling over the pay of a job, preparing for executing a job, executing a job, collecting pay from a job or spending the pay from the latest job. It is a simple cycle of earn enough to pay for necessities, buy necessities, move on so that more necessities can be bought.
    Notables: In recent years, three names remain large amongst the guild. First is Vesemir of Gaer, the current head of the Witcher's Guild and long-time tutor of the order's new recruits, his swordplay remaining sharp even in the depths of old age. Lambert of Adaith, Vesemir's second and prize pupil in years gone past remains a legend for the countless deeps he has performed - either for pay or self-defence. Finally, Aithywn da Thel, one of the latest female recruits to graduate from the Trial of Grasses and combat training, is showing great promise, and is often seen by Vesemir, Lambert and other members of the guild's old guard as a symbol of hope for the future - if they can adapt to the new world, then they can remain relevant and survive.
    Organizations: The Witchers of Morhen are tied intrinsically to the Witcher's Guild, the loose confederation of their kind with it's unofficial headquarters in Kaer Morhen, from which the Witcher take their full title. Dedicated to producing and training new witchers, and to the study of witcher alchemy, combat styles and Signs, the Witcher's Guild is not all too welcoming to outsiders, though those who prove their worth and disregard for the typical prejudices can find a bed and meal at Kaer Morhen, as well as training and learning, if it is desired.

    NPC Reaction
    To most folk, a Witcher is bad news. Yes, they remove monsters, but they have a reputation as gold-hungry, brutal, emotionless mutant womanisers whose albinism and animalistic eyes rarely seem to dissuade potential lovers. The nobility widely look down on them just as they would any other mercenary, and true spellcasters mock their lack true dedication to the arcane arts - it is from this last group that the term 'witcher', originally a slur for a weak mageling, is thought to come from.

    WITCHERS OF MORHEN IN THE GAME
    Witchers of Morhen are flexible combatants with a wide array of options available to them in a fight. Able to wield martial maneuvers and invocations, as well as produce potions to enhance their chances prior to battle. They remain primarily melee combatants, putting their deadly combat styles to work on the front line.
    Adaptation: The witchers need not be tied to the Witcher's Guild, nor even any organisation at all. They could be elite monsters hunters of the king's guard, or even natural mutations with an instinctual understanding of Signs and the combat styles most efficient at dispatching monsters.
    Encounters: If PCs run into a witcher whilst hunting down a monster, odds are that the witcher is tracking the beast. Whilst some witchers don't mind co-operation and splitting the reward, most need monster bounties to make a living. A witcher is not above removing competition in a monster hunt if it means a full belly for several days to come.

    NEW ITEM

    Witcher's Medallion (Minor Artifact)
    The secret behind constructing these dark metal wolf's head amulets is a tightly guarded secret by the witchers. Their construction is known only to the old guard of the guild, and knowledge of their construction method is bestowed to a witcher by merit of their accomplishments.
    A witcher's medallion vibrates lightly when within 100ft of creature of the Aberration, Animal, Dragon, Fey, Magical Beast, Monstrous Humanoid, Undead or Vermin type, or when within the same distance from a moderate or stronger magical aura, or when within 50ft of a faint magical aura. It vibrates furiously when within 50ft of a creature with one of the above listed types, or when within 50ft of a moderate or stronger magic aura, or when within 10ft of a faint magical aura. However, after being exposed to the presence of a given creature of relevant type or magic aura from a particular source for eight or more hours, the medallion becomes attuned to the presence of that creature or aura, and ceases to vibrate in its presence.
    Last edited by Edge; 2015-04-18 at 05:34 AM.

  8. - Top - End - #8
    Ogre in the Playground
     
    Fortuna's Avatar

    Join Date
    Mar 2009
    Location
    Long Shiny Cloud-land
    Gender
    Female

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Primal Scholar

    "Why do I go alone? I walk without friends because those who would be closest to me suffer from one of two fatal flaws. Some do not understand the primal, the instinctual, the native power to be found within mortal flesh and blood. Others do not understand the ancient, the erudite, the truths held and locked within tomes of eons past. But in truth, these flaws are one and the same, for what is instinct without logic, or logic without instinct? Anyone ruled by one alone is both more than human and less than a person, and I have nothing but pity for them."
    Johnathan Wild-Hearted, a Primal Scholar.

    Some practitioners of both magic and war find the meeting point of their two paths on the battlefield, in speed or in shadow. The primal scholar finds it in the very heart of the human condition. Recognizing the natural split in all sentient races between instinct and thought, emotion and reason, the primal scholar finds a balance, even if they come from a race with a strong tendency to one or the other. Some of the greatest primal scholars arose from warforged, beings with no instinct save the most basic. Others came from the fey, creatures ruled by capricious hearts more than steady heads. Whatever their origin, a primal scholar strikes a lonely and harsh middle road, and few are ever truly accepted for the stroke of brilliance that marks their first step along this ancient path.

    BECOMING A PRIMAL SCHOLAR
    A primal scholar can be drawn from either of the two extremes they attempt to balance. Some come to the wild from the halls of academia, and others are drawn from field and forest to tome and lore. Whatever their approach to their knowledge, a primal scholar will usually spend a day in contemplation and exercise in order to hone their connection to both of their sources of power, to strengthen themselves before they let the world batter at the gates of their genius.

    In general, the easiest way to enter the primal scholar class is by multiclassing between Barbarian and Wizard, Archivist or another spellcasting class, although other possibilities than Barbarian almost certainly exist.

    ENTRY REQUIREMENTS
    Class Features: Rage
    Spellcasting: Must be able to cast prepared 1st level spells using Intelligence as the primary casting ability
    Skills: Any two Knowledge skills 7 ranks, Any two of Climb, Handle Animal, Jump, Survival and Swim 7 ranks

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Profession (Wis), Ride (Dex), Speak Language (-), Spellcraft (Int), Swim (Str)
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Rage, Contemplative Rage, Primal Lore|-

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Instinctive Spell 1/day, Armorcasting (5%), Ragecasting|+1 existing class level

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Furious Recall 1/day|+1 existing class level

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Instinctive Spell 2/day, Armorcasting (10%)|+1 existing class level

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Combined Understanding, Reasoned Blow|+1 existing class level

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Instinctive Spell 3/day, Armorcasting (15%), Furious Recall 2/day|+1 existing class level

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Instinctive Discovery|+1 existing class level

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Instinctive Spell 4/day, Armorcasting (20%)|+1 existing class level

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Logical Defense, Furious Recall 3/day|+1 existing class level

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Instinctive Spell 5/day, Armorcasting (25%), Transcendent Instant|-[/table]

    Class Features
    All of the following are class features of the primal scholar.

    Weapon Proficiencies: A primal scholar gains no new weapon or armor proficiencies.

    Spellcasting: A primal scholar gains new spells per day at each level except first, fifth and tenth as though they had gained a level in a class which provides them with prepared spellcasting based on Intelligence. They do not, however, gain any other benefit that a member of that class would have gained. If a character had more than one such spellcasting class prior to entering this class, they must choose which one to apply this bonus to.

    Rage (Ex): A character's primal scholar level stacks with any classes that provide rage for the purpose of determining how many times per day they may rage.

    Contemplative Rage (Ex): Drawing on a balance of emotion and reason, a primal scholar is both wiser and more knowledgeable through this balance. Whenever a primal scholar enters a rage, they gain a +4 bonus to Intelligence and Wisdom until the rage ends.

    Primal Lore: As part of their understanding, a primal scholar learns anew how to learn. They may add their Intelligence modifier to all Spot and Listen checks instead of their Wisdom modifier. In addition, when calculating bonus spells for the Primal Scholar, calculate once for their Intelligence modifier and then a second time for their Strength modifier. This second list may only be filled with Divination spells.

    Instinctive Spell: Harnessing their deepest instincts, a primal scholar sees more clearly through their anger than through their calm. A primal scholar of second level or above may, a certain number of times per day, cast any spell as an Instinctive Spell. Such a spell may be cast while raging with no penalties beyond the usual penalties for casting a spell. After casting an Instinctive Spell, the primal scholar gains a bonus to their attack rolls and damage rolls equal to their Intelligence modifier for a number of rounds equal to the level of the Instinctive Spell. The primal scholar need not select Instinctive Spells in advance.

    Ragecasting: A primal scholar brings rote learning to a new level, embedding ancient rites into their very marrow. On attaining second level, a primal scholar selects spells as though preparing bonus spells for the day. These spells, and their metamagic versions, may be cast while raging with no penalties beyond those usual for spellcasting, and if cast as instinctive spells grant double the listed bonus. Whenever the primal scholar gains a level, they may reselect up to half of these spells, and gain any spells that they may now be entitled to for having a high Intelligence or Strength score.

    Armorcasting (Ex): A primal scholar of second level or above suffers a reduced arcane spell failure chance from armor. At second level, all medium or light armor worn by the primal scholar has its arcane spell failure chance reduced by 5%. This increases by 5% every even level thereafter.

    Furious Recall (Ex): A primal scholar of third level or higher may, as a swift action once per day while raging, recover the memory of a single spell of level 3 or lower. If the spell being recalled was cast as an Instinctive Spell, it may be of level 4 or lower. The primal scholar may also cast this spell as an Instinctive Spell in the round that it is recovered without using a daily use of Instinctive Spell, and if the recovered spell is cast as an Instinctive Spell in the same round as it was recovered, the primal scholar gains twice their Intelligence modifier as an enhancement bonus to their Strength score for a number of rounds equal to the level of the spell, instead of a bonus to attack and damage rolls. At sixth and ninth levels this ability may be used one additional time per day.

    Reasoned Blow (Ex): A primal scholar of level 5 or higher may, once per round as a free action while raging or a swift action otherwise, make a Knowledge check about a creature which they can see. If their check result yields new information about the creature, they gain a bonus equal to their Intelligence modifier on attacks against the creature. For every five points by which they exceed the DC to obtain information, the primal scholar gains an additional +1 bonus. This ability cannot be used more than once on a given creature unless the primal scholar exceeds their previous check by 5 or more. Alternatively, they may sacrifice any divination spell that they have prepared instead of making the check. The result is then calculated as (10+spell level+Intelligence modifier).

    Combined Understanding (Ex): The union of thought and instinct permits either to feed on the other. A primal scholar who has achieved 5th level may, as a swift action, move points between their Strength and Intelligence scores. They may transfer up to half their primal scholar level, rounded down, in this manner. For example, a seventh level primal scholar with a Strength of 20 and an Intelligence of 25 could, as a standard action, change these scores to be 17 and 28 respectively, or 23 and 22 respectively, or a number of other options. This change lasts for one minute, and may be ended prematurely as a move action. This ability may not be used within one minute of a prior use by the same primal scholar.

    Instinctive Discovery (Ex): Through understanding at the most primal level, a primal scholar learns more fully and easily. A primal scholar of level 7 selects a number of divination spells of level 3 or lower up to their strength modifier. They may spontaneously convert any spells that they have prepared to these spells, and if they have prepared these spells they may Quicken them for free. If they prepare such a spell and do not Quicken it, they may instead Twin it.

    Logical Defense (Ex): A primal scholar of level 9 or higher gains their Intelligence modifier as an untyped bonus to their Armor Class.

    Transcendent Instant (Su): Once a primal scholar reaches 10th level, their understanding is all but complete. The world around them is in tune with their very soul, and whispers truths to them, while the cold eons of eternity provide ancient lore with which to temper and use the truths, letting them perceive their surroundings all but perfectly. The primal scholar may, once per day, declare a transcendent instant as a free action. They then select up to ten locations within five miles, which may be specified as a) a specific place they have been before, b) a distance and direction from their current location, or c) the location of an object or creature that they have seen before. They may make one Spot check and one Listen check for each of these locations as though they were standing there as part of this free action.

    PLAYING A PRIMAL SCHOLAR
    You're a spellcaster and a smashy tank. What's not to love? As a primal scholar, you depend on Intelligence and Strength for the most part, and can quite happily focus on one far more than the other if that's what you want. Once you reach level 5, you can switch your ability scores around, and your capstone provides an excellent information-gathering tool.
    Combat: Rage, rage, rage. Cast, cast, cast. As a primal scholar, you'll be wanting to rage a whole lot. Many of your abilities actually require you to be raging to use them, and you'll get more bang for your buck in terms of spell DCs while raging: Instinctive Spell means that you can cast anything while raging, and you even get a boost for doing so, while Ragecasting lets you pick a few signature spells to use all day long. Consider Instinctive Spell buffs for even more smashy goodness.
    Advancement: Once you finish this class, you can either go for more gish-based classes or split off. Consider standard spellcasting prestige classes, or just go back to Barbarian or a similar class for your last few levels..
    Resources: As loners, there's not much a scholar primal has, apart from their own knowledge. Most of them have the odd sympathetic soul in the colleges and the wilds, though, and their dual perspective can prove useful on occasion.

    PRIMAL SCHOLARS IN THE WORLD
    When you come right down to it, Johnathan was another man with an idea that he felt would shatter the academic world as we know it. He made ridiculous claims that our methods were flawed, that discovering truth required 'listening to your heart'. Still, his ideas had something special about them for some reason. People throughout the college said that they 'rang true'. Nonsense, of course: nothing but what we can find through reason is really worth knowing. But he was a brilliant man in his own way, and he received the Rites in absentia, like any other member of the college.
    Tobias Smythe, head of the Ancient College of Enlightenment, on Johnathan Wildhearted.

    The Wildheart was a brave man, a man who fought like a true warrior. His problem was that he had ideas, and that he thought too much. He would spend days on end looking out at the sea, and sometimes, just sometimes, he would try to explain his thoughts to the tribe. None of us could ever understand him. It's not natural to think all the time. Even so, we were sorrowed by his death, and wished for him to fare well like one of our tribe.
    Eagle Dawn, chief of the Birdtime tribe, on Johnathan Wildhearted.

    Primal scholars are doubly outcast. It is a sad, sad truth that no matter how true the middle road, walking it leaves one enemies on two sides. Rare indeed is a meeting between primal scholars, for these genii are rarely seen twice in a millennium.
    Daily Life: A primal scholar will usually spend time with both those in contact with nature and those who wrestle ancient tomes on a daily basis. Their days will be spent either in honing their self or in attempting to show others the truth of their path.
    Notables: Johnathan Wildhearted is probably the most famous primal scholar of all. A human, he spent his entire life in wandering, attempting both to find greater truths and to show the truth that he had already found. He was lost to the world when he attempted to perform an ancient magic that had not been used successfully in over a millennium, believing that his new knowledge would help him and that success would prove his case. In more recent years, Lionmane Earl, a barbarian woman of the frozen north, attempted to lead a cultural revolution among her people, but was eventually stopped and killed by Sparrow Zerai, another barbarian from the same tribe who felt that only in destruction could true balance be found.
    Organizations: Primal scholars are so rare that no organizations of them have ever been recorded.

    NPC Reactions
    In general, primal scholars are viewed as not quite right in the head. Academics and warriors alike see them as bizarre, and the average person on the street will either see them as suspicious or just not care. Still, both sides of the primal scholar's background often ask them to teach them a little, because as loath as most are to admit it a primal scholar has insights into both heart and mind that few others ever find alone.

    PRIMAL SCHOLARS IN THE GAME
    Primal scholars have the ability to get some decent save DCs from their spells, as well as being able to gain a significant bonus to attack rolls and damage. Their Contemplative Rage and Ragecasting permit them to be effective as an in-combat spellcaster.
    Adaptation: Due to the rarity of primal scholars, they can be placed in most settings with a minimum of fuss. For settings which lack either wild regions or organized academia, a primal scholar's abilities are all the rarer, but in general they face opposition only from one side (Hooray?).
    Encounters: In general, a primal scholar can be encountered almost anywhere. Because of their tendencies to adopt the customs of those they stay with, PCs can be surprised by a wizard who takes them on hand to hand or a barbarian who slings a fireball at them.

    Sample Encounter
    The PCs have been hired by the Ancient College of Enlightenment to recover a gemstone apparently stolen by barbarians. Armed with a description of the stone, they soon arrive at what may or may not be a chance encounter.
    EL 10: You see, across the plain, a dwarf dressed in the rough garb of the tribes of this area. He hikes across the field, supporting himself with a rough walking stick. Around his neck hangs a pendant that glints in the light, and in the center hangs the gemstone you seek.


    Kra'gen Stonebeard
    Lawful Neutral male dwarf Barbarian 3/Archivist 3/Primal Scholar 4
    Init +0, Senses: Listen +, Spot +,
    Languages Common, Dwarven, Undercommon, Terran
    ------------------------------------------------
    AC 15, touch 10, flat-footed (15)
    hp 78 (10 HD)
    Fort +12, Ref +2, Will +9
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee
    Base Atk +8, Grp +10
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 14, Dex 10, Con 15, Int 17, Wis 13, Cha 6
    SQ
    Feats
    Skills
    Possessions

    This encounter is a WIP, but should get finished!
    Last edited by Fortuna; 2010-05-29 at 04:30 PM.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

  9. - Top - End - #9
    Barbarian in the Playground
     
    Rauthiss's Avatar

    Join Date
    Aug 2006

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Spellslayer


    (Image from http://jocarra.deviantart.com/gallery/#/dpjql4)

    "Your Magic is nothing." - Blythe, a Spellslayer

    The power of spellcasters is lauded throughout history. For a long time, warriors have questioned ways to defeat powerful wizard foes. However, a select few have realized that the best way to fight fire is with fire. These are the Spellslayers

    BECOMING A SPELLSLAYER
    Many spellslayers are multiclass fighter/wizards or Duskblades.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +5
    Skills: Spellcraft 11 ranks, Concentration 5 ranks
    Feat: Improved Counterspell
    Proficiency: Proficient with all Martial Weapons
    Spellcasting: Able to cast 3rd level arcane spells

    Class Skills
    The Spellslayer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (all skills taken individually) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Resistance, Mage Slayer|-

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Disrupting Strike|+1 existing arcane class level

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Dispel Mastery|+1 existing arcane class level

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Advanced Counterspell|+1 existing arcane class level

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Antimage Aura|+1 existing arcane class level

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Greater Dispel Mastery|+1 existing arcane class level

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Counterburn|+1 existing arcane class level

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Dispelling Strike|+1 existing arcane class level

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Counterspell Feedback|+1 existing arcane class level

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Counterspell Rebound|+1 existing arcane class level[/table]

    Weapon Proficiencies: Spellslayers gain no proficiencies.

    Resistance: A spellslayer gains a bonus to all saves against arcane spells equal to his class level.

    Mage Slayer: A spellslayer has Spell Resistance equal to 20 + his class level.

    Disrupting Strike: Whenever a spellslayer of 2nd level or more causes damage to a spellcasting opponent, the DC of the concentration check to avoid losing the spell increases by the spellslayer's class level.

    Dispel Mastery: A spellslayer of 3rd level or more adds Dispel Magic to his spell list as a 2nd level spell.

    Advanced Counterspell: A spellslayer of 4th level or more can counterspell as an immediate action, without readying an action.

    Antimage Aura: A spellslayer of 5th level or more projects an aura out to 60 ft. that prevents spellcasting. Any character within the area that the spellslayer does not specifically designate as unaffected by this ability must make a caster level check of DC 10 + the spellslayer's class level whenever attempting to cast an arcane spell or lose the spell to no effect.

    Greater Dispel Mastery: A spellslayer of 6th level or more adds Greater Dispel Magic to his spell list as a 5th level spell.

    Counterburn: Whenever a spellslayer of 7th level or more successfully counters a spell, The caster of the countered spell takes damage equal to the Spellslayer's class level.

    Dispelling Strike: Whenever a spellslayer of 8th level or more successfully hits an opponent, he may, as a free action, cast Dispel Magic or Greater Dispel Magic, as a targeted dispel targeting the opponent or an object that opponent has on his person. (This includes any objects that opponent is holding.)

    Counterspell Feedback: A spellslayer of 9th level or more furthers his mastery of counterspelling - Whenever he successfully counters a spell, the caster of the countered spell cannot cast spells for 1 round.

    Counterspell Rebound: Whenever a spellslayer of 10th level or more successfully counters a spell, he may choose to cast the spell that was countered. The spell does not cause him to lose a spell slot, but finctions in all other ways as if the spellslayer cast it himself - caster levels, DCs, etc. are all based on the Spellslayer.


    PLAYING A SPELLSLAYER
    A spellslayer is meant to do one thing - defeat other spellcasters, through denial of their abilities. Since most of a spellslayer's abilities function on counterspelling, he will often choose a spellcaster and focus on nullifying them alone.
    Combat: Spellslayers often choose to go toe to toe with spellcasters, approaching fearlessly thanks to their antimagic abilities, then attacking them while counterspelling defensive spells.
    Advancement: Many spellslayers choose to stay on the path of the spellslayer once they have entered it, mainly because a number of their abilities are dependent on their class level. However, some choose to delve into other magic-fighting combinations, such as eldritch knight and spellsword.
    Resources: Very few spellslayers cooperate, mainly because their abilities to fight other spellcasters also make them suited for fighting other spellslayers. However, small sects of them have been known to group on occasion to fight powerful mages.

    SPELLSLAYERS IN THE WORLD
    "It was useless! Everything I cast just slipped away!" - Mialee, an Elven Wizard

    Spellslayers often choose to be mercenaries, their unique talents making them useful for any person who needs to face a spellcaster.
    Daily Life: A general spellslayer's day consists of training in botht he sword and the spell.
    Notables: Two notable spellslayers of the time are Blythe Nocturnus and Javier the Undaunted. Blythe is a ruthless assassin, hired by a number of thieves guilds to assure that they are not caught by spellcasters. His name has spread among the underworld. Javier, however, is a crusader that fights against liches the world over. He has made this his personal quest after having seen a church destroyed by a Lich, and will often face them in melee, taking full advantage of his resistance to their arcane magic.
    Organizations: There are no formal spellslayer organizations.


    NPC Reaction
    Many NPCs view spellslayers as nearly invulnerable bastions of power, mainly because they can easily overpower spellcasters, often lauded for their power. The ability to negate magic has resulted in a stereotype of spellslayers as withdrawn, defensive people, more concerned about their own protection than defeating others.

    SPELLSLAYERS IN THE GAME
    Adding a spellslayer to a game will drastically reduce the power of spellcasters. Since nearly everything a spellcaster can do can be negated or reflected by a spellslayer, many of the fearsome spells become nothing more than tools to defeat the one who casted them.
    Adaptation: The spellslayer, as given, is a highly generic prestige class, making adaptation very easy. Essentially, any spellcaster or abjurer who chooses to study swordplay may be introduced to the ideals of the spellslayer class.
    Encounters: Spellslayers lend themselves to support roles in NPC encounters, assisting another, more threatening character by nullifying any extremely powerful attacks against them.

    Sample Encounter
    Spellslayers are very rarely active characters, often content to guard or protect something.
    EL 13: Blythe Nocturnus is a spellslayer who has recently been hired to kill a noble that the PCs have been assigned to protect.


    Blythe Nocturnus
    Spoiler
    Show
    LE Male Human Duskblade 8/Spellslayer 5
    Init +1, Senses: Listen +1, Spot +1,
    Languages: Common, Undercommon, Draconic, Orc
    ------------------------------------------------
    AC 22, touch 13, flat-footed 21
    hp 94 (13d8+26)
    Fort +12, Ref +4, Will +11 (+5 to any save vs. Magic)
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee
    Base Atk +13/+8/+3, Grp +15
    Atk Options +3 Rapier +19/+14/+9 (1d6+5, 15-20/x2)
    Combat Gear +2 Rapier, +2 Scale Mail, +2 Light Shield
    Spells Per Day: (6/10/9/7, DC 16+spell level)
    Spells Known:
    0: All Duskblade Spells
    1: All Duskblade Spells
    2: Dispel Magic, All Duskblade Spells
    3: Dispelling Touch, Halt

    Class Abilities
    Armored Casting
    Arcane Attunement, 9/day
    Arcane Channeling
    Swift Spell
    Quick Casting
    Spell Power
    Resistance
    Mage Slayer - SR 25
    Disrupting Strike
    Dispel Mastery
    Advanced Counterspell
    Antimage Aura (DC 15)
    -----------------------------------------------
    Abilities Str 15, Dex 12, Con 14, Int 22, Wis 12, Cha 10
    SQ
    See Above
    Feats
    Combat Casting, Improved Counterspell, Improved Critical (Rapier), Battle Caster, Weapon Focus (Rapier), Spell Penetration, Greater Spell Penetration
    Skills
    Concentration +18, Craft Arms and Armor +22, Decipher Script +22, Know (Arcana) +22, Know (Local) +11, Know (The Planes) +11, Sense Motive +17, Spellcraft +22
    Possessions
    +3 Rapier, +2 Scale Mail, +2 Light Shield, +2 Ring of Protection, +2 Cloak of Resistance, +4 Headband of Intellect, Wand of Invisibility, 500 GP
    Last edited by Rauthiss; 2010-06-11 at 10:59 PM.
    Homebrew Hoard
    Avatar by myself.
    Current Characters:
    Spoiler
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    All images by myself.


    _____________________________
    Last edited by Rauthiss : Today at 6:66 AM.

  10. - Top - End - #10
    Halfling in the Playground
    Join Date
    Jun 2008

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Spellmantle


    “Why trust in armor?” -Zaebinar, veteran spellmantle

    The first Spellmantle, whose name has been lost to time, was once a war weaver in the employ of General Xedane, and was still enlisted when Xedane lauched his famous campaign against the Nine Hells. However, after the great battle of Oryrk, wherein the army was shattered, suffering casualty rates as high as 99%, he fled alone. Through extraordinary luck and a bit of skill beside, he made it back to the Prime Material much the worse for the wear. In the process, he developed a variant of the eldritch tapestry best suited to one individual, calling it the spellmantle, now eponymous with the warriors who use them.

    Since then, the knowledge of spellmantles has spread across the land. As part of no organized network, they can be found wherever any other adventurers can be found. That said, Spellmantles are more likely than not to be solitary adventurers, although seeing them in adventuring parties is by no means uncommon.


    Becoming a Spellmantle
    Most Spellmantles learn the craft from a mentor, although since the Spellmantles have no overarching guild, the quality and availability can vary drastically. In general, prospective Spellmantles are advised to seek out a mentor of similar ethics. Once a prospective Spellmantle have been taught the basics, the individual is generally able to complete the art on his or her own.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +3
    Skills: Craft (weaving) 9 ranks, Knowledge (arcana) 9 ranks, Spellcraft 6 ranks
    Feats: Combat Casting, Skill Focus [Craft (weaving)]
    Spells: Ability to cast 3rd level arcane spells.


    Class Skills
    The Spellmantle's class skills (and the key ability for each skill) are: Concentration (Con), Craft (weaving) (Int), Knowledge (Any, taken individually) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis)
    Skills Points at Each Level: 2 + Intelligence modifier

    Hit Dice: d6

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

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Spellmantle|-

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    ||+1 level of existing arcane spellcasting class

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    ||+1 level of existing arcane spellcasting class

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Unfettered Mantle|-

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    ||+1 level of existing arcane spellcasting class

    6th|
    +6
    |
    +2
    |
    +2
    |
    +5
    ||+1 level of existing arcane spellcasting class

    7th|
    +7
    |
    +2
    |
    +2
    |
    +5
    |Contingent Mantle|-[/table]

    Weapon Proficiencies: A Spellmantle gains proficiency with all simple weapons.
    Armor Proficiencies: A Spellmantle does not gain any armor or shield proficiencies.

    Spells per Day: At all levels save 1st, 4th, and 7th, a Spellmantle gains new spells per day and spells known, if applicable, as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained.
    If a character had more than one arcane spellcasting class before she became a Spellmantle, she must decide to which class she adds each level of Spellmantle for the purpose of determining spells per day.

    Spellmantle: The signature ability of the Spellmantles is their ability to craft a personal version of the famed eldritch tapestry of the war weavers. As part of a supernatural process taking 10 minutes and requiring a DC 20 craft (weaving) check, you can weave your intrinsic energy into a matrix suitable for holding spells. This can hold one spell per class level and cannot hold spells of the highest level you are able to cast.

    By increasing the casting time of one of your spells to a minute, you can entwine the spell into your mantle. You must make any choices at the time of casting. For instance, if you were to put resist energy into the mantle, you would need to decide the element being resisted. Only spells with a target of one creature, one creature touched, or you may be put in the mantle. While in the mantle, the spell’s duration and effects are held in abeyance.

    As a supernatural move action, you can release any number of spells from your mantle, causing them to take effect immediately. Alternatively, you can use a supernatural swift action to release just one spell from the mantle, having it take effect immediately.

    Unfettered Mantle: By 4th level Spellmantles have mastered the art of storing more powerful spells in their mantles. Consequently, they can store spells of their highest level known in their mantles. Regardless, a spellmantle can never store 9th level spells.

    Contingent Mantle: Truly experienced Spellmantles can set triggers for activating their mantles without conscious thought. As an extraordinary 5 minute process, a spellmantle may designate any number of spells within his or her mantle and a condition to trigger them. The conditions needed to bring activate the spells must be clear, although they can be general. When the specified condition occurs, the specified spells are released as a free action. If any of the designated spells have been released previously, the designated spells remaining in the mantle are still activated normally. A Spellmantle can only have one pair of spells and trigger at a time.

    Playing a Spellmantle
    The key to the power of a Spellmantle is the ability to buff in a time efficient fashion. The faster you buff, the sooner you can beat up stuff.
    Combat: Typically, a Spellmantle will spend the first round of combat releasing the spells, often followed up by a freshly cast spell to close with or debuff the enemy. To maximize your power, you should tailor the spells in your mantle to match the challenges you expect to face. That said, spells such as fly, bull’s strength, and shield are always useful.
    Advancement: Once you finish advancing as a Spellmantle, you can go into many other gish classes, though a level of fighter for martial weapon proficiency might prove useful. However, losing any more caster levels will render you unable to reach 9th level spells before epic levels.
    Resources: Since the Spellmantles never formed a guild, instead operating off of a lose network of student/mentor relationships, there exist few resources for Spellblades to call upon.

    Sample Encounter

    Spoiler
    Show
    Zaebinar, Magebane CR 10
    Male human Wizard 6/Spellmantle 4
    LN medium humanoid (human)
    Init +6 [+11 w/ Nerveskitter]; Senses Listen +4, Spot +4
    Languages Common, Draconic, others

    AC 17, touch 12, flat-footed 17
    (+5 armor, +2 dex)
    hp 6d4+4d6+10[+10] (48)
    Fort +5, Ref +5, Will +9

    Speed 30 ft. (6 squares)
    Melee +10 Morningstar 1d8+3 (20/x2; B&P)
    Ranged +10 longbow 1d8+2 (20/x3; P; 110’)
    Space 5 ft.; Reach 5 ft.
    Base Atk +7; Grp +9
    Attack Options See wraithstrike, bladeweave

    Spells Prepared (DC 13+; CL 10th)
    0th - Detect Magic x3, Read Magic
    1st - Enlarge Person, Shield, Nerveskitter x2
    2nd - Bladeweave, Wraithstrike x2, Resist Energy
    3rd - Displacement, Arcane Sight, Fly
    4th - Dimension Door

    Spellmantle

    Shield
    Ray Deflection
    Reverse Arrows
    Expeditious Retreat

    Abilities Str 14, Dex 14, Con 12 [14], Int 16, Wis 10, Cha 8
    SQ Spellmantle, Unfettered Mantle
    Feats Combat Casting, Skill Focus (weaving), Improved Initiative, Extend Spell, Combat Expertise, Battlecaster Defense, Practiced Spellcaster
    Skills Concentration +14, Craft (weaving) +19, Know (arcana) +16, Know (the planes) +12, Know (religion) +6, Listen +4, Spellcraft +16, Spot +4
    Possessions 300 gp, +1 twilight mithral chain shirt, amulet of health +2, lesser metamagic rod of silent spell, +1 morningstar, masterwork composite longbow (str +2), 100 arrows

    Spellbook
    0th - All
    1st - Enlarge Person, Shield, Nerveskitter, Fist of Stone, Persistent Blade, Magic Missile, Expeditious Retreat
    2nd - Bladeweave, Wraithstrike, Fearsome Grapple, Resist Energy
    3rd - Fly, Displacement, Arcane Sight, Reverse Arrows
    4th - Ray Deflection, Assay Spell Resistance, Dimension Door, Lesser Globe of Invulnerability


    Overland Prep List (Italics mantled)
    0th - Detect Magic x3, Read Magic
    1st - Enlarge Person, Shield, Nerveskitter x2, Expeditious Retreat
    2nd - Bladeweave, Wraithstrike x2, Resist Energy
    3rd - Displacement, Arcane Sight, Fly, Reverse Arrows
    4th - Dimension Door, Ray Deflection
    Last edited by Thrantar; 2010-05-13 at 02:06 PM.

  11. - Top - End - #11
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    The War Summoner

    "I'm surrounded you say, hum, perhaps but I'm not the only one."
    -Seryu Zeldir, War Summoner

    While most so called summoners are content to stay away from combat and to send their summoned creatures do the dirty work for them, War Summoners are different they want to be in the middle of combat side by side with their summoned allies in perfect synchronisation to lay waste to their enemy.

    Becoming a War Summoner
    War Summoner generally begin their carrer as caster of some kind often with a focus or at least an interest in summoning, at some point for whatever reason they get the urge to fight side by side with their summoned creature and to capitalize on that they learn the basic of aura projection.
    The most common War Summoners are multiclass Bard/Marshal since bard already have multiple way to augment the capability of their summoned creature, but they rarelly become the most powerfull because their casting ability are more limited. After that it vary widely, most caster can qualify, Sorcerer good charisma make them good candidate, Wizard can also qualify but rarely have the interest, Druid make good War Summoners with their skill at handling animal and Cleric of war god occasionaly follow the War Summoner path.

    ENTRY REQUIREMENTS
    Skills: Knowledge (the plane) or Knowledge (nature) or Knowledge (arcana) 8 rank, Perform (Oratory) 4 rank
    Feat: Augment summoning
    Spellcasting: Caster level 3rd and ability to cast at least one spell that summon creature such as summon monster or summon nature ally.
    Special: Must have the ability to project minor and major aura.

    Class Skills
    The War Summoner's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Any, chosen individually) (Int), Perform (Cha), Ride (Dex), Spellcraft (Int)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day / Aura

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Armored casting(Light), Rapid summoning(standard), Summoning knowledge|+1 existing class level

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Coordinated strike|+1 existing class level

    3rd|
    +3
    |
    +x3
    |
    +1
    |
    +3
    |Extend aura|+1 existing class level

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Superior flanking|+1 existing class level

    5th|
    +5
    |
    +4
    |
    +2
    |
    +4
    |Armored casting(Medium), Maximise summoning|+1 existing class level

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Powerful aura|+1 existing class level

    7th|
    +7
    |
    +5
    |
    +3
    |
    +5
    |Reverse summoning|+1 existing class level

    8th|
    +8
    |
    +6
    |
    +3
    |
    +6
    |Living shield|+1 existing class level

    9th|
    +9
    |
    +6
    |
    +4
    |
    +6
    |Immediate summoning|+1 existing class level

    10th|
    +10
    |
    +7
    |
    +4
    |
    +7
    |Rapid summoning(Swift)|+1 existing class level[/table]

    Weapon Proficiencies: A War Summoner gain no new proficiency with any weapon or armor.

    Spells per day/Spells know: When a new War Summoner level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of War Summoner to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
    If a character had more than one spellcasting class before he became a War Summoner, he must decide to which class he adds each level of War Summoner for the purpose of determining spells per day.

    Aura: War Summoner level stack with Marshal level to determine the numbers of aura know and the bonus granted by major aura.

    Armored casting (Ex): At 1st level a War Summoner learn how to ignore arcane spell failure from light armor. At 5th level this extend to medium armor.
    If he could already ignore arcane spell faillure from light armor this change to medium armor at 1st level and heavy armor at 5th.

    Rapid summoning (Ex): At 1st level a War Summoner learn how to cast summoning spell with a casting time of 1 round as a standard action, spell with a different casting time are unaffected.
    At 10th level a War summoner can use those spell as a swift action instead.

    Summoning knowledge: A War Summoner caster level when casting spell from the summoning subschool is equal to the total of his level in a spellcasting class plus his level in War Summoner (as normal) plus his level in Marshal.
    In addition a War Summoner learn bonus spell depending on his level, if he his a prepared caster he can prepare them as normal and if desired add them to his spellbook for free, if he his a spontaenous caster he can cast them like any other spell he know.
    {table=head]Class level|Bonus spell

    1st
    |Summon Monster I, Summon Nature's Ally I, Summon Undead I1, Summon desert ally I2

    2nd
    |Summon Monster II, Summon Nature's Ally II, Summon Undead II1, Summon desert ally II2

    3rd
    |Summon Monster III, Summon Nature's Ally III, Summon Undead III1, Summon desert ally III2

    4th
    |Summon Monster IV, Summon Nature's Ally IV, Summon Undead IV1, Summon desert ally IV2

    5th
    |Summon Monster V, Summon Nature's Ally V, Summon Undead V1, Summon desert ally V2

    6th
    |Summon Monster VI, Summon Nature's Ally VI, Summon desert ally VI2

    7th
    |Summon Monster VII, Summon Nature's Ally VII, Summon desert ally VII2

    8th
    |Summon Monster VIII, Summon Nature's Ally VIII, Summon desert ally VIII2

    9th
    |Summon Monster IX, Summon Nature's Ally IX, Summon desert ally IX2

    10th
    |Elemental swarm, Summon Elemental Monolith1

    [/table]
    1: Spell compendium,2: Sandstorm,
    Even if the War Summoner is not of high enough level to cast spell of such level he still learn them but he can’t use them until he is of high enough level. This can allow him to use spell completion or spell trigger item of those spell without needing to make a Use magic device check.

    Coordinated strike (Ex): Count the number of creatures you have summoned that threatened the same foe as you. You gain this number as a bonus on your attack rolls against that foe, and on those attacks you also gain a number of d6 damage dice equal to this number. Each of the counted monsters also gains this number on their own attack rolls against that foe.
    For example Zeldir a Sorcerer 3/Marshal 2/War Summoner 2 is threatening an Ogre an as summoned four fiendish wolf also threatening the Ogre. They all gain a +4 bonus on their attack roll agsint the ogre and Zeldir also deal 4d6 bonus damage on his attack.

    Extend aura (Ex): At 3rd level a War Summoner double the range of his aura, to 120ft.

    Superior flanking (Ex): Starting at 4th level when a War Summoner is flanking a foe with a creature he summoned the bonus to attack roll gained from flanking his double for him and his summoned creature. Most of the time this mean the bonus is +4 but if the bonus was changed from other source the bonus may be different.

    Maximise summoning (Ex): At 5th level when using a summoning spell to summon more than one creature a War Summoner can treat the spell as if the maximise spell metamagic feat had been applied to it without increasing the spell actual level or casting time.

    Powerful aura (Su): Starting at 6th level as a swift action a War Summoner may double the bonus grant by his minor and major aura for 1 round. A War Summoner can use this ability a number of time per day equal to his charisma modifier.

    Reverse summoning (Sp): Starting at 7th level as an immediate action by expending a prepared spell or a spell slot of 3rd level or higher a War Summoner can switch location with any one of his summoned creature. The War Summoner and the summoned creature must each be able to fit into the new space to be occupied otherwise this ability failled.

    Living shield (Ex): Starting at 8th level when a War Summoner is adjacent to a least one of his summoned creature he gain a cumulative +1 bonus to AC for each summoned creature adjacent to him.

    Immediate summoning (Ex): Starting at 9th level a War Summoner can once per day use a summoning spell with a casting time of one round as an immediate action.

    Playing a War Summoner
    War Summoner enjoy being surrounded by their summoned creatures and overwhelming their foe.
    Combat: War Summoner always begin combat by summoning numerous creature either at their side for a simultaneous charge or already around their target to stop any possible escape. Once that’s done they focus on one target in melee while their summoned creature distract any potential other opponent or help him take down the target.
    Advancement: After finnishing the class multiple option are open either continuing in a spellcasting class to gain acces to more powerful spell and summoned creature, continuing in marshal to gain more way to support himself and his summoned creature or finally entering into another a class that advance their combat prowess.
    Resources: War Summoner are most often loner, but they are always welcome in any sort of group for their ability to support their allies. Any army would benefit for having a War Summoner in their rank.

    War Summoner in the world
    Me and my guys we stopped this guy on the road and demand his money. He give us a weird look and suddendly we’re surrounded by these monsters. A second later he was in my face with his sword. I barelly escape with my life -Arnal Drem, former road thief.

    Most War Summoner are well-liked person going allong well with any group, but few people know anything in particular about their path because they are most often lump in with other more traditional summoner.
    Daily Life: War Summoner spent most of their time training to refine their teamwork and studying to discover new type of creature they can summon.
    Notables: Seryu Zeldir is the most well known War Summoner and one of the first to codify the technique in use today. He began is career as a gift human sorcerer with a particular talent for summoning strong creatures. After witnessing a particulary brutal battle against a small demon incursion where his summoned creatures prove useless because of their uncoordinated actions, he decided to learn more about teamwork. For the rest of his life he continue developing his art and became a force to be reckoned with.
    Organizations: War Summoners don’t posses any unifying organization but some mercenary groups and academies sometimes offer training in War Summoners technique.

    NPC Reaction
    Most people lump the War Summoners with any other sort of spellcaster adept at summoning creature. The more informed however know that War Summoner are different in that they fight allongside their summoned creature and for that they generraly gain more respect.

    War Summoner in the game
    War Summoners are best use as a combinaison of support class and fronline fighter.
    Adaptation: The marshal aura could be replace by the dragon shaman aura or by knowledge of white raven maneuver.
    Encounters: A War Summoner could be a nice Npc encounter with uncommonly though summon and the ability to attack most of the PC at the same time.

    Sample Encounter
    The PCs have been hired by a the mayor of a small town to investigate the apparences of strange monster around town. During their investigation they encounter this traveler who is supposedly also investigating. At some point they may have to fight him.
    EL 10: You see before you a man in a weird armor a sword at his side and he also wear a strange gaunlet in his right hand.

    Delm Reding
    Lawful Evil male human Sorcerer 3/Marshal 2/ War Summoner 5
    Init +0(+4 with aura), Senses: Listen +1, Spot -1,
    Languages Common
    ------------------------------------------------
    AC 18 (+6 armor, +2 natural), touch 10, flat-footed 18
    hp 42 (4d4+6d8+10)
    Fort +8, Ref +3, Will +9
    ------------------------------------------------
    Speed 30ft. (6 squares)
    Melee Greatsword +10 (2d6+4)
    Base Atk +7/+2, Grp +9
    Atk Options Spells, Coordinated strike
    Combat Gear Greatsword+1
    Spells per day 6 / 7 / 7 / 6 / 4
    Spells knows
    Cantrip: Resistances, Detect magic, Read Magic, Dancing light, Ghost sound, Mage hand, Messages, Prestidigitation
    1st level: Protection from good, Mount, Summon Monster I, True strike, Enlarge Person, Summon Nature's Ally I, Summon Undead I, Summon desert ally I
    2nd level: Protection from arrow, Gliterdust, Blur, Summon Monster II, Summon Nature's Ally II, Summon Undead II, Summon desert ally II
    3rd level: Heroisme, Haste, Summon Monster III, Summon Nature's Ally III, Summon Undead III, Summon desert ally III
    4th level: Black tentacle, Summon Monster IV, Summon Nature's Ally IV, Summon Undead IV, Summon desert ally IV
    5th level(Know but can’t be cast):Summon Monster V, Summon Nature's Ally V, Summon Undead V, Summon desert ally V
    Supernatural Abilities Powerful aura
    Extraordinary Abilities Aura, Armored casting, Rapid summoning, Coordinated strike, Extend aura, Superior flanking
    -----------------------------------------------
    Abilities Str 14, Dex 10, Con 13, Int 12, Wis 8, Cha 19
    SQ
    Feats Spell focusb, Augment summoning, Skill focus (Diplomacy)b, Extend spell, Enlarge spell, Quicken spell
    Skills Diplomacy +7, Concentration +14, Knowledge (Arcana) +14, Perform (Oratory) +13, Spellcraft +12
    Possessions Cloak of charisma +2, Breastplate +1, Amulet of Natural armor +2, Greatsword +1

    Detailed ability:
    Spoiler
    Show

    Caster level equal 10 for summoning spell and 8 for other spell.

    Metamagic specialist:PHBII Can use metamagic feat without increasing the casting time of spell 4 time per day.

    Aura (Ex):
    Minor aura know: Masters of tactic, Motivate Dexterity, Watchfull eyes
    Major aura know: Motivate Ardor, Motivate Attack

    Armored casting (Ex): At 1st level a War Summoner learn how to ignore arcane spell failure from light armor. At 5th level this extend to medium armor.

    Rapid summoning (Ex): At 1st level a War Summoner learn how to cast summoning spell with a casting time of 1 round as a standard action, spell with a different casting time are unaffected.
    At 10th level a War Summoner can use those spell as a swift action instead.

    Coordinated strike (Ex): At 2nd level when a War Summoner and one or more of his summoned creature are adjacent to the same target, he and his summoned creature adjacent to the target gain a bonus on attack roll against that target equal to the number of creature summoned by the War Summoner adjacent to the foe until the end of the round. In addition the War Summoner deal bonus damage on each succesfull attack equal to 1d6 multiplied by the number of his summoned creature adjacent to the foe.
    For example Zeldir a Sorcerer 3/Marshal 2/War Summoner 2 is adjacent to an Ogre an as summoned four fiendish wolf also adjacent to the Ogre. They all gain a +4 bonus on their attack roll agsint the ogre and Zeldir also deal 4d6 bonus damage on his attack.

    Extend aura (Ex): At 3rd level as a swift action a War Summoner can double the range of his aura for 1 minute.

    Superior flanking (Ex): Starting at 4th level when a War Summoner is flanking a foe with a creature he summoned the bonus to attack roll his double. Most of the time this mean the bonus is +4 but if the bonus was changed from other source the bonus may be different.

    Maximise summoning (Ex): At 5th level when using a summoning spell to summon more than one creature a War Summoner can treat the spell as if the maximise spell metamagic feat add been applied to it without increading the spell actual level or casting time.


    Big thanks to Glimbur and DragoonWraith for all their help.
    Last edited by zagan; 2011-10-31 at 05:21 AM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  12. - Top - End - #12
    Barbarian in the Playground
     
    Kira_the_5th's Avatar

    Join Date
    Feb 2009
    Location
    In the lab
    Gender
    Male

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    After a bit of thought on the subject, I introduce the Fluid Blade prestige class. Crunch is complete, fluff and sample encounter coming shortly.

    Fluid Blade

    “My sword is ever changing, but one thing remains the same; it’s going to wind up lodged in your gut!” – Thomas Sentra, Human member of the Order of the Fluid Blade

    There are some paladins who take up the sorcerer’s magical arts in order to expand on their natural abilities, and to capitalize on the synergies between the two classes. Most of these “sorcadins” are dismissed from their paladin orders for lack of dedication, but a select few are recruited into a secret order, the Order of the Fluid Blades. The Order of the Fluid Blades are an order of arcane knights who use their magical abilities to transmute their weapons into whatever’s needed to fit the situation.

    BECOMING A FLUID BLADE
    Almost all Fluid Blades start out as multiclass paladin/sorcerers, although there are a few paladin/bards and, even more rarely, paladin/duskblades. Although the entry requirements allow entry at 6th level, most wait until 7th, allowing 2 levels of paladin in order to get the Divine Grace class feature.

    ENTRY REQUIREMENTS
    Skills: Spellcraft: 6 ranks, Knowledge (Arcana): 4 ranks, Knowledge (Religion): 4 ranks.
    Feats: Spell Focus: Transmutation, Somatic Weaponry, Must be proficient with all Martial Weapons
    Special: Smite Evil Class Feature
    Special: Must be able to spontaneously cast at least three Transmutation spells, at least one of which must be at least 2nd level
    Alignment: Lawful Good

    Class Skills:
    The Class Name's class skills (and the key ability for each skill) are.... Concentration (Con), Craft (Int), Diplomacy (Cha) Handle Animal (Cha), Heal (Wis), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

    Skills Points at Each Level: 3 + Int

    Hit Dice: d8
    Fluid Blade
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Armored Casting (Light), Weapon Transmutation, Smite Evil, Devoted Mage, Code of Conduct

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    | +1 level of existing spellcasting class

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    | Armored Casting (Medium), Weapon Transmutation, +1 level of existing spellcasting class.

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    | +1 level of existing spellcasting class

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    | Armored Casting (Heavy), Weapon Transmutation, +1 level of existing spellcasting class

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    | +1 level of existing spellcasting class

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    | Weapon Transmutation, +1 level of existing spellcasting class.

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    | +1 level of existing spellcasting class

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    | Weapon Transmutation, +1 level of existing spellcasting class.

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    | Spellsmite, +1 level of existing spellcasting class.[/table]

    Weapon Proficiencies: The Fluid Blade gains no new weapon or armor proficiencies.
    Class Features:
    Armored Casting (Ex): The Fluid Blade’s specialized training allows them to cast arcane spells while wearing armor. At 1st level, a Fluid Blade can ignore the arcane spell failure chance while wearing only light armor and shields. This ability increases to Medium armor at 3rd level and Heavy armor and shields at 5th level.
    Weapon Transmutation (Su): The primary ability of the Order of the Fluid Blades, the secrets of Weapon Transmutation use the initiate’s innate magical power to manipulate the properties of their weapon. A number of time per day equal to (Fluid Blade level +Cha modifier), the Fluid Blade can change the physical properties of the weapon they hold for a number of rounds equal to the Fluid Blade’s Cha modifier. A Fluid Blade can keep only half their class level in Transmutations active at a time. At first level, and at every odd numbered level, the Fluid Blade can learn a new Transmutation. Once a Transmutation has been learned, it cannot be reselected.
    Metal: The Metal Transmutation allows the Fluid Blade to change the composite makeup of their weapon. When the Fluid Blade activates this Transmutation, they choose a special material, such as silver or cold iron. While the transmutation lasts, that weapon is considered to be made of that material for the purposes of overcoming DR and hardness. This transmutation requires a Fluid Blade level of 3.
    Enchantment: Tapping into their own magical potential, the Fluid Blade can increase the magical power of their weapon. A nonmagical weapon is treated as having a +1 enchantment, and magical weapons are treated as having an enhancement value of +1 higher than its current bonus. This Transmutation requires a minimum Fluid Blade level of 5.
    Energy, Lesser: The Fluid Blade passes their hand along the side of the blade, and a pale, colored sheen sweeps over it. When the Fluid Blade activates this Transmutation, they choose an energy subtype, such as fire or cold. While the Transmutation is active, the weapon is treated as having that subtype for the purposes of overcoming elemental resistances/immunities and dealing extra damage through vulnerabilities.
    Energy: The Fluid Blade imbues their weapon with renewed energy, and it crackles with raw elemental power. When the Fluid Blade activates this Transmutation, they choose an energy subtype. While the transmutation is active, the weapon deals 1d6 extra damage of the chosen subtype. This Transmutation requires a minimum Fluid Blade level of 3.
    Energy, Greater: Filling the weapon with power, the Fluid Blade’s weapon becomes ready to burst with energy. When the Fluid Blade activates this Transmutation, they choose an energy type, such as fire or cold. While this transmutation is active, the weapon is treated as having the “burst” enchantment of the given subtype. A Fluid Blade who chooses cold, for example, gains the “Icy Burst” property on his weapon for the duration of the transmutation. This transmutation requires a minimum Fluid Blade level of 5.
    Power: By adjusting the subtle weight of the weapon, the Fluid Blade can affect how damaging the weapon is. When this transmutation is activated, the weapon is treated as 1 size category larger or smaller, (Fluid Blades choice). This Transmutation requires a minimum Fluid Blade level of 7.
    Sharpness: Touching up the blade, the Fluid Blade can sharpen the blade to be more precise and damaging. When this transmutation is active, the Fluid Blade can either change the critical damage of a weapon by one step, (x3 up to x4 or down to x2), or affect the critical threat range, either up, as the keen edge spell, or down, halving the weapon’s current critical hit range (to a minimum of 20/x2). This transmutation requires a minimum Fluid Blade level of 7.
    Shape: The weapon changes form in the Fluid Blade’s hands, allowing the weapon to be used for multiple purposes. While this transmutation is active, the weapon counts as piercing, slashing, and bludgeoning for the purpose of overcoming DR and hardness.
    Prismatic: The ultimate transmutation the Order of the Fluid Blades teaches, the Prismatic transmutation is only taught to the most experienced Fluid Blades. The Fluid Blade coats their weapon in a beautiful rainbow coating. The weapon gains the “Prismatic Burst” enchantment for the duration of the enchantment.
    Smite Evil: Levels of Fluid Blade stack with levels of Paladin for the purpose of determining the strength and number of uses the character’s Smite Evil ability has..
    Devoted Mage (Su): When a paladin is inducted into the order of the Order of the Fluid Blades, they are taught to integrate the things they learned as a paladin and as a sorcerer. All levels of sorcerer stack with levels of paladin for the purpose of determining the strength and number of uses the character’s Smite Evil ability has. In addition, when making an attack, the Fluid Blade can sacrifice the use of a spell to gain an untyped bonus to their attack roll for the attack equal to the level of the spell given up.
    Code of Conduct: Almost all Fluid Blades, by their very nature, have strayed from the path of paladinhood before, but this does not excuse them from their knightly vows when they enter the Order of the Fluid Blades. A Fluid Blade is held up to the same Code of Conduct as a paladin, with one exception. The Fluid Blade can now multiclass in and out of paladin.
    Weapon Transmutation, Mass (Su): Upon reaching 5th level, the Fluid Blade has enough experience with transmuting their weapon that they can transmute the weapons of others. The Fluid Blade can apply their Weapon Transmutations to the weapons of willing targets.
    Spellsmite (Su): At 10th level, the Order of the Fluid Blade learns how to fully combine their abilities. The Fluid Blade can deliver a spell that allows a touch attack with their Smite Evil ability.
    Master Transmuter (Su): At 10th level, the Fluid Blade has mastered the techniques of the Order, allowing them to apply the effects of their Weapon Transmutations to the weapon of any target in Close range. If the target is unwilling, and the weapon in question is a magic item, the owner is entitled to a Will Save (DC 10+ Fluid Blade level+Cha modifier) to resist the effect.

    PLAYING A FLUID BLADE

    The Fluid Blade must strive to find an ideal mix between melee combat and long range casting, as well as using their Weapon Transmutations to their maximum potential. Most Fluid Blades learn Buffing Transmutations that would be most helpful, such as Haste, Bull’s Strength, Eagles Splendor, and so forth. The rest of their spells are often spells with a range of Touch, which can be delivered via a smiting spell, and other spells that don’t allow saves, to make up for the lessened Save DCs which come from the multiple attribute dependency between Charisma and Strength.
    Combat: In combat, the Fluid Blade’s primary purpose is a mix of offense and allied buffing. Fluid Blades are taught the basics of different monster anatomies during training, enough to give the Fluid Blade a little information about what they are fighting, and hopefully some information about the enemy’s weaknesses. (Because, as we all know, knowing is half the battle.) Once a battle begins, a Fluid Blade will usually start off transmuting their weapon to fit the circumstances. The Fluid Blade then has the luxury of choosing whether to pursue the enemy in melee combat, blasting it at range with a spell, or casting spells to help their allies, depending on the Fluid Blade’s spell choices.
    Advancement: Upon mastering the ways of the Fluid Blade, an initiate has a few different options. Some Fluid Blades continue on as sorcerers or Eldritch Knights, further enhancing their magical power, while some find their way back into a paladin order, working to become stronger fighters and gaining more uses of Smite Evil.
    Resources: The Order of the Fluid Blades is fairly widespread, existing everywhere there are paladin orders. Their structure is similar to the Grey Guards, a kind of covert operation within the paladins.

    FLUID BLADES IN THE WORLD


    “Our weapons were useless against the werewolf… I thought we were goners, till that bloke in the armor showed up. Before we knew it, Our weapons were cutting straight through that werewolf jus’ like they were silver!” – Daniel of Deis, Farmer/Deis City Watch


    In all honesty, most of the world doesn’t even know about the Order of the Fluid Blades. Most people just figure that a Fluid Blade is either an ex-paladin or a caster who just happened to learn a bit about swordsmanship. Some churches that sponsor paladin orders are in the know, and many are willing to point a wayward paladin towards the order.
    Daily Life: For a Fluid Blade, most of their non-adventuring time is spent training, (both themselves and younger members of the order) and learning and practicing new transmutations. Quite frequently, however, Fluid Blades are sent out into the world where they can use their unique skills for the benefit of people, acting just as normal paladins do.
    Notables: First among the Fluid Blades is Derrik Silver, the current head of the Order throughout the world. Derrik learned the skills of the Fluid Blade from the originator of the art, Sirius Asorn. Derrik commands the Fluid Blades, as well as occasionally teaching new members. Unfortunately, his age is beginning to catch up with him. His sword arm isn’t as sharp as it used to be, and though his magic is immensely powerful, Derrik has officially retired from combat.
    Organizations: The Order of the Fluid Blades is a worldwide organization, having a representative in almost every paladin order. The Order also has a small keep in every country, usually acting as a base of operations, training ground, and library for all Fluid Blades. Any Fluid Blade can enter, along with allies they bring along.


    NPC Reaction


    Most people don’t know about the Fluid Blades until they see the abilities of a Fluid Blade firsthand. Even then, some are skeptical about the orders existence. Only those who can make a DC 15 Knowledge (Religion) check know that an order of magic wielding paladins even exist.

    FLUID BLADES IN THE GAME

    Fluid Blades play similarly to paladins, except with more abilities to buff themselves, as well as more options at range. Whether a Fluid Blade is played more with an emphasis on melee or magic is ultimately up to the player and their spell choices.
    Adaptation: In worlds without organized orders of paladins, Fluid Blades typically become wandering swordsmen, traveling around to learn more about how to integrate their unique fighting style.
    Encounters: NPC Fluid Blades will rarely get into a fight with PCs, at least in normal “good-ish” parties. Frequently, NPC Fluid Blades will arrive in one of two circumstances; the party has a paladin that could be eligible for the PrC in the near future, or investigating a local problem that requires the Fluid Blades special abilities, most frequently werewolf hunting, as Fluid Blade initiate Allen Durin is doing should he meet the party.

    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

    Sample Encounter coming in the near future to a homebrew forum near you!
    Last edited by Kira_the_5th; 2010-05-14 at 10:17 PM.
    Avatar by Doran Liadon

  13. - Top - End - #13
    Bugbear in the Playground
     
    Hyooz's Avatar

    Join Date
    Jun 2008

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    The Felblade



    ”Please. I do not wield any mundane blade. My weapon is hellfire, and my strength lies deep within. Care to test your edge against the might of the arcane?” – Janus Eldar, Felblade

    Magic can be a truly destructive force, tearing holes in formations of men, reducing stone walls to rubble and raising the dead. Some would give anything for this power, and end up making deals with devils, faeries, or something else entirely unknown. Some already know magic’s power, and would give anything for a little bit more. These are the Felblades, arcane warriors who delved into eldtrich secrets and found a weapon unlike any other.

    BECOMING A FELBLADE
    Pretty much every Felblade began their life as either a warlock or a duskblade, and pursued study in the other later. The requisite abilities are fairly limited in scope, so few others can take the path of the Felblade.

    ENTRY REQUIREMENTS
    Class Ability: Arcane Channeling, Eldritch Blast damage 2d6
    Invocations: Eldritch Glaive blast shape invocation.

    Class Skills
    The Felblades's class skills are Bluff, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Knowledge (The Planes), Knowledge (Religion), Ride, Sense Motive, Spellcraft, Swim, Use Magic Device
    Skills Points at Each Level: 4+ int

    Hit Dice: d8

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Eldritch Blade, Eldritch Dawn |+1 existing class level

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Eldritch Alteration|+1 existing class level

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Eldritch Blade (Channel)|+1 existing class level

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Fel Flames|+1 existing class level

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Fel Taint|+1 existing class level

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Hungering Blade, Felweave|+1 existing class level

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Eldritch Blade (Channel and Essence)|+1 existing class level

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Ebon Flames|+1 existing class level

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Blast Mastery |+1 existing class level

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Eldritch Dusk|+1 existing class level[/table]

    Weapon Proficiencies: The Felblade gains no new weapon or armor proficiencies.

    Spellcasting: At every level, you may choose to advance your Duskblade or Warlock casting as if you had gained a level in the respective class. Your choice can be different at each level, or you can focus your spellcasting one way or another.

    Improved Eldritch Glaive: Your combined martial prowess and experience using your eldritch glaive invocation as a much more powerful weapon, far more so than you could manage as a warlock alone. At first level, you can add your strength modifier to damage (you are considered to be wielding the Eldritch Glaive with two hands.) Additionally, you have the option to manifest Eldritch Glaive as a standard action and make only one attack.

    At 3rd level, you can use your Arcane Channel ability with your Eldrtich Glaive, except you cannot Arcane Channel and apply an Eldrtich Essence invocation in the same round.

    At 7th level, you may apply an eldritch essence invocation to your Eldritch Glaive as well as use your Arcane Channel ability.

    Eldritch Dawn: Levels you have in Felblade stack with levels you have in Warlock for the purpose of determining your Eldritch Blast damage and Duskblade for the purpose of determining your Arcane Channel abilities.

    Eldritch Alteration (Su): As you mesh your arcane and eldritch mastery, blast and spell become more and more as one. You wield your eldritch blast in a way no others can. Why not alter your spells the same way? You may cast any ray or ranged touch spell as a touch spell.

    Fel Flames (Su): Your mastery of the arcane is something desirable to your benefactors. As such, they grant you boons beyond what they normally give their aspirants. Ethereal flames surround you, barely visible, except when you strike. It is then your power is demonstrated fully, as the flames roar around you, singing your foes with sheer eldritch power. When you hit with a melee attack, you do additional eldritch damage equal to your charisma modifier.

    Fel Taint (Su): The fel energies of your benefactor are reaching deeper, and they have touched the very source of the only power you can call yours. The Felblade is not afraid. The power is still his, no matter how deep the taint may reach. Now, in fact, your own power is improved. Beginning at 5th level, you can apply an eldritch essence invocation you know to any arcane spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a
    spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't add brimstone blast to charm monster, for example.) Using this ability increases the spell's casting time to 1 full-round action. A spell that has a normal casting time of 1 full round or longer takes an extra full-round action to cast. If the spell has more than one target or allows more than one attack, you choose one target to be affected by the invocation; all other targets take only the normal effect of the spell.

    Hungering Blade (Su): The Felblade’s weapon is a vortex of pure eldritch energies. As such, it is an especially potent weapon against those possessing magic. As one who possesses magic, this would be a concern. The Felblade is, however, far too clever to let this be a drawback, and turns it to his advantage.

    As a part of a melee attack, you can declare an attack to be a Hungering Strike, the bane of other practitioners of magic. If it hits, in addition to doing damage as normal, the influence of your benefactor surges into them, drawing away magical energies to service those who grant you strength. The victim must make a Will save DC (15 + your Cha modifier) or be unable to cast spells or spell-like abilities for 1d4 rounds. You can use this as many times/day equal to your Charisma modifier.

    Felweave (Su): You have become so practiced at channeling magic through mundane weapons, and now even your Eldritch Blade. It doesn’t take long for a growing Felblade to learn to do the same with his eldritch blast. This invocation (Greater; 5th; Eldritch Essence) allows you to place an arcane spell with a range of touch upon your eldritch blast. If the eldritch blast hits its target, the spell takes effect on that target as if you had touched it. If the eldritch blast misses its target, the spell is lost with no effect. It takes a full-round action to cast the spell and fire the eldritch blast. Only a touch spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast. Only the first target of your eldritch blast is affected by the spell (for example, an eldritch greatreach chain delivers the touch spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast.

    Ebon Flames (Su): As your power grows, you cannot help but steal more and more power from those who originally gifted it to you. The fire that dances around your essence darkens, becoming denser, and while it is still subtle normally, its power becomes demonstrably greater. You gain an infernal bonus to your armor class equal to your charisma bonus.

    Blast Mastery (Su): As your capabilities near almost perfect union, your most basic eldritch ability becomes like child's play to manifest, and doing it rapidly is rote. You may now make iterative ranged attacks with your Eldritch Blast as a full attack action.

    Eldritch Dusk (Su): Your blade is that of pure magical energies. Your magic is devastating in power, and the eldritch powers granted to you have become as much a part of yourself as the very flesh on your bones. Have you truly mastered your fel power? Or have you lost yourself to it in the end? To a Felblade it doesn’t matter. His power is his own, and who he is now matters more than anyone he might have been. Those who don’t know the union of powers within you cannot hope to stand firmly against the combined onslaught. Your mastery is absolute.

    Once a day, as a swift action, you can declare a round of Eldritch Dusk. During this round, whenever you do damage to a creature, that damage is also done to every other creature you threaten. You may exclude creatures from this damage as you choose. Targeted creatures may make a reflex save (DC 20 + your Cha modifier) to halve the damage they take (the actual target of your attack takes full damage.)

    PLAYING A FELBLADE
    As a Felblade, your power comes from both your arcane magic and the eldritch powers granted to you. You are a unique creature. There are few others who wield a power like you do, and those are some of the few you truly and totally respect. Warlocks are beneath your contempt, totally reliant on a power that they can’t call their own. Arcane spellcasters are less insulting to you, but their lack of drive to do whatever it takes for power can be a point of contention. Others you can respect, if they found their own power. Not everyone can control the power you do, but as long as they are forging their own path, that is something worthy of your respect.

    Combat: While you may keep a mundane blade near, on the off chance you are unable to summon your eldritch blade, it will be far from your weapon of choice. Your mastery of things arcane and things fel gives you a huge number of options for any given round in combat. Will you strike your foe with a spell-enhanced blade, or will you hurl your spell, carried on your eldritch blast? Maybe you’ll forsake magical trickery and simply blast them again and again with your blade. Use your options to your greatest advantage.

    Advancement: The main choice you will have to make level by level is which side of your spellcasting to advance. While your true power comes from the unity of spell and blast, the decision remains whether you will augment a more powerful spell with a simpler invocation or delve deeper into your eldritch studies and have more powerful invocation to use. This allows for different Felblades to play and feel very different. A primarily eldritch felblade will play differently than one that is primarily arcane, which will both be different from one that chooses a balanced progression.

    Resources: Felblades are usually welcome anywhere a duskblade would be, because until their sword is drawn, they don’t appear all that different. Even after, most people simply assume the eldritch blade is a new spell or arcane trick.

    FELBLADES IN THE WORLD
    ”Look, he’s not wearing any armor worth talking about, I haven’t seen him touch that sword. I can take this guy.” – Matthias Autry, Captain of the Guard

    Typically, most people don’t treat Felblades any differently than they would treat a normal duskblade or even passingly martial warlock. There are some circles concerned about having such intimate dealings with some of the seedier powers in the cosmos, and those concerned raise their eyebrows slightly higher at a Felblade’s willingness to totally unify their martial, arcane, and eldritch abilities with so much abandon. Some may become distrustful of a Felblade upon learning the source of the uniqueness of their powers, but most simply shrug, realizing there are worse things than dealing with infernals.

    Daily Life: In the morning, a Felblade will spend his time getting himself ready for the day, considering his spells, performing his ritual blade practice, and cleaning his armor. Then, he’ll perform his duties, whatever those might be. Adventuring, playing bodyguard to a noble, or trying to perfect the union of his magics through practice and study.

    Notables: Janus Eldar was widely known for defeating a great frost wyrm in the arctic region of Azsha. It had been plaguing the city for weeks, and Janus succeeded in killing the beast at long last. They say his sword ripped straight through the wyrm’s carapace, and his fiery aura burned kept the beast’s attacks at bay. In the end, Janus burned as bright at the sun, and the next thing the citizens of Azsha knew, the wyrm was crumbling, reduced to mere ashes.

    Organizations: The Legion of the Searing Blade is an organization of felblades kept within the guild halls of main cities. They practice their arts, as well as train potential new recruits both in the arcane and eldritch ways. Most governments let them remain because they provide a strong potential militia if one is needed, as well as strengthen those who are outside of their ranks.

    FELBLADES IN THE GAME
    Felblades are powerful damage dealers. They have a lot of options to keep themselves involved in a fight, drawing from both their limited list of duskblade spells and their much smaller list of infinite-use warlock invocations. They are, however, particularly vulnerable to anti-magic, much more so than other melee combatants.

    Adaptation: The class was written with the typical infernal warlock in mind, but it would be fairly simple to reflavor and maybe tweak the mechanics of select abilities to reflect warlocks of other power sources. Additionally, by tweaking the spellcasting progression and a few of the eldritch blade abilities, this could be an excellent class for, say, a warblade or a swordsage.

    Encounters: Felblades will typically work alone, and while they will help each other in their downtime, prefer to not work with other felblades period. They are a proud group like that. Still, felblades are often asked to serve as forward units, bodyguards, and to serve on various strike forces.
    Last edited by Hyooz; 2010-06-08 at 11:50 PM.

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  14. - Top - End - #14
    Barbarian in the Playground
     
    Zom B's Avatar

    Join Date
    Dec 2009
    Location
    Georgia
    Gender
    Male

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Sleight Shifter



    "You know, there's really only one way to be as quiet as a mouse..."
    - Sherra "Greywhisker" AuVeci


    The wilderness may sing with fauna and flora, and the forests may be home to many a woodland protector, but just as there is life to be found in the desert to which a druid may find kinship, so is there life in the urban environs. The sleight shifter is one such druid who has embraced the wilderness that refuses to be cowed by the presence of humanity, while further embracing their means of remaining unobtrusive and unnoticed.
    The sleight shifter can use her wild shapes to assume forms suited to this purpose such as silent owls, cats, and mice as well as everyday pigeons, lizards, and rats. When pushed to fight, she and her animal companion make for a fearsome pair, striking just as deadly and swiftly as any back-alley thief.
    The reasons that a druid takes to the city are as varied as the reasons that they partake in this subterfuge, but while most have at one time or another used their talents in the employ of another, most times the sleight shifter gathers information or eliminates targets for her own reasons.

    BECOMING A SLEIGHT SHIFTER

    ENTRY REQUIREMENTS
    Skills: Disguise 5 ranks, Hide 4 ranks, Knowledge (Nature) 4 ranks
    Spellcasting: Must be able to cast 2nd-level divine spells and must be able to spontaneously cast Summon Nature's Ally spells.
    Special: Sneak Attack +1d6, Evasion class feature.
    Special: Animal Companion

    Class Skills
    The Sleight Shifter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
    Skills Points at Each Level: 6 + Int

    Hit Dice: d8

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Animal Companion, Pack Tactics +1, Sneak Attack +1d6|+1 level of existing divine class
    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Summon Ally, Wild Shape (1/day)|+1 level of existing divine class
    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Wild Shape (2/day)|+1 level of existing divine class
    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Pack Tactics +2, Sneak Attack +2d6, Wild Shape (3/day)|—
    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Wild Shape (Tiny)|+1 level of existing divine class
    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Wild Shape (Diminutive)|+1 level of existing divine class
    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Pack Tactics +3, Sneak Attack +3d6, Wild Shape (4/day)|—
    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |A Thousand Faces, Wild Shape (Large)|+1 level of existing divine class
    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |Wild Shape (Fine)|+1 level of existing divine class
    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |Pack Tactics +4, Sneak Attack +4d6, Wild Shape (Vermin)|+1 level of existing divine class[/table]

    Weapon Proficiencies: The sleight shifter gains no additional weapon or armor proficiencies.

    Spells per Day/Spells Known: Except at 4th and at 7th level, when a new sleight shifter level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of sleight shifter to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

    Animal Companion (Ex): A sleight shifter adds his levels in this class to his effective druid level to determine the advancement of her animal companion.

    Pack Tactics (Ex): The sleight shifter and her animal companion have long worked as a coordinated and deadly team in battle, allowing them to anticipate the other's attacks and assist, or to be watchful of their companion and defend appropriately. When the sleight shifter and her animal companion are flanking a target, the animal companion and the sleight shifter gain a +1 bonus on attack rolls against that opponent on top of the +2 gained from flanking an opponent, and also gain a +1 bonus to Armor Class against attacks made by that opponent. These bonuses increases to +2 at 4th level, +3 at 7th level, and +4 at 10th level.

    Whenever both you and your animal companion successfully hit the same target in a given round, your animal companion's attacks in the next round against that target deal an additional amount of precision-based damage equal to your sneak attack bonus.

    Sneak Attack: The sleight shifter's precision-based damage increases by the given value.

    Summon Ally (Sp): Frequently, the sleight shifter must go where her companion cannot and calling it quickly into battle can be a necessity. As a standard action, the sleight shifter of 2nd level or higher may use up a casting of her highest level of Summon Nature's Ally (either spontaneously replacing another spell with it or using it from a prepared slot) in order to summon her animal companion to her aide. The animal companion appears up to 30 feet away from the sleight shifter and can act immediately once summoned.

    Wild Shape (Su): The sleight shifter gains uses of wild shape, as a druid, and starts with the ability to assume the form of any small or medium animal. At 5th level, they may take on the form of Tiny animals, then Diminutive animals at 6th level, Large animals at 8th level, and Fine animals at 9th level. At 10th level, the sleight shifter can assume the form of vermin in addition to their normal array.

    A Thousand Faces (Su): At 8th level, the sleight shifter gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the sleight shifter’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of her appearance, within the limits described for the spell.

    PLAYING A SLEIGHT SHIFTER
    Combat: The sleight shifter prefers to quietly infiltrate using her reduced-size animal forms, which possess a greater chance of going unnoticed. If she sees the need to attack or must defend herself, she will summon her animal companion to flank her opponent in order to take advantage of her sneak attack. If she is able, she may assume a larger form for greater combat advantage, but the shifter generally prefers forms that grant her innate advantages, such as the cheetah's speed or the wolf's ability to trip foes.
    Advancement: Most sleight shifters operate in fairly the same manner, which makes for fairly the same rule-set for advancement: Focus on skills that aid in your tasks, which are often solitary, and be careful to select spells that can save you in surprise situations.
    Resources: The sleight shifter must not only use her spellcasting to attack opponents, she must also keep a reservoir of versatile spells that can aid in her everyday tasks. She must also be mindful of her daily uses of wild shape, for as useful as they are in her job, she is limited in their activations. Nevertheless, the sleight shifter enjoys good reflex and will saving throws, a fair amount of hit points, and a myriad of skills.

    SLEIGHT SHIFTERS IN THE WORLD
    "I smell a rat."

    Sleight shifters are relative unknowns, even among the underbelly of a city. They prefer to work alone, as their motives and means are often not compatible with the way that others operate, a situation that the sleight shifter enjoys, as her means remain a secret.
    Daily Life: The sleight shifter generally awakes early, before much of the city becomes busy, and quietly prepares her spells and meditates, preferably on bare earth, allowing herself to sense the part of the city that truly never sleeps. She then listens discretely for possible leads, oftentimes in the form of an innocuous creature such as a small bird, and follows up on them.
    Notables: The most legendary of sleight shifters is known simply as Redfeather, who is reputed to have lead a murder of crows into the keep of the tyrannical Duke Vitar and drove him and all of his house out into the night, never to be seen again. Of course, there was Lec Betell, who was responsible of sealing shut the doors of Abbey St. Rose with a Warp Wood spell and burning it with the clergy inside, for reasons known only to him.
    Organizations: Sleight shifters inhabiting the same city are aware of one another and loosely associate, although the different reasons for their presence and activities often put them at odds with one another.

    NPC Reaction
    Whether in the form of an animal or their own, sleight shifters try to remain as unremarkable as possible, for the less people think about their presence, the less they question their presence. To this end, most sleight shifters make sure to daily change up their disguises when venturing into public.

    SLEIGHT SHIFTERS IN THE GAME
    Sleight shifters have the capacity to fill in as a party healer thanks to their druid spellcasting abilities, but their true place to shine is as an infiltrator and scout.
    Adaptation: Any campaign setting with large cities should have no trouble accepting sleight shifters into their setting. Eberron's multitude of large cities with ample possibilities and opportunities are a haven to the sleight shifter.
    Encounters: Players who find themselves on the wrong end of the shifter could just as easily meet with a mysterious duo of wolves in the night as they could find some of their most closely-held information on sale or aired to the public. Otherwise, sleight shifters are valuable sources of information and indispensable saboteurs and espionage agents.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL 11: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Sherra "Greywhisker" AuVeci
    CN Female Halfling Rog2/Drd3/SlS6
    Init +1, Senses: Listen +20, Spot +18,
    Languages
    ------------------------------------------------
    AC 20 (+5 armor, +1 dex, +1 size, +3 deflection), touch 15, flat-footed 19
    hp 61 (2d6+9d8+11 HD)
    Fort +10, Ref +11, Will +13
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee Scimitar +6/+1 (1d4-2)
    Base Atk +7, Grp +1
    Atk Options Sneak Attack +4d6
    Combat Gear Scimitar
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 6, Dex 12, Con 12, Int 14, Wis 18, Cha 10
    SQ
    Feats Agile, Investigator, Natural Spell, Stealthy
    Skills Balance +14, Concentration +15, Gather Information +11, Hide +18, Jump +5, Listen +20, Move Silently +16, Open Lock +12, Search +15, Sleight of Hand +12, Spot +18
    Possessions Scimitar, Ring of Protection +3, Bracers of Armor +5

    New Monsters

    Bird
    Spoiler
    Show

    Diminutive Animal
    Hit Dice: 1/4d8 (1 hp)
    Initiative: +3
    Speed: 5 ft (1 square), fly 40 ft (good)
    Armor Class: 17 (+4 size, +3 dex), touch 17, flat-footed 14
    Base Attack/Grapple: +0/-17
    Attack:
    Full Attack:
    Space/Reach: 1 ft/0 ft
    Special Attacks:
    Special Qualities:
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 1, Dex 17, Con 10, Int 1, Wis 14, Cha 4
    Skills: Hide +5, Listen +4, Spot +6
    Feats: Alertness
    Environment: Any
    Organization: Solitary or Flock (10-50)
    Challenge Rating: 1/8
    Advancement:
    Level Adjustment:

    The stats given here represent any small bird such as a finch or a sparrow, along with any number of species that live in almost any non-arctic climate.

    Most of these kinds of birds will flee from a threat, although some, such as mockingbirds, will swoop at an attacker in an attempt to intimidate them.

    Combat

    Skills:


    Hummingbird
    Spoiler
    Show

    Fine Animal
    Hit Dice: 1/4d8-1 (1 hp)
    Initiative: +3
    Speed: Fly 130 ft (Good)
    Armor Class: 21 (+8 size, +3 dex), touch 21, flat-footed 18
    Base Attack/Grapple: +0/-21
    Attack:
    Full Attack:
    Space/Reach: ½ ft/0 ft
    Special Attacks:
    Special Qualities: Low-light vision
    Saves: Fort +1, Ref +7, Will +1
    Abilities: Str 1, Dex 17, Con 8, Int 1, Wis 12, Cha 2
    Skills: Hide +19, Spot +11, Listen +11
    Feats: Lightning Reflexes
    Environment: Any Desert, Forest, or Plains
    Organization: Solitary
    Challenge Rating: 1/10
    Advancement:
    Level Adjustment:

    Small birds with a wide range of habitats, hummingbirds can be spotted wherever flowers are aplenty, including cities.

    They avoid encounters whenever possible, having no effective means to defend themselves.

    Combat

    Skills: Hummingbirds have a +8 racial bonus to Listen and Spot checks.


    Mouse
    Spoiler
    Show

    Fine Animal
    Hit Dice: 1/4d8 (1 hp)
    Initiative: +2
    Speed: 20 ft (4 squares), climb 15 ft
    Armor Class: 20 (+8 size, +2 dex), touch 20, flat-footed 18
    Base Attack/Grapple: +0/-21
    Attack: Bite +10 (1d2-5)
    Full Attack: Bite +10 (1d2-5)
    Space/Reach: ½ ft/0 ft
    Special Attacks:
    Special Qualities: Low-light vision, scent
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 3
    Skills: Balance +10, Climb +12, Hide +24, Move Silently +10
    Feats: Stealthy, Weapon FinesseB
    Environment: Temperate plains
    Organization: Nest (10-100)
    Challenge Rating: 1/10
    Advancement:
    Level Adjustment:

    These small herbivorous rodents typically live in the tall grasses of fields and meadows, but a sizable population can be found in the city where scavenging is good.

    They run when encountered, biting only if trapped.

    Combat

    Skills: Mice have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance and Climb checks. A mouse can always choose to take 10 on Climb checks, even if rushed or threatened. A mouse uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.


    Worm
    Spoiler
    Show

    Fine Vermin
    Hit Dice: 1/4d8 (1 hp)
    Initiative: +2
    Speed: 5 ft (1 squares), Burrow 10 ft
    Armor Class: 20 (+8 size, +2 dex), touch 20, flat-footed 18
    Base Attack/Grapple: +0/-21
    Attack:
    Full Attack:
    Space/Reach: ½ ft/0 ft
    Special Attacks:
    Special Qualities: Fast healing 1, Tremorsense
    Saves: Fort +2, Ref +2, Will +0
    Abilities: Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
    Skills: Hide +22
    Feats: EnduranceB
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1/10
    Advancement:
    Level Adjustment:

    The figures here represent any number of species of small worms such as earthworms or nightcrawlers. Some are subaquatic and have a swim speed instead of the listed burrow speed.

    Combat

    Last edited by Zom B; 2010-05-31 at 06:47 PM.
    Zombitar courtesy of Djinn_In_Tonic.

  15. - Top - End - #15
    Halfling in the Playground
     
    MonkGuy

    Join Date
    Feb 2010

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Rhythmic Thrasher



    "Movement is an art, like that of painting or instrument. I've made it my goal to perfect that art." - Veldrin D'Eldrin, Rhythmic Thrasher

    A Rhythmic Thrasher is a master of rhythm, using his timing to keep up an assault while keeping himself alive through avoidance. Using the magic of music blended with art of blunt weapons, the rhythmic thrasher brings swift doom to his enemies with deft timing.

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

    ENTRY REQUIREMENTS
    Abilities: Skirmish, Bardic Music
    Spells: You must be able to cast Cat's Grace
    Skills: Preform (Dance) 6 ranks, Preform (Percussion) 6 ranks
    Feats: Weapon Focus (Any Blunt Weapon)

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

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

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Rhythmic Movements, Bardic Music, Skirmish|

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Graceful Swing, Thrashing Momentum|+1 existing arcane class level

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Rhythmic Dodging|

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Improved Cat's Grace|+1 existing arcane class level

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Bang the Drum|

    6th|
    +6
    |
    +5
    |
    +5
    |
    +2
    |Graceful Movement|+1 existing arcane class level

    7th|
    +7
    |
    +5
    |
    +5
    |
    +2
    |Rhythm of Battle|

    8th|
    +8
    |
    +6
    |
    +6
    |
    +2
    |Superior Cat's Grace|+1 existing arcane class level

    9th|
    +9
    |
    +6
    |
    +6
    |
    +3
    |Improved Bang the Drum, Rhythm Trance|

    10th|
    +10
    |
    +7
    |
    +7
    |
    +3
    |Rhythmic Grace, Increased Tempo|+1 existing arcane class level[/table]

    Weapon Proficiencies: A place to put the different proficiencies.

    Rhythmic Movements (Ex)
    : You move with a rhythm all your own, and therefore you can more easily anticipate incoming attacks while moving. You are not treated as flat-footed while running, and you gain a +5 bonus to armor class against attacks of opportunity.

    Bardic Music: Your levels in Rhythmic Thrasher, and half of your scout levels, rounded down, stack with your Bard levels to determine your daily usage of Bardic Music as well as which songs you have access to.

    Skirmish: Your levels in Rhythmic Thrasher, and half of your Bard levels, rounded down, stack with your Scout levels to determine your damage dice and armor class bonuses while skirmishing.

    Graceful Swing (Ex)
    : You move with grace, striking creatures left and right. While under the effects of the Cat's Grace spell, you gain the benefits of the Spring Attack feat, and my add 1/2 the bonus to dexterity granted by your Cat's Grace spell to attack rolls with blunt weapons.

    Thrashing Momentum (Ex): You rhythmically thrash your target, gaining greater speed and force with each strike. While under the effects of bardic music, you gain a cumulative +1 untyped bonus to damage for each previous attack you hit the target with in the current round.

    Rhythmic Dodging (Ex): Your steps are rhythmic, leading you past swords, around axes, and between attacks. While under the effects of bardic music, you may replace your armor class with a dance check. You may add your dexterity modifier to the result of the check. You may only use this ability once a round.

    Improved Cat's Grace: You have gained new mastery of the Cat's Grace spell. Your Cat's Grace spell now gives a +4 bonus to Dexterity and a +1 dodge bonus to armor class.

    Bang the Drum (Su): You have mastered a lesser known bard song known simply as "Bang the Drum". By expending a daily use of bardic music, you may play a percussion instrument. While playing, all allies that can hear you gain a +20ft. morale bonus to movement speed, and they don't become fatigued or hungry as long as this effects them. This requires one focus to keep the rhythm. Once a rhythmic thrasher stops concentrating on this song, it lasts for 1d4+Cha modifier more turns. This improves to +40ft. morale bonus to movement at level 9.

    Graceful Movements (Ex): Your movements are graceful and deadly. You are treated as having the Bounding Assault feat and you gain a +30ft bonus to movement speed while under the effects of Cat's Grace.

    Rhythm of Battle (Su): Among other lost arts, a rhythmic thrasher learns it the "Rhythm of Battle", a song that can turn the tide of battle. By expending a use of bardic music, a rhythmic thrasher may treat all allies within earshot as having the Thrashing Momentum ability, and and is treated as having the Spring Attack feat.

    Superior Cat's Grace
    : You have mastered the art of Cat's Grace, weaving a superior version of it. By preparing spending a 3rd level spell slot, you may cast an improved version of Cat's Grace, granting a +6 bonus to Dexterity and granting the effects of Evasion, or Improved Evasion if the target already possesses Evasion, along with the +1 dodge bonus to armor class. This effect is treated as Cat's Grace for any ability that requires it.

    Rhythm Trance (Ex): Your mind becomes one with the rhythm, and you are almost in a trance like state while keeping rhythm. While under the effects of, or playing bardic music, you are considered under the effect of the Mind Blank spell and your concentration cannot be interrupted.

    Rhythmic Grace (Ex): Your rhythm combined with arcane grace make for the stuff of legends. While under the effects of bardic music and Cat's Grace, you gain the effects of the Rapid Blitz feat and gain an additional 1d6 damage to skirmish for every two points of dexterity your Cat's Grace benefits you for.

    Increased Tempo (Su): Sometimes the song isn't great enough for the hero. Sometimes not grand enough for the battle... when this is true, someone needs to pick up the pace! A rhythmic thrasher may increase the tempo of his bardic music, effectively doubling the numerical bonuses while cutting the duration in half. A bard may only concentrate up to 5 rounds on a piece with an increased tempo.

    Spoiler
    Show
    PLAYING A RHYTHMIC THRASHER
    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..

    RHYTHMIC THRAHSERS 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.

    RHYTHMIC THRASHERS 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.


    Veldrin D'Eldrin
    TN/Male/Human/Scout 1/Bard 4/Rhythmic Thrasher 5
    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 14, Dex 16, Con 12, Int 10, Wis 8, Cha 16
    SQ
    Feats
    Skills
    Possessions

  16. - Top - End - #16
    Dwarf in the Playground
    Join Date
    Aug 2006
    Location

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    The Self Wonder

    Spoiler
    Show

    You think you can do better ?

    BECOMING A SELF WONDER
    Self Wonder come from about any profession, they must be dedicated to learning every trade they can, this involve lot of training in fighting, magic, psionic, incarnum and much more. Most are Self-Taught as no organization of Self Wonder exist and most of them are too Proud of themselves to associate with other Self Wonder, fighting each other to find who's the best.

    ENTRY REQUIREMENTS
    Incarnum: Must be able to bind the Crown Chakra.
    Spells: Ability to cast 1st level Arcane spells
    Spells: Ability to cast 1st level Divine spells
    Psionics: Ability to manifest 1st level Powers
    Martial Maneuvers: Ability to use 2nd level maneuvers, knowledge of at least one stance.
    Sneack Attack: +1d6
    Skills: Spellcraft +2, Psicraft +2, Martial Lore +2, Open Lock +2, Disable Device +2, Hide +2, Move Silently +2
    Base attack bonus: +3

    Class Skills
    All skills are Class skills for Self Wonder's.
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

    Lvl
    BAB
    Fort.
    Ref.
    Will.
    Special
    Soulmelds
    Essentia
    1st
    +0
    +2
    +2
    +2
    Still in Training, Field Focus 1 1
    2nd
    +1
    +3
    +3
    +3
    Enhance Self 2 2
    3rd
    +2
    +3
    +3
    +3
    Dual Focus 2 3
    4th
    +3
    +4
    +4
    +4
    Improved Field Focus Capacity (+1), Bonus Feat 2 4
    5th
    +3
    +4
    +4
    +4
    Improved Enhance Self 3 5
    6th
    +4
    +5
    +5
    +5
    Triple Focus 3 6
    7th
    +5
    +5
    +5
    +5
    Bonus Feat 3 7
    8th
    +6
    +6
    +6
    +6
    Improved Enhance Self 3 8
    9th
    +6
    +6
    +6
    +6
    Quadruple Focus 4 9
    10th
    +7
    +7
    +7
    +7
    Improved Field Focus Capacity (+2), Bonus Feat 4 10
    11th
    +8
    +7
    +7
    +7
    Improved Enhance Self 4 11
    12th
    +9
    +8
    +8
    +8
    Quintuple Focus 4 11
    13th
    +9
    +8
    +8
    +8
    Reshape the Past and Present, Bonus Feat 5 12

    Weapon Proficiencies: A Self Wonder gains no new weapon or armor proficiencies, but see below.

    Still in Training (Ex) Whatever the Self Wonder choose to do he never stop training. So while focusing more on Incarnum from now on he continue to practiced and find way to improved what he already know. The Self Wonder Meldshaper level increase by +1 per level. Is Initiator level increase by +0.75 (instead of +0.50 as normal) every level. Finally all other ability he have that depend on level to increase are improved by +1 every two level in Self Wonder (this however does not grant any new maneuvers, spells, powers). Your level can never increase to more than your Hit Dice from the result of this ability.
    Spoiler
    Show
    Work for Spellcaster level, Manifester level, Familiar, Monk AC Bonus, Monk Unarmed Damage, Monk Fast Movement, Rage per Day, Bardic Music per day, Bardic Knowledge, Turning Damage, Companion, Wildshape per day, Psicrystal, Smite per Day, Smite Damage, Sneak attack, Incarnum Radiance per day.

    Field Focus The Self Wonder gain the unique Field Focus soulmeld.
    Spoiler
    Show
    FIELD FOCUS
    Descriptor: None
    Classes: Self Wonder
    Chakra:Crown
    Saving Throw: None

    fluff

    While you wear your Field Focus soulmeld you need to choose a Field to focus on and you gain a bonus Feat for the core class you choose. This feat can be changed everytime you shape your soulmeld. If your class have a bonus feat list it must come from this list.
    Essentia: For every point of essentia you invest in this soulmeld you gain either +1 Base Attack Bonus (that can never exceed your Hit Dice) or +1 virtual level in one class you have acquire from leveling. This can provide you with new abilities, spells, powers... but you do not increase your Saves, Hit Dice, Skills and Base Attack Bonus.

    Chakra Bind (Crown) You gain another Bonus feat and you can use your first bonus feat to qualify for this one.

    Special: The only way to Shape this soulmeld is to become a Self Wonder, you cannot shape it from the Shape Soulmeld Feat, cannot have it on your other Meldhsaper soulmeld list.

    Enhance Self (Su): From is everyday training, the Self Wonder have learned techniques on how to improved is Physical and Mental attribute. Each day he can choose to perform the need routine and increase is ability score. The Self Wonder gain a Enhancement bonus of +2 to two of is ability score. He can choose a different ability at the same time he Shape is Soulmelds for the day. This increase depending on his level in the Self Wonder.
    Level 5: +4 to two ability score and +2 to two others.
    Level 8: +6 to two ability score and +4 to two others.
    Level 11: +6 to two ability score and +4 to two others and +2 to the two remaining.

    Bonus Feat: Each time the Self Wonder can choose one feat from this list : Azure Talent, Azure Touch, Azure Toughness, Azure Turning, Azure Wildshape, Bonus Essentia, Cerulean Fortitude, Cerulean Reflexes, Cerulean Will, Cobalt Charge, Cobalt Critical, Cobalt Expertise, Cobalt Power, Combalt Precision, Combalt Rage, Divine Soultouch, Double Chakra, Expanded Soulmeld Capacity, Healing Soul, Heart of Incarnum, Improved Essentia Capacity, Incarnum-Fortified Body, Incarnum Resistance, Incarnum Spellshaping, Indigo Strike, Midnight Augmentation, Midnight Dodge, Midnight Metamagic, Open Greater Chakra, Open Least Chakra, Open Lesser Chakra, Psycarnum Blade, Psycarnum Crystal, Psycarnum InfusionSapphire Fist, Sapphire Smite, Sapphire Sprint, Shape Soulmeld, Share Soulmeld, Soulsight, Soultouched Spellcasting, Split Chakra.

    Improved Field Focus Capacity: The Self Wonder gain most of is power from is Field Focus soulmeld and as such he have learn way to improved it and be able to invest more essentia into it. He can add this bonus to the capacity is Field Focus have.

    Dual Focus (Ex): You can now have your Field Focus Shape and give the bonus to two Core Class instead of only one. This provide you with 1 Pts of Essentia in both shaped soulmeld. This Essentia cannot be invest in any other soulmeld. If you decide to shape only one focus the Focus gain a Improved Essentia Capacity of +4 with 4 Pts automatically invest in it.

    Triple Focus (Ex): You can now have your Field Focus Shape and give the bonus to three Core Class instead of only one. This provide you with 2 Pts of Essentia in the three shaped soulmeld. This Essentia cannot be invest in any other soulmeld. If you decide to shape only one focus the Focus gain a Improved Essentia Capacity of +6 with 6 Pts automatically invest in it. If you decide to shape only two focus the Focus gain a Improved Essentia Capacity of +4 with 4 Pts automatically invest in both.

    Quadruple Focus (Ex): You can now have your Field Focus Shape and give the bonus to Four Core Class instead of only one. This provide you with 3 Pts of Essentia in the four shaped soulmeld. This Essentia cannot be invest in any other soulmeld. If you decide to shape only one focus the Focus gain a Improved Essentia Capacity of +8 with 8 Pts automatically invest in it. If you decide to shape only two focus the Focus gain a Improved Essentia Capacity of +6 with 6 Pts automatically invest in both. If you decide to shape only three focus the Focus gain a Improved Essentia Capacity of +5 with 5 Pts automatically invest in the three.

    Quintuple Focus (Ex): You can now have your Field Focus Shape and give the bonus to Five Core Class instead of only one. This provide you with 4 Pts of Essentia in the five shaped soulmeld. This Essentia cannot be invest in any other soulmeld. If you decide to shape only one focus the Focus gain a Improved Essentia Capacity of +12 with 12 Pts automatically invest in it. If you decide to shape only two focus the Focus gain a Improved Essentia Capacity of +10 with 10 Pts automatically invest in both. If you decide to shape only three focus the Focus gain a Improved Essentia Capacity of +8 with 8 Pts automatically invest in the three. If you decide to shape only four focus the Focus gain a Improved Essentia Capacity of +6 with 6 Pts automatically invest in the four.

    Reshape the Past and Present: The Self Wonder gain the unique soulmeld Reshape the Past and Present.
    Spoiler
    Show
    RESHAPE THE PAST AND PRESENT
    Descriptor: None
    Classes: Self Wonder
    Chakra:Crown
    Saving Throw: None

    fluff

    Shaping this soulmeld give the opportunity to the Self Wonder to erase mistake it did in the past during is training or just decided that it now need something else. Once per day he can use the a effect similar to the Psychic Reformation power, this took 1 hour of intense meditation and provide this effect :

    The Self Wonder can choose to spend its gained skill points differently (picking new skills and abandoning old ones if it chooses) and to choose differents feats from the one it selected when advancing level. He can also choose to change the ability score he have increase from leveling. Finally he can even go as far as retrain class levels. Using this ability from the soulmeld cost 50 XP per class level he choose to retrain.
    Essentia: For every point of essentia you invest in this soulmeld you gain a floating pool of 2 Pts that can be spend on increasing any d20 rolls you can make in a round. You need to choose if you spend a Pts or more before rolling the dice. This is a Competence bonus effect.
    Chakra Bind (Crown) You can choose to spend Points after you have make the roll but the Bonus is Halves.

    Special: The only way to Shape this soulmeld is to become a Self Wonder, you cannot shape it from the Shape Soulmeld Feat, cannot have it on your other Meldhsaper soulmeld list.


    PLAYING A SELF WONDER
    There's no defined play style for a Self Wonder as it vary from one to the other depending on what are the other class they took to become a Self Wonder and how the player like to play is character,
    Combat: All Self Wonder use a combination of many kind of power when fighting, Most of the time it involved close-fighting with a bit of Magic, Psionic and Incarnum. They can do so much things that every fight can be different, even against the same Self Wonder.
    Advancement: Most Self Wonder will take all level from this prestige class and some will never finish it.
    Resources: Most of their ressources come from adventuring, but some may come from rewards from contest.

    SELF WONDER IN THE WORLD

    Daily Life: Everyday a Self Wonder will train in many fields to improved their power, they will seek books, master, schools... And place where they can test their power and learn new way to be stronger and compensate for weakness they may have (but not confess)
    Notables: No notables Self Wonder are known as most people will not reconized them as a Self Wonder but as a Master of the field the Self Wonder was using at that time.
    Organizations: No organization of Self Wonder is known to exist.

    NPC Reaction
    I was confident i was going to win this contest. After years of training, hundreds of duels, countless hours of studying with the best... Then came the Self Wonder... -- Shanto, swordmaster comment after losing a dual against a Self Wonder.
    Most people will not know anything about Self Wonder, but their first reaction may be impression, but giving time most Self Wonder beeing Selfish and narcissistic, people tend to dislike them.

    SELF WONDER IN THE GAME
    Self Wonder power differ a lot from each other, what is common between all of them is that they have lot of options at their disposal and can adapt themselves to about any situation giving time.
    Adaptation: As no organization exist of Self Wonder, it can fit in most setting that use magic, psionic, incarnum and maneuvers. It can also be change to be a Elitist group working together for a much bigger goal.
    Encounters: Self Wonder can be encountered everywhere, some of them like to play in disguise, other like to show their power. A encounter can easly occur within a contest, tournament or duel or some sort.

    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.


    Kaulesh Duskdreamer
    LN, Male/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed 30ft. (6 squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 16, Dex 12, Con 12, Int 14, Wis 10, Cha 10
    SQ
    Feats
    Skills
    Possessions

    ALTERNATE VERSION (10 level)
    Spoiler
    Show

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

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Still in Training, Field Focus|0|2

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Enhance Self|1|4

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Dual Focus|1|6

    4th|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Improved Field Focus Capacity (+1)|1|8

    5th|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Triple Focus|2|10

    6th|
    +4
    |
    +5
    |
    +5
    |
    +5
    |Improved Enhance Self|2|12

    7th|
    +5
    |
    +5
    |
    +5
    |
    +5
    |Quadruple Focus|2|14

    8th|
    +6
    |
    +6
    |
    +6
    |
    +6
    |Improved Field Focus Capacity (+2)|3|16

    9th|
    +6
    |
    +6
    |
    +6
    |
    +6
    |Quintuple Focus|3|18

    10th|
    +7
    |
    +7
    |
    +7
    |
    +7
    |Improved Enhance Self, Reshape the Past and Present|3|20[/table]

    EPIC PROGRESSION
    01: Still in Training Again
    02: Epic Bonus Feat
    03: -
    04: Epic Bonus Feat
    05: -
    06: Epic Bonus Feat
    07: -
    08: Epic Bonus Feat
    09: -
    10: Epic Bonus Feat

    NEW EPIC FEATS
    Even More Focus: You can have a additional focus with same progression as when gaining additional Focus Post Epic, you can't have more Focus than 5 + 1 per 4 Epic class level (14, 18...)
    Improved Enhance Self: Add another +2/+2/+2 to your Enhance Self Ability Score. You can't take this feat more than once every 3 Epic class level (13, 16, 19...)



    DESIGNER NOTE'S
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    - This prestige class assume the optional rule of Fractional Saves and BAB from the 3.5e Unearthed Arcana.
    - Also use Tome of Battle and Magic of Incarnum
    Last edited by Xzoltar; 2014-12-05 at 07:02 PM. Reason: correcting spelling and formating

  17. - Top - End - #17
    Orc in the Playground
     
    TheLonelyScribe's Avatar

    Join Date
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    Ingleterra
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    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    THE TROOPLEADER MAGE

    'I've got the shielding up, Tharneth, Empower me! Go go go!'
    Garetan Trenton, Troopleader Mage on the Redethan front

    The troopleader is the exemplar one of the most common type of mages - namely the military support mage. There is no special order of troopleaders, but they are spread all over the world, and often share respect for one another. Their troops also respect them, both as powerful spellcasters and excellent leaders. Few armies lack troopleaders, and their usefulness in group combat is almost unparalleled.
    Sorcerers often choose this class as they have a lot of spells to channel into their abilities, as do Druids. Clerics and Wizards are often too cloistered to work on the battlefield, but some still go for the more common magical work. Bards enjoy the leadership role of the troopleader, but often lack the raw casting power necessary to use many of it's abilities effectively.

    BECOMING A TROOPLEADER MAGE
    Most troopleader mages come by their special art through others or through a special training course. They need to be able to cast despite the pressures of combat and to harness magical energy to protect in order to work effectively as a troopleader.

    ENTRY REQUIREMENTS
    BAB: +3
    Spells: Able to cast Mage Armour or Shield Other, at least one spell with the Force descriptor, and at least one 2nd level Conjuration or Abjuration spell.
    Feats: Combat Casting, Heighten Spell

    Class Skills
    The Troopleader Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (Local) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str)
    Skills Points at Each Level: 2 + int

    Hit Dice: d6

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Shielding, Cooperative Casting|
    -

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Blood Bond (1)|+1 existing class level

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Cooperative Casting (Extra Caster Levels)|+1 existing class level

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Blood Bond (3)|+1 existing class level

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Impede|+1 existing class level

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Blood Bond (5)|+1 existing class level

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Cooperative Casting (Unlimited Caster Levels)|+1 existing class level

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Blood Bond (7)|+1 existing class level

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Impede (Spellland)|+1 existing class level

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Blood Bond (9)|+1 existing class level[/table]

    Weapon Proficiencies: Troopleader mages gain no proficiency with any weapon or armour.

    Shielding (Su): At will a standard action a troopleader can expend spells to shield himself and his allies from harm. If they expend one spell level to use this ability the troopleader is surrounded by an aura that grants himself and all allies within 5 feet a +1 armour bonus to AC for one hour, this ability otherwise works like the Mage Armour spell. For each additional spell level they expend beyond the first the troopleader can choose to increase the power of this ability in one of three ways:
    Stronger Protection: For each spell level expended in this enhancement all allies within range of the ability gain an extra +1 bonus to AC that stacks with that granted from the basic use of the shielding ability.
    Longer Protection: For each spell level expended in this enhancement the shielding lasts for an additional hour.
    Further Protection: The benefit from this enhancement is calculated after all others. You may add to the range of the ability in 5ft increments. Divide the amount extra squares you affect by eight and times that number by the amount of spell levels this ability would cost if you had not used this enhancement on it. That is the cost of the shielding ability when enhanced this way.

    Cooperative Casting: At first level a troopleader gains the ability to tap into lines of power other casters send to him in order to empower his own spells. Any caster may choose to share power with him by expending a spell (but not spell-like or supernatural ability) that he is in the range of. For each level of the spell or spell slot expended the troopleader may add one level of metamagic to the next spell he casts.
    At third level the troopleader can instead choose to gain extra effective caster levels equal to the amount of spell levels channelled to them for 4 rounds.
    At seventh level these caster levels can give them bonuses to spells that would usually have a cap on how far caster level can add bonuses. This only applies to caster levels gained through this ability.

    Blood Bond (Su): At second level a troopleader mage gains the ability to forge a bond of life force between himself and one other willing creature a number of times per day equal to his half his troopleader level. Both creatures' hit points rise to the combined total of each party's hp. If this would exceed the creature's normal hit point maximum they are not gained as temporary hp - instead the the creature's hit points truly rise as if they had gained a level or experienced an increase in constitution. If one of the creatures is damaged both creatures take the full amount of damage, and if one of the creatures is healed both creatures gain the same, full amount of hp. They do not share any other conditions. Blood bonds last for one hour.
    At every even level a troopleader gains the ability to affect two more creatures at once with a Blood Bond, adding their hp to the vitality pool and forcing them to take damage from attacks that hit each-other.

    Impede (Su): A 5th level troopleader mage may cause an 20ft square of ground within long range (as for spells) to become difficult terrain for 1 round/caster level by spending two spell levels. Each additional spell level spent on this ability can add an extra 20ft square to the area affected or double the duration of the ability.
    At seventh level a troopleader may cast spells at targets in the area affected by his Impede ability even if they would usually be out of range of the spell. Doing so immediately ends all other effects of that use of Impede.

    PLAYING A TROOPLEADER MAGE
    As a Troopleader Mage you are very much a team player. You have probably worked with soldiers, and so have much respect for them, and have much use for spellcasters with your cooperative casting ability. However, you are likely to dislike those that strike out on their own, those who refuse to enter a blood bond with the rest of the party or to lend you a spell to empower your Magic Missile, for example.
    Combat: Troopleaders generally take an active part in combat, only a few paces from the melee, supporting combatants and taking out tricky targets. Using a blood bond with a more robust character may allow a troopleader to venture into full combat himself, where he can be devastating.
    Advancement: Advancement for troopleaders is quite simple - more spells! The amount of spells you can cast really influences what you can do with your abilities, and it doesn't even matter what they are unless they're high level.
    Resources: Anything that increases your amount of spells per day or gives you extra spell power will really increase your usefulness.

    TROOPLEADER MAGES IN THE WORLD
    'I'm in awe of Garetan. He asked me to cast a Magic Missile straight at him, and I took a lot of persuading, I can tell you, then simply re-directed it at the enemy, but with more power! He really knows his magic, that man.
    Tharneth, apprentice mage, swooning over his master

    Troopleaders are generally welcomed everywhere if their nature is known, as they play a great part in wars and defence and it's well known that few will get hurt if a troopleader is nearby.
    Daily Life: Troopleaders are usually military, and so act as such. If they need to prepare spells, they generally get it done with as soon as possible and get out on the front straight away.
    Notables: Garetan Trenthon is a renowned commander of the 5th regiment in the Pargulian army. He has saved the lives of many soldiers, and his shields are often very effective, if small in scope. He is almost never seen away from the front line, and is often in a blood bond with a group of soldiers tucked safely away in the back-line trenches.
    Durnand Tenstrik is a infamous abuser of the blood bond, practically forcing it upon his minions and then shaking it off just before their death. A retired soldier from the Redethan Army, he hides away in his secluded forest home, using his impede ability to hinder and kill intruders.
    Organizations: There are few strict organisations of only Troopleaders, but they are usually welcome in any military or group combat based establishment.

    NPC Reaction
    People generally welcome and accept troopleaders as the 'right sort of mage'. They are welcomed almost everywhere except for the most magic-intolerant places, and even there they are respected for their necessity and usefulness in wars and battles. Drinks are often bought, and next to a troopleader is generally thought to be the safest place in the room.

    TROOPLEADER MAGES IN THE GAME
    The Troopleader can sometimes cause a little difficulty story-wise, as blood bond means that the party functions as one very high level monster, and if one goes down they all go down, resulting in resurrection difficulties. However, this ability can be very rewarding when used properly.
    Adaptation: The troopleader could be special cloistered spellcaster instead of a military leader, shielding only themselves and obsessed with their own safety. Blood bond and cooperative spellcasting could be re-flavoured to work like the bullied apprentice model the red wizard uses.
    Encounters: Encounters with troopleaders will be common in military campaigns, but are otherwise likely to be rare.

    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[/QUOTE]

    Other stuff: Does this dress make me look like a DRAGON? Rules for Glamerweaving

    Excellent gnome scribe avatar to match my username by licoot.

  18. - Top - End - #18
    Firbolg in the Playground
     
    PairO'Dice Lost's Avatar

    Join Date
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    Malsheem, Nessus
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    Male

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Proclaimer of Victory

    Before one can survive to tell the tale, one must first tell the tale.

    Any bard can recite the story of a famous battle after the fact; it's what they do for a living, after all. It takes a particular type of talent, however, to recite the story of a battle while the battle is in progress. Some truenamers with a more martial bent have developed the ability to do just that, speaking to the universe as if reading from a script in order to effect the results of a battle which they wish to occur. They approach reality as bards do a performance: All the battlefield is a stage, and its inhabitants merely players, they say, as they speak confidence into their allies and declare fear in their opponents. Where other tacticians must meticulously plan their strategems to account for all possible enemy responses, these skilled figures need only proclaim themselves victorious and the universe will rewrite its script in agreement.

    Becoming a Proclaimer of Victory
    While proclaimers of victory lean heavily on their truenaming skills, they do still need some amount of leadership capability. Thus, truenamers wishing to walk this path will need to take a short detour into martial training or at least be granted such capabilities.

    ENTRY REQUIREMENTS
    Truenaming: Ability to speak 2nd level utterances
    Auras: Ability to project a draconic or major aura
    Skills: Truespeak 6 ranks, Diplomacy 6 ranks
    Feats: One [Recitation] feat

    Class Skills
    The proclaimer of victory's class skills (and the key ability for each skill) are Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Martial Lore, Perform (any one), Spot, Truespeak, Tumble.
    Skills Points at Each Level: 4 + Int modifier

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Utterances
    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Articulation of Interpersonal Truespeech|+1 truenamer level
    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Commanding Utterance|+1 truenamer level
    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Syllable of Tactical Excellence|+1 truenamer level
    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Warding of Perpetual Recitation|+1 truenamer level
    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Sharp Blade, Sharper Tongue|+1 truenamer level
    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Speak unto the Legions|+1 truenamer level
    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Refutation of Unfavorable Terrain|+1 truenamer level
    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |Declaration of Advantageous Enhancement|+1 truenamer level
    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |Pronouncement of the Dramatic Imperative|+1 truenamer level
    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |Proclamation of Inevitable Mounting Triumph|+1 truenamer level[/table]

    Weapon Proficiencies
    Proclaimers of victory are proficient with all simple and martial weapons, light and medium armor, and all shields except tower shields.

    Articulation of Interpersonal Truespeech (Ex)
    A proclaimer of victory realizes that the actions of persons affect the outcome of battle more than any enchanted weapons or favorable terrain, and that combining your tactical influence with truespeech results in a power greater than the sum of its parts. You gain three benefits due to this realization. First, any auras you possess that depend on your Charisma modifier now depend on your Intelligence modifier. Second, you treat your Truespeak ranks as levels in an aura-granting class to determine the bonus granted by your auras and the number of auras you know. Third, you add your aura bonus to Truespeak checks when pronouncing a creature's personal truename.

    In addition, you now focus on the Lexicon of the Evolving Mind to the exclusion of other Lexicons. Any time you would learn a new utterance from the Lexicon of the Crafted Tool, you instead learn two utterances from the Lexicon of the Evolving Mind of any level you may normally choose from; any time you would learn a new utterance from the Lexicon of the Perfected Map, you instead learn three Evolving Mind utterances. If you already know utterances from these two lexicons, you immediately trade them in for Evolving Mind utterances.

    Commanding Utterance (Ex)
    Your commanding presence constantly carries a whisper of truespeech, giving your aura some of the qualities of an utterance. If you know the personal truename of a creature, the bonuses that creature gains from your auras are doubled. In addition, you may choose to reverse your auras as you would an utterance: instead of granting a bonus to your allies, they instead inflict an equal and opposite penalty on enemies in the area (numerical bonuses become numerical penalties, fast healing becomes damage per round, energy resistance becomes energy vulnerability, and so forth), though enemies receive a Will save each round to negate the penalties for that round. If you know an enemy's personal truename, the penalties inflicted on them by a reversed aura are doubled as well.

    Syllable of Tactical Excellence (Su)
    Battles can be won or lost on the actions of a single soldier in a single instant. Taking this to heart, you learn how to use single syllables of the True Speech representing basic tactical concepts to affect friends and enemies in a faster, albeit more limited, fashion than traditional utterances, learning to slightly expand and contract the flow of time to give your allies more time in which to act and your enemies less. As an immediate action, you may make a Truespeak check as if using an utterance on your target to perform one of the following effects (all Syllables allow a Will save to negate their effects):
    • Rally: A targeted creature may take an immediate move action to move up to his speed however desired, so long as he ends up closer to you than he began. The reversed form of this syllable, Disperse, causes any number of creatures of your choice adjacent to you to immediately move their speed away from you (though they may move to avoid attacks of opportunity or other hazards as normal).
    • Advance: A targeted creature may immediately make a single melee attack against any legal target; if no enemy is within reach, he may optionally take a 5-foot step before making the attack, if such would put him within reach of an enemy. The reversed form of this syllable, Retreat, causes a single creature to immediately take the withdraw action.
    • Fire: A targeted creature may immediately make a ranged attack against any legal target. The reversed form of this syllable, Cease, causes a single creature's ranged attack to automatically miss, using up ammunition, spell slots, etc. as normal.
    • Persevere: A targeted creature is immediately freed from one of the following conditions: blinded, confused, cowering, dazzled, deafened, entangled, fascinated, nauseated, shaken, or sickened. The reversed form of this syllable, Capitulate, causes a single creature to be subjected to one of the above conditions for a number of rounds equal to your Int modifier (who may make a Will save each round to end the effect).

    Like an utterance, this ability is subject to the Law of Resistance; the entire ability is subject as one, so using Fire and then Retreat, for instance, would increase the DC by +4.

    Warding of Perpetual Recitation (Su)
    You are able to weave a thread of truespeech through every word you speak, maintaining a constant litany of self-enhancing words that take the form of glowing runes floating around you. As a full-round action, choose a single beneficial utterance (normal or reversed) or recitation you know and make a Truespeak check as if uttering the chosen utterance or recitation on yourself. If you succeed, the utterance or recitation affects you as normal; however, instead of lasting for its normal duration, it last as long as you are conscious and not prevented from speaking or until you take another full-round action to remove it. If you choose an utterance or recitation with instantaneous duration, its effects repeat every 1d4 rounds at the start of your turn.

    The constant chanting and floating runes resulting from use of this ability impose a -5 circumstance penalty on Hide and Move Silently checks and reduce the Spellcraft DC to identify the effect by 2; however, the DC to dispel the utterance increases by 4. You may not use this utterance or recitation again while this ability is active.

    Sharp Blade, Sharper Tongue (Su)
    Creatures with extraordinary health or resilience to particular attack forms can be an impediment to victory; when faced with such an obstacle, you simply inform the universe that you will not abide such an annoyance. As a swift action, you may make a Truespeak check as if using an utterance to strip a targeted creature of its DR, SR, or energy resistance for a single round (improved forms of these defenses, such as fire immunity, immunity to metal weapons, or a golem's spell immunity, are affected as well). Alternately, you make make a Truespeak check to add a number of d6 of sonic damage to your and your allies' weapon damage rolls for a round equal to the bonus granted by your aura (DC = 10 + 2 × [number of allies affected + aura bonus]); in the same way that they receive double your aura bonus normally, allies whose personal truenames you know add double the number of d6s to their damage rolls.

    Speak unto the Legions (Ex)
    You often command large numbers of allies, so you learn to meet and exceed the normal truenamer's capacity to affect multiple creatures with a single utterance. From this point forward, you gain the Speak Unto the Masses truenamer class features, with the following modification: if all of the creatures affected are allies, you may affect different races/kinds of creatures with the same utterance and the DC increase due to the number of creatures affected is halved. In addition, as a swift action you can make a Truespeak check (DC 20, subject to the Law of Resistance) to extend the range of your aura(s) to hearing range, rather than their normal radius, for 1 round.

    Refutation of Unfavorable Terrain (Su)
    While you might forsake training in terrain-affecting utterances in favor of those affecting creatures, you do not deny their usefulness. As a full-round action, you may use any utterance from the Lexicon of the Perfected Map with an area of effect, and you may increase its radius by increasing the DC by 1 per 5 feet increase in radius. Only one Perfected Map utterance may be in effect at one time, and while one is, your aura affects all allies (or enemies) in the area of the utterance rather than radiating from you.

    Declaration of Advantageous Enhancement
    Sometimes possessing an undead-bane weapon or fire-resistant armor can make combat much easier; should you lack such appropriate enchantments on your possessions, you can politely ask reality to oblige you. As a move action, you can make a Truespeak check to add a single weapon or armor enchantment to your and your allies' weapons and armor or shields whose “plus” value does not exceed the bonus granted by your aura (DC = 20 + number of allies affected + highest weapon/armor “plus” value in the group after factoring in the enchantment) or a single weapon or armor enchantment whose flat cost does not exceed your aura bonus squared times 1000gp (DC = 10 + number of allies affected + enchantment price/1000). The enchantment lasts for a number of rounds equal to your Intelligence modifier, and only one such enhancement may be added at one time; this ability is subject to the Law of Resistance.

    Pronouncement of the Dramatic Imperative (Ex)
    A good commander choreographs his battles like a dance, making sure every creature plays its part without leaving any elements to happenstance; while you might find waltzing across the battlefield to be in bad taste, you can still use truespeech to remove the vagaries of chance from combat. Any time you make an attack roll, critical confirmation roll, damage roll, saving throw, or skill check, you may roll a Truespeak check in place of that roll. This check is treated as a skill check in every way, with the exception that a natural 20 on a check replacing an attack roll is still a critical threat. This use of the True Speech is subject to the Law of Resistance, so each time in a day this ability is used, subtract a cumulative -2 from the check result.

    Proclamation of Inevitable Mounting Triumph (Su)
    The pinnacle of the proclaimer of victory's art is the ability to win a battle with a single utterance. Once per day, choose one utterance whose reversed form inflicts damage or a numerical penalty and make a Truespeak check against the creature who would require the highest DC of all the creatures within hearing. If the check is unsuccessful, this ability is not used up for the day. If it is successful, all allies within hearing are subject to the normal form of the utterance, and all enemies are subject to the reversed form. For 1 round per every 10 points by which you beat the DC, the utterance's effects are compounded—bonuses and penalties stack with themselves twice, thrice, or more and damage is dealt again each round at the start of your turn—and then the utterance continues its noninstantaneous effects for another 5 rounds. For instance, if the chosen utterance is mystic rampart and the DC is beaten by 20, the utterance intensifies for 3 rounds (with allies having DR 15/— and a +15 bonus to saves by the third round and enemies taking a -15 penalty to AC and saves) and then stays steady for 5 rounds more.

    Playing a Proclaimer of Victory
    The proclaimer of victory is less of a traditional buff-yourself-up-and-wade-into-combat gish and more of a buff-your-allies-up-and-wade-into-combat gish, so keep that in mind when playing one.
    Combat: The proclaimer of victory blows a vanilla truenamer out of the water when it comes to combat...but then, who doesn't? You can rely on your offensive utterances as usual, but your martial prowess is greatly enhanced relative to a standard truenamer and you have several abilities to overcome your enemies protections and move creatures around the battlefield, so you benefit more from mixing it up in combat than from supporting from afar.

    Proclaimers of Victory in the World
    Yeah, Joram can get a bit annoying with that whole “I just have to speak some gibberish and I win fights” deal he constantly talks about, but ever since he said six syllables and took out a few dozen hobgoblins, I don't make fun of him anymore.

    There isn't any obvious indicator to distinguish proclaimers of victory from regular truenamers—both shout a bunch of gobbledygook to attack foes and buff allies. That said, their focus on tactics and coordination and their expertise with command makes proclaimers of victory more popular in an army or mercenary band, so people tend to have positive opinions about them even if they don't realize what exactly they are.
    Daily Life: Proclaimers of victory are not as sociable and leader-like as marshals and dragon shamans and not as intensely studious as truenamers, so they don't tend toward extremes of personality, spending time with friends and associates where they can and researching truenames in their spare time.
    Organizations: No organization exist explicitly for proclaimers of victory, but many of their number are drawn to at least make friends among the Order of the Word (ToM 218), finding their melding of combat prowess and truenaming skill to be complementary with their own. They are also quite welcome in armies, militias, mercenary companies, and similar groups of highly-skilled combatants in need of magical aid and coordination.

    NPC Reaction
    Aside from their enhanced capability for buffing allies, nothing dramatically separates a proclaimer of victory from a normal truenamer in the eyes of most NPCs.

    Proclaimers of Victory in the Game
    In general, this class takes the truenamer, focuses it on Evolving Mind utterances, adds in a splash of auras, and then ramps the power level up. As a player, you might want to play this to try out a truenamer with many more options; as a DM, you shouldn't have any balance issues with this class if you have any full casters in the party.
    Adaptation: There really isn't any adaptation necessary beyond fitting truenaming into a world.
    Last edited by PairO'Dice Lost; 2010-06-02 at 11:46 PM.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


    Spoiler: Sig of Holding
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    Quote Originally Posted by abadguy View Post
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    Quote Originally Posted by Chambers View Post
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  19. - Top - End - #19
    Halfling in the Playground
     
    SolithKnightGuy

    Join Date
    Nov 2008
    Location
    Longue-Rive, Québec
    Gender
    Male

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Double Dragon

    Magic is a part of you. Let it come out and help you.

    Through trainning and meditation, monks try to perfect their body and spirit. But what happens when a monk has something else inside him? What if magic is an integral part of him?

    This question is what gave rise to the double dragons. By mastering their inner connection to magic and blending it with their training, these individuals have gained abilities beyond the scope of other monks, even going so far as giving physical form to their magic.

    BECOMING A Double Dragon
    Double dragons are monks with a natural connection to magic. As such, the majority of them have some prior trainning as sorcerers or bards.

    ENTRY REQUIREMENTS
    Feat: Ascetic mage
    Class feature: AC bonus

    Class Skills
    The double dragon’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis) Spellcraft (Int), Spot (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|Spells per Day

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Continued training, Inner energy, Energy resonance, Spell fu|---

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Arcane clone (step 1)|+1 existing class level

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Energy resonance (+5ft reach)|+1 existing class level

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Arcane clone (step 2), Spell fu (full attack)|+1 existing class level

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Energy resonance (1d4 damage)|+1 existing class level

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Arcane clone (step 3)|+1 existing class level

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Energy resonance (hostile spells), Spell fu (rays)|+1 existing class level

    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |Arcane clone (step 4)|+1 existing class level

    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |Energy resonance (burst)|+1 existing class level

    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |Arcane clone (step 5)|+1 existing class level[/table]

    Weapon Proficiencies: Double Dragons gain no proficiency with any weapon or armour.

    Spells per Day: From 2nd level on, when a new double dragon level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class she belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of double dragon to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

    Continued training: A double dragon has not forgoten his past abilities and continues his trainning to master them. Double dragon level stacks with his monk levels to determine his AC bonus, unarmed damage and unarmored speed bonus.

    Inner energy: Instead of using the magical energies inside him to cast spells, the double dragon learns to mix this energy with his own, increasing his own physical prowess. As a swift actin that doesn't provoke attacks of opportunity, he can sacrifice a spell slot to gain an perfection bonus to his Strength, Dexterity or Constitution score equal to 2 times the level of the spell slot and a perfection bonus to his attack and damage equal to the level of the spell slot. Those bonuses lasts for a number of rounds equal to his class level plus his Cha modifier.

    At 5th level, the bonus to attack and damage is equal to 2 times the level of the sacrified spell slot.


    Energy resonance: When casting certain spells, the double dragon can feel the energy coursing through his entire body. Through rigorous trainning, he as learned to harness some of it, making it linger inside him for a while.

    When casting spells with force, acid, cold, electricity, fire or sonic descriptor, the double dragon gains a bonus of the appropriate kind to his unharmed damage equal to 1d2 per spell level. This bonus lasts for a number of rounds equal to his Cha modifier. If a new spell is casts before the end of the bonus, he can choose to keep his old bonus going, or replace it with a new one.

    At 3rd level, the double dragon learn how to project this energy with each blow, effectivly increasing his reach by 5 ft when using energy resonance.

    At 5th level, the bonus damage is increased to 1d4 per spell level.

    At 7th level, the double dragon becomes so attuned with those energy that he can use the energies of spells cast by others. When a spell or spell-like ability of the appropriate kind cast by someone else successfully hits him, the double dragon can gain the energy resonance bonus from it.

    At 9th level, the double dragon gains even greater mastery of those energies, increase his reach when using energy resonance by an additional 5 ft (for a total of 10 ft). Furthermore, his unharmed attack act as if they had the burst ability, dealing an extra 1d10 energy damage on a critical hit (2d10 with a critical multiplier of x3 and 3d10 with a x4).


    Spell fu: The double dragon learns how to blend his spell casting with his fighting style, making him a dangerous opponent.

    When mixing a touch attack spell with an unarmed attack, if the spell requires the opponent to make a saving throw, it's difficulty is increased by half the damage done by the unarmed attack. Furthermore, if the spell deals energy damage to wich the opponent has resistance, his resistance is decreased by half the damage done by the unarmed attack (but only for this spell).

    At 4 level, the double dragon mixes spell and punch more fluidly. He can now cast a touch spell at the same time has one of his attacks during a full attack. However, he must wait 1d4 round before he can do it again.

    At 7 level, the double dragon becomes more versatile in his spellcasting, using spells in way they were not conceived. He can now treat ray spells as if they had the range of touch. Also, when delivering a touch spell with an unarmed attack, he can reduce the spell resistance of his opponent (if he does have one) by half the damage done by the unarmed attack.


    Arcane clone: Through intense meditation, the double dragon learns to tame the wild magical energies in his soul. By doing this, he gains the ability to manifest it in the physical world, a magical copy of is own self. This technique is called the arcane clone.

    At 2nd level, he gains access to the first step of his powerful technique. As a full round action that provokes attacks of opportunity, the double dragon can sacrifice one of his daily spell slots and choose an adjecent squarre. This materialise a rough clone of magical energy in the chosen space.

    This clone is made entirely of force energy and is entirely under the control of the double dragon. They both move and act at the same time. The clone has the same BAB, speed, reflex and fortitude saves then is creator; a strength, agility and constitution score of 10 + 2 times the level of the sacrificed spell slot; AC score equal to 10 + the level of the sacrificed spell slot and HP equal to 10 times the level of the sacrifed spell slot. It cannot be affected by mind-affecting effects.

    Since the double dragon is essentialy controlling two bodies at the same time, his control is still quite basic. The clone must always be adjacent to it's creator, and they can only attack the same target. The clone can only use unarmed attacks (with a base damage equal to the unarmed damage of it's creator). The double dragon cannot cast any spells while the clone is out.

    This lasts for a number of rounds equal to the cha modifier of the double dragon + his class level or until the HP of the clone goes down to 0. If the clone moves or is moved to a space that is not adjecent to his creator, he dissapears and the technique ends.

    At 4th level, the awareness of the double dragon increases, giving more freedom to his clone. They can attack different targets and the clone can try to trip or disarm opponents. The double dragon can now cast spells while the clone is out.

    At 6th level, the clonemore closely ressemble is creator. He is not restricted to stay adjacent to is creator, but must stay within 5ft of him per class level. He also gains a bonus to his damage and AC equal to the cha mod of his creator. He can also try to charge or bull rush his opponents.

    At 8th level, the double dragon has learned to share his energies with his clone. if he is under the effects of energy resonance when creating his clone, he can choose to have the clone be affected also. The clone then seems to be made from to equivalent energy. The clone keeps the bonus until he disapears, even if the original duration was shorter. The clone can also try to grapple his opponents.

    At 10th level, the clone's form is now a perfect copy of his creator. The double dragon as attained such mastery of this technique that he can cast the same spell twice at the same instant by making is clone cast the second one. When casting a spell, if the clone is out, the double dragon can sacrifice a second spell slot of same level or higher to make his clone cast the same spell. The second spell has the same statistics has the first, but can have different targets. However, if both spells affect the same target, they both act as if under the effect of the empower spelmetamagic feat.

    PLAYING A DOUBLE DRAGON
    Double dragons are on a constant journey of discovery. They all have this strange power inside them. Some try to come to terms with this fact by seeking knowledge, others try to tame it themselves with a more hands on approach.
    Combat: Double dragons excel in close combat, causing chaos in enemy ranks with there clones and touch attacks. However, they usualy take a few moments to prepare themselves and focus there inner energy before waiding into battle.
    Advancement: When a double dragon has tamed his inner power, he has two choices : either continue along this path and further his magical studies, or get back on the path of the monk and further is physical training.
    Resources: Since all double dragons were monks at one point or another, they can usualy still count on there former masters and monastery brothers when the are in need.

    DOUBLE DRAGONS IN THE WORLD
    "When the smoke from my fireball cleared, he came charging at me, his fists on fire! I tried to get away, but something caught me from behind... -Alastair the Flame, retaling his first encounter with a double dragon


    Daily Life: Most double dragons keep there daily routine from there monk days, including traning and meditation, but some have been known to adopt less restricting life, to better understand the wild energies inside them.
    Notables: Ironicly, the most well known double dragon never revealed his name. In fact, he never spoke, having made of vow of silence until he completly mastered is inner power.

    Legends say that he encountered another like him in his travels, a man wanting to be the best at all cost, without moral or compassion. They quickly became bitter rivals and fought numerous times. On there last confrontation, his rival had the upper hand, exclaming "I'm more powerful than you!". To which the nameless one responded "No". His rival was so shocked that he was unable to put up any defense, loosing battle.

    Some say the nameless one killed him there, others that they parted ways on good terms. Some even say they became good friends.
    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.

    Spoiler
    Show
    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 Bergor Terraf; 2010-06-11 at 06:49 PM. Reason: Adding fluff (finaly)

  20. - Top - End - #20
    Dwarf in the Playground
     
    Planetar

    Join Date
    Aug 2009
    Location
    NJ
    Gender
    Male

    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Bushido Disciple



    "Service to my lord, service to my clan, and service to the spirits. The greatest honor comes in the service to all."
    -Ichital Genbo, disciple of the Isawa school of the Phoenix Clan.

    The samurai caste of warrior-noblemen in service to the Emperor are broadly trained in two areas; the art of war and the art of the spirits. While shugenja, the priests who communicate with these spirits to gain power over the elements, often look down on the warriors, some admire the strict code of bushido followed by the samurai warriors. In turn, some of those initially trained to fight turn their talents towards religion to further the development of their honor through wisdom. Those nobles who most passionately desire to demonstrate the most honor find a way to blend both arts, blending swordplay and elemental lore into a new art. Through intense dedication, they unlock secrets of the spirits that give them insight into the Void.

    Becoming a Bushido Disciple
    Almost all Bushido Disciples have levels in both shugenja and samurai to most easily meet the entry requirements. Other divine casting classes can qualify, but at least one shugenja level is required. While possible to enter through only levels in a spellcasting class, the class can be entered most quickly with levels in samurai.

    ENTRY REQUIREMENTS
    Alignment: Any lawful
    Spells: Able to cast 2nd level divine spells
    Feats: Exotic Weapon Proficiency (bastard sword)
    Special: Sense Elements class feature
    Special: Two Swords as One class feature or Improved Two-Weapon Fighting


    Class Skills
    The Bushido Disciple's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge(all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Spellcraft (Int).
    Skills Points at Each Level: 2 + Int

    Hit Dice: d8

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Blessed Daisho, One Blade as One|+1 existing divine spellcasting level

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Water’s Grace|+1 existing divine spellcasting level

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Flashing Stare|+1 existing divine spellcasting level

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Secrets of the Wind|+1 existing divine spellcasting level

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Ensorcelled Stare|+1 existing divine spellcasting level

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Lore of the Fire |+1 existing divine spellcasting level

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Stare of Honor’s Demise|+1 existing divine spellcasting level

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Steadfastness of the Earth|+1 existing divine spellcasting level

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Class Ability|+1 existing divine spellcasting level

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Class Ability|+1 existing divine spellcasting level[/table]

    Weapon Proficiencies: Bushido disciples gain no weapon or armor proficiencies.

    Spells per Day: Whenever a new bushido disciple level is gained, the character gains new spells per day as if she had also gained a level in any one divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds her level of bushido disciple to the level of any one other divine spellcasting class the character has, then determines spells per day and caster level accordingly.

    Blessed Daisho (Ex): The bushido disciple’s faith in honor is made manifest in his ancestral blades. The bushido disciple may treat either a katana or a wakizashi as a divine focus.

    One Blade as One (or, How Miyamoto Musashi Would Do It) (Ex): While wielding a katana and no other weapon, the bushido disciple is treated as having the feats Weapon Focus (bastard sword) and Weapon Specialization (bastard sword).

    Water’s Grace (Ex): At 2nd level, the bushido disciple gains the fluidity of water through learning the ancient lore of the river spirits. While wielding both a katana and wakizashi, the bushido disciple is treated as having the Improved Two-Weapon Fighting feat, even if she does not meet the prerequisites. At 7th level, this ability improves to be treated as Greater Two-Weapon Fighting, even if the bushido disciple does not meet the prerequisites.

    Flashing Stare (Su): The steely resolve of the bushido disciple can freeze the blood of even the hardest enemy. At 3rd level, the bushido disciple can frighten an enemy that threatens him with merely a look. As an immediate action, the bushido disciple makes a gaze attack at an enemy that attacks him within 30 feet. The enemy must make a Will save, with a DC of 10 + ½ levels in bushido disciple +Cha modifier. If the enemy fails the save, he becomes panicked for 1 round. If the enemy succeeds, he may attack as normal, but suffers a -2 penalty to all attacks against the bushdio disciple that turn.

    Secrets of the Wind (Su): The spirits of breezes and gales impart new wisdom to the bushido disciple. At 4th level, the bushido disciple may add one spell of a spell she can cast to her spells known list, which can be from the cleric, druid, or sorcerer/wizard spell lists, but must be of the divination or illusion schools. If the bushido disciple does not have a spells known list, the ability has no effect.
    Additionally, the bushido disciple now treats all spells of the divination and illusion schools from the cleric, druid, and sorcerer/wizard spell lists as being on the spell list of any divine spellcasting class she has levels in.


    Steadfastness of the Earth (Su): At 8th level,. the secret lore of earth teachs the bushido disciple how to sustain even the strongest magic. Once per day, the bushido disciple can apply the effects of the Persistent SpellCAr feat to any spell that she can cast. This follows all normal rules for applying a metamagic feat, but adds no level adjustment to the spell.

    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[/QUOTE]
    Last edited by Renchard; 2010-06-09 at 11:10 AM.

  21. - Top - End - #21
    Pixie in the Playground
     
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    Default The Aspect Warrior

    The Aspect Warrior
    "We have been chosen to represent the pinnacle of my peoples magical and combat training. Your advance upon my motherland ends here!" Golandus Lothnarc just before he led 20 Aspect Warriors against the advancing Orc Hordes of Charilynthx the Red at the Battle of Split Axe Pass.

    The Aspect Warriors trace their tradition back to the ancient Elven House of Lothnarc during the establishment of the Second Republic on the continent of Terrace. Often outnumbered by the native races of Terrace, and fighting to reestablish themselves in a new place after the fall of their Dawn Empire, the Elves of House Lothnarc sought to combine their magical and martial talents into a single unified whole. The result was the Aspect Warrior. Born of the desperation of a dieing race, the Aspect Warriors struck fiercely and often at the foes of the Republic and often times their exploits meant the difference in life or death for the beleaguered Elves of this time. The Aspect Warriors were never many in number but their superior training more than made up for this difference. As with all things the Second republic rose to prominence and then fell and the teachings of these warriors was thought lost to the world in general when the last of of House Lothnarc was destroyed. Such was not the case, the secretive Lords of the Leaf, a cabal of Lothnarc Baelnorns, kept the secrets alive and in secret have spread them among the other races.

    Since the end of the Second Republic, the teachings of the Aspect Warrior have been spread to many of the other races. In combat they use blade and spell in ways that enhance each other. Aspect warriors emphasize speed on the field of battle and combining this with martial strikes and spells to overcome threats.
    Dit Dice: d8

    Becoming an Aspect Warrior
    An Aspect Warrior begins his career as either a sorcerer or wizard and then acquires one of the martial classes later on in his magical career. Before a character can enter this prestige class, he must find and petition one of the Lords of the Leaf. It is not known how they determine who they will train but it is known that some of the worst tyrants of recent history have been Aspect Warriors while at times of great strife it has been a pupil that these same Lords have secreted away for training that has saved the day. What is known is that no one without a strong understanding of magic and an ability to focus on a task is ever chosen to receive their training.

    Entry Requirements
    To qualify to become an Aspect Warrior, a character must fulfill all of the following criteria.
    BAB: +6
    Feats: Improved Initiative, Quick Draw, Skill Focus (Concentration), and Still Spell.
    Skills: Concentration 12 ranks, Knowledge (Arcana) 12 ranks, Knowledge (History) 4 ranks, Spellcraft 12 ranks, and Survival 4 ranks.
    Spells: The ability to cast 5th level arcane spells.
    Special: The character cannot be chaotic in alignment and must petition the Lords of the leaf before taking this prestige class.

    Class Skills
    The Aspect Warriors class skills (and the key ability score for each skill) are Climb (Str), Handle Animal (Chr), Intimidate (Chr), Jump (Str), Knowledge (all skills taken individually) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis).
    Skill Points Per Level: 4 + Intelligence Modifier.

    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Mind of Battle, Improved Still Spell|

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Deadly Focus|+1 level of existing spellcasting class

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Magical Might|+1 level of existing spellcasting class

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    ||+1 level of existing spellcasting class

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Marriage of Spell and Steel|+1 level of existing spellcasting class

    6th|
    +6
    |
    +2
    |
    +2
    |
    +5
    |Quick to Act|+1 level of existing spellcasting class

    7th|
    +7
    |
    +2
    |
    +2
    |
    +5
    |Marriage of Steel and Spell|

    8th|
    +8
    |
    +2
    |
    +2
    |
    +6
    ||+1 level of existing spellcasting class

    9th|
    +9
    |
    +3
    |
    +3
    |
    +6
    |Aspect Mastery|+1 level of existing spellcasting class

    10th|
    +10
    |
    +3
    |
    +3
    |
    +7
    |Aspect Perfection|+1 level of existing spellcasting class [/table]

    Class Features
    All of the following are features of the Aspect Warrior Prestige Class.
    Weapon and Armor Proficiency: The Aspect Warrior gains no new proficiency with weapons or armor.
    Spell Casting:At all levels except 1st and 7th, the Aspect Warrior gains new spells as if he had gained an additional level in the arcane casting class he used to qualify for this prestige class. He does not gain any other special abilities associated with the original spell casting class such as bonus meta-magic or item creation feats, bard or assassin abilities, etc.

    Aspect Mastery (Ex): An Aspect Warrior gains an additional use of all of his per encounter abilities per encounter.

    Aspect Mastery (Ex): An Aspect Warrior may make full attack actions as standard actions.

    Deadly Focus (Su): When an Aspect Warrior casts a spell defensively, he may substitute the results of his concentration check for that spell as the damage roll for his next successful strike. This ability must be used before the end of the characters next turn and it only applies to physical attacks. this damage is the same kind and type that the weapon would normally deal. This ability may be used once per encounter.

    Improved Still Spell (Ex): The Aspect Warrior may prepare a number of spells per day equal to his primary casting ability score bonus as if they are affected by the still spell feat. Spells prepared in this manner do not take up a slot 1 level higher and for every three levels possessed in the Aspect Warrior prestige class, the character may prepare an additional spell in this manner per day.

    Magical Might (Su): An Aspect Warrior may choose to sacrifice a prepared spell or spell slot to gain a magical bonus to his damage rolls, saves, AC, and base land speed. The character gains a bonus equal to the spell sacrificed to his damage rolls, AC, and Saves. His base land speed is increased by 5 feet x the level of the spell sacrificed. These bonuses last for a number of rounds equal to the characters primary casting stat bonus + 3. This ability may be used once per encounter.

    Marriage of Spell and Steel(Ex): An Aspect Warrior may gain an additional strike whenever he successfully casts a spell defensively in combat. This ability may be used once per encounter and must be used before the end of the characters next turn.

    Marriage of Steel and Spell (Ex): An Aspect Warrior may cast a spell as if it were prepared with the quicken spell feat following a successful melee attack. This ability affects a spell equal to the highest level the character can cast -4. The character may not cast more than one quickened spell per round and this ability is usable 5 times per day.

    Mind of Battle: When casting spells in combat, the Aspect Warrior may add half his levels , minimum of 1, as an insight bonus to his concentration check to successfully cast spells on the defensive and when attempting to maintain his concentration while being disrupted. Additionally the Aspect Warrior may expend a move action to maintain concentration on an ongoing spell instead of a standard action. The character may not cast another spell while maintaining concentration on another spell unless he has a feat or ability that allows him to do so.

    Quick to Act (Su): An Aspect Warrior may choose to add his levels in this prestige class as a bonus to his initiative as a swift action. When this ability is activated, the Aspect Warrior gains an additional move action that he may use before the end of the encounter.

    Playing an Aspect Warrior
    Aspect Warriors are methodical and strategic in their actions. They strive for an economy of action that eliminates the most threats at once. They are seen as introspective but are known to throw themselves wholeheartedly at any challenge trusting in their training and speed to see them through or around most threats.

    Combat
    Aspect Warriors make devastating opponents on the battlefield. Their abilities allow them to move greater distances and strike in multiple ways at higher levels with increased damage and resilience to boot. Then of course if this is not enough, they have access to their arsenal of spells to fall back on.

    Advancement
    Becoming an Aspect Warrior can seem quite daunting and there are 2 known paths to this. Finding the Lords of the Leaf is no small matter and then proving to them that you have the requisite magical knowledge and strength of mind may also prove taxing. The selection process often weeds out candidates as the Lords as proof of the characters magical might and fighting ability often require them to go on a quest often with no obvious purpose but sometimes with a hidden purpose known only to the Lords of the leaf. Those successful at these tasks are initiated.
    The second path is one of blood. Only those of certain elven blood lines, Elves and Half- Elves, are chosen in this manner. The Lords of the Leaf come to this chosen persons home shortly after their birth and spirit them away to be trained and fostered by someone else, usually an Elven family but at times other races have been chosen as well. When the person is judged by the Lords to be right, they then induct them into the ways of the Aspect Warrior.
    Regardless of how you enter this prestige class,as you advance in this class, feats that allow you to gain the most benefit from the spells you cast in combat are focused on first followed by feats that increase your martial abilities. Abilities that allow you to deal with multiple opponents at once are also popular among this crowd.

    Resources
    Aspect Warriors resources can vary widely. Those of the Blood can expect magical and monetary backing of powerful Elven houses in the remnants of the Second Republic. Those not of the blood must rely on whatever resources they bring with them. In both cases however they do have the Lords of the Leaf to rely upon for information and guidance and the occasional artifact or other magic to assist them in their journeys.

    Aspect Warriors in the World
    "As long as I draw breath, the Marauders will not trouble your clan again!" Words uttered by Malek also known as the Silencer of the North just prior to the invasion of a marauding band of humanoids in the ruined city of Havenwood.
    Aspect Warriors comprise a select and elite group of warrior spell casters that have a long and storied history on the continent of Terrace. Stories of the great Aspect Warriors of old proliferate around the continent and more than one youth dreams of joining this august brotherhood. Characters often train from 1st level to meet the requirements for this class. Those of the blood may be shepherded along the right path by a wise instructor or mentor. For higher level characters entrance into this class may come simply by the events of the world and them changing to fit or combat a new threat.

    Daily Life
    The daily life of an Aspect Warrior can be one of excitement and adventure or quite contemplation. They are left to their own devices once their training is complete and only in rare occasions are they summoned or directed by the Lords of the leaf. Most who enter this prestige class seek out positions of power from which to operate and are generally welcomed into them. Aspect Warriors are known to set their own agendas and seemingly only bow to the whims of their shadowy masters.

    Organization
    The Aspect Warriors no longer organize into fighting units. They do have a hierarchy of command among themselves however. The leaders of the Aspect Warriors are the Lords of the Leaf the ancient Lothnarc Baelnorn who oversee the training of all current Aspect Warriors. Their word is considered law among the Aspect Warriors and is only rarely gone against by one of their students. Under the Lords of the Leaf are those of the Blood and finally the Aspirant Aspect Warriors. They also have a complex system of tattoos and hand signals which are taught to each Aspect Warrior to identify the rank of another. In general it is forbidden to teach the meaning of these signs to outsiders.
    All Aspect Warriors receive their training in the ruins of the fallen capital of the old Second Republic, Corehaven. Here the Lords of the Leaf sit in judgement and council overseeing and nurturing their charges as they see fit. There is no other known seat of Aspect Warrior power.

    NPC Reactions
    Most folk once they find out an Aspect Warrior is in their midsts generally give them a wide berth because it is not readily known if one of them may be seeking to subjugate and rule with an iron fist or simply passing through. When the motives of the warrior become known people will often if he is non evil treat him as an honored guest and seek him out to help with local dangers. If he is evil, the populace usually avoids him at all times. They seek to disturb him as little as possible and pray that he simply moves on.

    Aspect Warrior Lore
    Characters with ranks in Knowledge (History) can research Aspect Warriors to find out more about them.When a character makes a skills check read or paraphrase the following, including information from lowers DC's.
    DC 10: The Aspect Warriors are a group of warrior mages trained by ancient elven sages and mystics.
    DC 15: The Aspect Warriors are led by a group known as the Lords of the Leaf.
    DC 20: The Aspect Warriors are often directed to meet obscure goals by their leaders.
    DC 30:A character who gains this amount of success on his check can learn intimate details of an individual Aspect Warrior and would learn about the different ways of entering this group.
    Finding an Aspect Warrior is not a difficult task. Reaching Corhaven on the other hand may prove all but impossible to the most able bodied individuals. There are no official places of power for the Aspect Warriors outside of Corhaven.

    Aspect Warriors in the Game
    Aspect Warriors are more often allies than enemies. Even if there is no character in the party that wants to enter this class, Aspect Warriors often are in positions of power and even rule nations or lead vast armies so they will be encountered at some point. They also may show up from time to time to assist players who may be working along the same mysterious lines they are working and vanish once their task is complete.
    Aspect Warriors will appeal to players who like to make tactical decisions based on an innovative use of their spells and martial abilities. People who also like the idea a storied tradition of elite warriors with enigmatic leaders may also be drawn to this class.

    Adaption
    An Aspect Warrior can be adapted into most any game world.Their history could be changed readily to reflect another race of origin and whole political and military institutions could rise up to support them.

    Sample Encounter
    The Aspect Warrior may be used in any capacity in a campaign. They can be the evil overlord that must be overthrown or they can be a champion that defends the honor of his people against an outside foe.
    EL 19 Revan is the dictator of the city state of Urm Tallum. He has ruled through a combination of vicious brutality and fear mongering. The citizens have finally risen up to throw off his oppressive yoke and all of his forces have been contained all thats left is for the PC's to confront the dread tyrant himself.
    Revan is a proud and ambitious man that does not like to be denied what he thinks is his due. He will fight only when all his pawns have been expended and he has no other choice. He always has a plan of escape in mind going into combat but his vicious nature can sometimes could his judgement.
    This encounter works best as the culmination of a story arc in which the PC's have been drawn into the lands under Revans control for some reason and wind up joining the resistance against him.

    Revan of Urm Tallum
    Male Human Level 7 Aspect Warrior/2 Fighter/10 Wizard
    LE Medium Humanoid
    Initiative: +15 (+4 Improved Initiative, +4 Dex, +7 Quick to Act) Senses: Listen +6, Spot +11 (+21 with Robe)
    Languages: Common Draconic, Elven, Goblinoid
    AC: 31 Touch: 19 Flat Footed: 22 (+5 Deflection, +4 Natural, +8 Armor, +4 Dexterity)
    Hp 110 (7d8+2d10+10d4+38)
    Fort: 15 Ref: 11 Will: 20
    Speed: 30 Feet (40 feet with boots)
    Melee: Widowmaker +24/(+24 when making a full attack)/+19/+14 melee 1d8+1d6 (fire) +10 Critical: 18-20/x2
    Widowmaker ignores hardness of less than 20 when making sunder attempts. Widowmaker allows an additional cleave attempt and inflicts 1d10 fire damage on a successful critical hit.)
    Base Attack: +14 Grapple: +18
    Special Actions: Spell Casting, Cleave, Mind of Battle, Improved Still Spell, Magical Might, Marriage of Spell and Steel, Quick to Act, Marriage of Steel and Spell
    Abilities: Str- 13(19) Dex- 12(18) Con- 14 Int- 20(26) Wis- 12 Cha- 14(18)
    SQ: Summon Familiar (Raven), Cannot Be Flanked, Darkvision 120 feet See Invisibility/Ethereal 120 feet, All Around Vision, Freedom of Movement, Immune to Level and Ability Drain, Poison, and Disease, Displacement 50% chance of being missed by attacks that target him.
    Feats: Cleave, Dodge, Empower Spell, Eschew Materials, Extend Spell, Improved Initiative, Iron Will, Mobility, Quick Draw, Power Attack, Scribe Scroll, Skill Focus(Concentration), Spell Penetration
    Skills: Climb +8, Concentration +28(33), Handle Animal +10, Intimidate +18, Knowledge (Arcana) +20, Knowledge (History) +12, Listen +6, Jump +8 (13), Ride +10, Sense Motive +11. Spellcraft +18, Spot +11 921), Survival +8.
    Possessions:Ring of Freedom of Movement, Greater Metamagic Rod of Quickening, Rod of Splendor, Amulet of natural Armor +4, Belt of Giant Strength +6, Boots of Striding and Springing, Cloak of Displacement- Major, Figurine of Wondrous Power- the Goat of terror, Gloves of Dexterity +6, Headband of Intellect +6, Bracers of Armor +8, Robe of Eyes
    *Widowmaker +6 Adamantine Longsword (Keen, Fiery Burst, Mighty Cleaving, and Speed)
    *Vestment of Superb Resistance +5 Resistance to all saves Immunity to level and Ability drain
    *Unicorns Ring +5 Deflection bonus to AC immunity to poison and disease.
    *These items were crafted specifically for the world of Terrace.
    **All Bonuses are figured in to all stats.
    Prepared Spells by level
    Last edited by akira72703; 2010-05-24 at 09:46 PM.

  22. - Top - End - #22
    Ogre in the Playground
     
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    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    bump!

    Just getting us back on the front page, let's keep it going!

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    Chris Bennett
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    "Harbinger of Forever,
    you I call, souls I offer,
    you I bind, life I offer,
    you I make my own!"
    --Krimgûl, Midnight Occultist binding Chupoclops

    Vestiges do not live, do not die, do not exist. They are other and elsewise, spirits without souls, memories of past lives and past events that cling to reality even as they are outside it, desperately trying to return, desperate for existence once more. They feed on the experiences and lives of those who bind them, but there are those who offer them greater sustenance: those who feed them the very essence of life, the soul-stuff of incarnum.


    A Midnight Occultist entices Vestiges to enter into even deeper Pacts with him through the promise of Essentia, potent energy and lifeforce derived from the souls of all those who have ever lived, currently live, or ever will live. Nothing of the sort exists in the not-place in which the Vestiges find themselves stranded, and Vestiges find its allure particularly tempting. In order to make such an offer, however, the Midnight Occultist must already have considerable skill in both Pact-making and Meldshaping.

    Prerequisites
    • Class Features
      • Ability to bind 3rd level Vestiges
      • Ability to bind a Soulmeld to a Chakra.
    • Skills
      • Knowledge (Arcana) 8 ranks.



    Hit Die
    d8.

    Skills
    Skill Points per Level: 4 + Int modifier.

    Class Skills: Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

    Table 1: The Midnight Occultist
    {table=head]Level | BAB | Fort | Ref | Will | Special | Pact Magic / Meldshaping

    1st | +0 | +2 | +0 | +2 | Chakra Pact (1 Vestige),[br]Favored Vestige Capacity | +1 level of existing Pact-making class[br]+1 level of existing Meldshaping class

    2nd | +1 | +3 | +0 | +3 | Chakra Bind[br](Crown, Feet, Hands) | +1 level of existing Pact-making class[br]+1 level of existing Meldshaping class

    3rd | +2 | +3 | +1 | +3 | Expanded Vestige Capacity +1 | +1 level of existing Pact-making class[br]+1 level of existing Meldshaping class

    4th | +3 | +4 | +1 | +4 | Chakra Pact (2 Vestiges) | +1 level of existing Pact-making class[br]+1 level of existing Meldshaping class

    5th | +3 | +4 | +1 | +4 | | +1 level of existing Pact-making class[br]+1 level of existing Meldshaping class

    6th | +4 | +5 | +2 | +5 | Chakra Bind[br](Arms, Brow, Shoulders) | +1 level of existing Pact-making class[br]+1 level of existing Meldshaping class

    7th | +5 | +5 | +2 | +5 | Double Vestige Bind | +1 level of existing Pact-making class[br]+1 level of existing Meldshaping class

    8th | +6 | +6 | +2 | +6 | Expanded Vestige Capacity +2 | +1 level of existing Pact-making class[br]+1 level of existing Meldshaping class

    9th | +6 | +6 | +3 | +6 | | +1 level of existing Pact-making class[br]+1 level of existing Meldshaping class

    10th | +7 | +7 | +3 | +7 | Chakra Pact (3 Vestiges),[br]Chakra Bind[br](Heart or Throat and Waist) | +1 level of existing Pact-making class[br]+1 level of existing Meldshaping class
    [/table]
    Armor and Weapon Proficiencies
    The Midnight Occultist gains no armor or weapon proficiencies.

    Pact Magic
    At each level of Midnight Occultist, the character's Pact-making ability improves as if you had also gained a level in an Pact-making class he belonged to before adding the prestige class. His Midnight Occultist levels stack for the purpose of determining his bonus on Binding checks, the effectiveness of his Vestige granted abilities, his ability to bind higher-level Vestiges, and the number of Vestiges he can bind. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one Pact-making class before becoming a Midnight Occultist, he must decide to which class he adds the new level for purposes of determining his Effective Binder Level.

    Meldshaping
    At each level, the Midnight Occultist increases his Meldshaper level, the number of Soulmelds he can shape, the number of Chakra binds he can create, and his Essentia pool as if he had gained a level in a Meldshaping class to which he belonged prior to gaining the Midnight Occultist level. He does not, however, gain any other abilities of that class, such as new tiers of Chakra binds. If he had more than one Meldshaping class before becoming a Midnight Occultist, he must decide to which class to add each level for the purpose of determining his Essentia pool, Meldshaper level, and the number of Soulmelds and Chakra binds available.

    Chakra Pact
    A Midnight Occultist may make Pacts with Vestiges during his time spent reshaping his Soulmelds. When doing so, he may choose to bind a Vestige he binds to a Chakra, thus treating it as both a Vestige and a Chakra-bound Soulmeld. Offering Essentia to the Vestige can even make the Binding process easier. The rules for making Chakra Pacts and for using the abilities they grant, as well as the effects of each Vestige bound to each Chakra, are given below. A Vestige bound to a Chakra uses up one of the Midnight Occultist's usual shaped Soulmelds and Chakra Binds, and typically makes suppressing the Vestige's sign fairly pointless as it comes with a much greater visual effect that cannot be suppressed.

    At 1st level, only one Vestige at a time may be bound to a Chakra. Beginning at 4th level, two Vestiges may occupy two different Chakras. At 10th, three Vestiges may be bound three different Chakras (but see the Double Vestige Bind feature, below).

    Favored Vestige Capacity +1
    Any Vestiges for which the Midnight Occultist has the Favored Vestige feat gain +1 to their Essentia capacity when bound to a Chakra.

    Chakra Binds
    As the Midnight Occultist attains higher levels, he can bind his Soulmelds and magic items to new Chakras, gaining new powers based on the combination chosen.

    At 2nd level, he can bind Soulmelds to his Least Chakras (Crown, Feet, Hands), in addition to any other Chakras available.

    The Lesser Chakras (Arms, Brow, Shoulders) become available at 6th.

    At 10th, the Midnight Occultist has a choice: he may open the two Greater Chakras (Throat and Waist), or he may instead open the Heart Chakra. He makes this choice upon reaching 10th level, and once made he cannot change it.

    Expanded Vestige Capacity
    The Midnight Occultist is focused on the Essentia he can offer Vestiges. Beginning at 3rd level, all Vestiges gain a +1 to their Essentia capacity when bound to a Soulmeld (this stacks with the bonus for being Favored). At 8th, this bonus increases to +2.

    Double Vestige Bind
    At 7th level, the Midnight Occultist can offer a truly unique position for a Vestige: He may bind it to two different Chakras simultaneously, where Essentia invested in the Pact gives the bonuses from both binds. Only one Vestige may be double-bound at a time, and it takes up two of the Midnight Occultist's Chakra Binds while doing so, though it only counts as a single Soulmeld for the purposes of determining how many he may shape, and as a single Chakra Pact for the purpose of determining how many Vestiges may be bound to Chakras.


    As a Midnight Occultist, you are able to both shape Soulmelds and bind Vestiges: two of the most versatile power sources to be found in the world. What you do, what you are, depends greatly on the specific Soulmelds and Vestiges chosen, and how they are bound, and how much Essentia is invested in each. Careful thought should be given to how they are bound each day, but you should never worry about it too much: no combination will fail you.

    Combat: Your combat prowess can be absolutely massive, if you wish it to be. Totemists, in particular, will find themselves able to slaughter endlessly in gruesome melee combat. Others can as well, or they can try ranged combat, or they can be a spellcaster of sorts. No one will have your ability to fill in any gaps that your party may have. Always try to consider which roles your party is lacking when making your binds.

    Advancement: Advancement is an interesting issue for Midnight Occultists. Like all dual-progression classes, after level 10 the question of "now what?" becomes quite significant. Unlike most, however, you have good answers: almost anything in the game, short of attempting to start a spellcasting career this late in the game, will work well with your abilities - or, to put it another way, no matter what you choose, you'll have abilities to complement it. An interesting alternative, however, does present itself: One can qualify for Midnight Occultist without a single level in either Binder or any Incarnum class, through the use of feats. While expensive, and both the Pact Magic and Meldshaping progressions do you no good, there are interesting options here for a 1 level dip, if you wanted.

    Resources: Socially, you are seen as more similar to a Binder than a Meldshaper, and you should expect to be treated as such; if anything, your relationships with the Vestiges is even more obvious than it would be otherwise. Do not expect a great deal of assistance from any but your closest allies.


    "Take the blasphemy of the binders and multiply it tenfold: that is the evil of so-called midnight occultists. Not content merely to sacrifice their own souls to their dark lords, they offer up the souls of all life to their masters, so they may better revel in their depravity. I pray only that the gods are more creative than I, for I can think of nothing sufficient to punish these monsters."
    --Bazut Stonehewer, Ironsoul Forgemaster

    Midnight Occultists, if anything, anger traditional religious authorities even more than Binders, and even those unfamliar with the nature of their powers is likely to be terrified by their appearance once they have bound multiple Vestiges to their Chakras and display their favor so openly.

    Daily Life: Your day begins with shaping your Soulmelds, during which you will also make any Pacts for the day that you wish to use. This is also likely to be the most pivotal moment in the entire day, so it is one that Midnight Occulitists revere and exult in. Once bound, your path for the day is set, and you must live with your choices.

    With the binding done, the Midnight Occultist typically begins seeking more lore, more knowledge, more contact with the Vestiges and more Incarnum to offer them. Midnight Occultists rarely stay in one place for long, rarely travel in groups, rarely accept followers or fall under a leader, and rarely are interested in much besides learning more about their power. However, it is notable that of those with other goals, either ideals to champion or quests to complete or enemies to vanquish, most are especially powerful Midnight Occultists, and the most likely to get involved in an adventure.

    Notables: Midnight occultism is a relatively recent development in the history of binders. Pact lore mentions nothing similar for ages, though of course due to the fragmented nature of the lore, it is entirely possible that the concept had been discovered - and lost - repeatedly through the centuries.

    The modern incarnation, at any rate, began with a duskling totemist known as Touranisha. Little is known about Touranisha, though studies into duskling culture suggest that this was likely a family name and not a given name. At any rate, Touranisha is the author of the so-called "Touranisha Diaries", a series of small notebooks apparently kept by the duskling, who had been trained as a totemist, about his experiences with vestiges and about which vestiges enjoyed which chakras.

    By some miracle, Touranisha's notes survived long enough to be discovered, in a small hut deep in a remote jungle, by a binder apparently of some note (but whose name has nevertheless been lost to time), who disseminated the writings among enough trusted colleagues that the name of Touranisha is well known among those who study binder lore.

    Organizations: Thanks to Touranisha's writings, the Theurgian Society is aware of the practices of midnight occultists and encourages them, though the society has no meldshapers in its ranks with which to test the notes. They, and likely only they, would be thrilled to meet a midnight occultist, and would likely be very willing to help one in exchange for more information on how vestiges are bound to chakras.

    Other than this, however, midnight occultists are even rarer and even more reclusive than binders, and no known groups of them exist.

    NPC Reaction: Unless your Vestige and Chakra binds are chosen very carefully, you are likely to look hideous to others. While your overall humanity (or dwarfishness or elvishness or what have you) is probably visible, you are unlikely to get a warm welcome anywhere. That said, careful selection of Vestiges can reduce this issue, and many Vestiges and Soulmelds can help a great deal in dealing with the ignorant.


    Characters with ranks in Knowledge (Arcana) or Knowledge (Religion), or who have the Bardic Knowledge ability, can research Midnight Occultists and their unique method of binding Vestiges, but only if they are already aware of both Binders and Meldshaping (this requires DC 20 Knowledge checks for each, as described on pages 24, 28, and 32 of Magic of Incarnum, and on pages 14 and 15 of Tome of Magic). When a character makes a skill check or Bardic Knowledge check, read or paraphrase the following, including the information from lower DCs. A character with ranks in Knowledge (The Planes) can also gain some information about Midnight Occultists, though each of the DCs below increases by 5 for each check. A character with his own ability to bind Vestiges gains a +2 bonus on these checks, and a character who is able to bind at least one Soulmeld to at least one Chakra likewise gain a +2 bonus; characters who can do both, including Midnight Occultists themselves, gain a +1 bonus in addition to these two bonuses, for a +5 bonus in total.

    DC 20: Midnight Occultists are Binders who, thanks to their training in the arts of Incarnum, can bind Vestiges to their Chakras, gaining unique powers in the process. If an established religion brands Binders as heretics, then a Midnight Occultist surely would surely be considered an absolute evil, as many view the Occultists as literally feeding the lifeforce of the past, present, and future to the Vestiges.

    DC 25: Despite what the churches say, Vestiges bound to the Chakras of Midnight Occultists do not consume Essentia: it is only invested in the Pact in much the same way that it is routinely invested in Soulmelds. In this way, the Vestiges only maintain a temporary contact with the force of Incarnum. Midnight Occultists believe, through repeated study, that Vestiges are incapable of permanently taking Essentia for themselves, as Incarnum cannot exist in the not-plane that the Vestiges now occupy. Also, in spite of claims that Binders sell their souls to Vestiges, it is a well known fact in Binder lore that Midnight Occultists have found quite definitively that Vestiges cannot be bound to the Soul Chakra.

    DC 30: The practice of Midnight Occultism - the binding of Vestiges to one's Chakra - begins its history with a duskling named Touranisha. Touranisha had been trained as a totemist before taking up the binding arts, and wrote extensive notes on his experiences with the Vestiges in a series of notebooks known collectively as the Touranisha Diaries. Though the original diaries are lost, the general content of the diaries are well known among scholars of binding, even those who do not follow this practice.

    DC 32: Characters who achieve this level of success can learn specific details about to which Chakras a Vestige may be bound, the appearance of a Midnight Occultist with a Vestige bound to each Chakra, and the basic power granted to those who have it bound to a Chakra (but not the powers of the Chakra binds). In order to do so, however, they must already know about the Vestige (a DC 28 Knowledge (Arcana) or Knowledge (Religion) check, or a DC 32 Knowledge (The Planes) check, as detailed on page 15 of Tome of Magic).

    DC 35: Perhaps the most troubling secret in the Binder community is known only to a few, very experienced Midnight Occultists: the claim that Vestiges do not bind to the Soul Chakra is false. In fact, this is what all Binders do, though they do not know it. While melding the lifeforce of Incarnum into one's Soul is extremely difficult and only the most skilled of Incarnates can manage the feat, Vestiges are happy to do so and will for anyone who knows how to call. This is why Vestiges "cannot" be bound to the Soul Chakra: they already are, simply by being bound. The ramifications of this are heatedly, but extremely quietly, debated by the most learned of Binder scholars. Interestingly, Soulmelds can still be bound to the Soul Chakra despite the presence of a Vestige in that place, unlike every other Chakra; it is believed, however, that this is more a sign of the power of that Chakra than anything else.

    DC 38: Characters who achieve this level of success can learn what a specific Vestige grants to a Midnight Occultist who binds that Vestige to a particular Chakra.

    DC 40: Characters who achieve this level of success can learn important details about the specific Midnight Occultists in the campaign.

    A character trying to establish contact with a specific Midnight Occultist may make a DC 40 Gather Information check to discover the necessary intermediaries and protocols for contact. Unlike ordinary Binders, Midnight Occultists tend to be exclusively recluses, so while direct contact is unlikely to work, it is often the only option. However, this check is often necessary just to find the Midnight Occultist, as even learning about one from the Knowledge check is generally insufficient to reveal his location, and asking around the Binder lore community is usually the only way to find one. The Theurgian Society (see page 90 of Tome of Magic for information on the Theurgian Society) attempts to keep track of the whereabouts of known Midnight Occultists, though to date they have induced none to actually join their ranks.


    Midnight Occultists get a staggering number of options, which the Binder and Meldshapers already had in spades. Don't allow someone playing one to waste too much game-time choosing their binds - they have an unbelievable number of options, and could easily spend all day comparing combinations if you let them. Make it clear to anyone looking to enter this class that they must prepare their binds ahead of time, or else must make do with a limited amount of time with which to make those decisions. There is no such thing as a bad series of binds, so do not be afraid to rush someone who is taking too long.

    That said, much of the power of Midnight Occultists comes from combining Soulmelds and Vestiges in unique ways. Encourage players to be clever with their binds, on their own time, and let them enjoy the benefit of strategic combinations. On the other hand, the number of possible combinations also makes foreseeing the exact power of the class very difficult: make it clear to players that you may need to change things so they do not combine quite so nicely, if an overpowered combination comes up. They'll be able to change their binds in a day, anyway, so it should not come as a huge blow to their plans.

    Adaptation: Soulmelds and Vestiges work together amazingly well, on a mechanical as well as a flavorful level. An interesting concept might be to make the two different sides of the same coin: spirits that can be bound in different ways by different people, with Midnight Occultists learning how to master both ways. Tome of Magic even recommends possibly adapting Vestiges to be totemic spirits - which works very well, obviously, with the Totemist. The semi-religious bent of Incarnate or Soulborn would also work exceedingly well with treating the Vestiges as either angels or fiends, as Tome of Magic suggests, so really any adaptation of the Binder can work very well with Incarnum and the Midnight Occultist.

    Encounters: Ultimately, Midnight Occultists are Binders with some new tricks, and their motivations and abilities are similar. Many of the Vestiges have dark pasts, making them excellent motivators of villains: Tenebrous, no doubt, seeks to return to godhood, and Acererak would like to try that too. Others want vengeance, and others simply were great fiends. At the same time, many Vestiges were good souls, and a Midnight Occultist need not, by any means, be evil: finding a good Midnight Occultist may lead to some very interesting dillemas for the players, especially the religious ones, who have to reconcile the teachings of their faith with respect to Binders, and the good that the NPC is attempting to do and needs the players' help for.


    Midnight Occultists are secretive and suspicious, and more than a few are megalomaniacs. Even if the priests are wrong about what it is they do, no one can claim to fully understand the Vestiges, and only a fool would deny that binding them is risky, since their motives cannot be known. Midnight Occultists only take this further than Binders. Given that Incarnates and Soulborns are typically extremely passionate about their own goals, and Totemists are known for their savagery even when working for the causes of Good, an Evil Midnight Occultist will be extremely grandiose in their plans: theirs will be to awaken banished gods and devils, summon elder evils from beyond, or perhaps return their favored Vestige to reality and power. A Midnight Occultist will often be extremely paranoid and meticulous, but drawing a small cult, especially with Anima Mages and Soulcasters, is quite possible.

    ECL 13: Krimgûl is a Shifter Midnight Occultist whose tribe worships the Vestiges, hunting in their jungle home for appropriate sacrifices to offer to the spirits, and Krimgûl is the best of the hunters. The party may encounter him after he has stalked them for days, when he is likely to wait for them to sleep and ambush them. His goal is simple: to bring the corpses of great warriors to the high shaman for sacrifice to the vestiges.

    Krimgûl (Shifting)
    Male Wildhunt Shifter Totemist 2/Binder 3/Midnight Occultist 8
    Chaotic Evil Humanoid (incarnum) (shapechanger)
    Init +9, Senses: Listen +10, Spot +10
    Languages Common
    [hr]AC 22, Touch 16, Flat 20 (Armor 5, Dex 2, Insight 5, Natural 1, Trait -1)
    HP 163 (13 HD)
    Fort +21, Ref +17, Will +12
    [hr]Speed: Land 30 ft. (6 squares), Climb 30 ft. (6 squares)
    Melee Balam's Bite +17 (1d6+1d6+14/x2) or
    Melee Poison Bite +12 (1d6+1d6+9/x2) or
    Melee Claw of the Wyrm +10 (1d6+1d6+2/x2)
    Full-Attack Balam's Bites +17/+17/+17 (1d6+1d6+14/x2), Claws of the Wyrm +10/+10 (1d6+1d6+2/x2) or
    Full-Attack Poison Bite +12 (1d6+1d6+9), Claws of the Wyrm +10/+10 (1d6+1d6+2/x2)
    Base Attack +9; Grapple +14
    Atk Options Chupoclops Poison +1d8 damage on natural attacks (included above)
    Supernatural Abilities Balam's Cunning (reroll one attack, saving throw, or skill check per 5 rounds), Balam's Icy Glare (2d6 Cold damage Gaze, Will negates), Chupoclops' Web (as Web, but deals poison damage), Ethereal Watcher, Shifting 1/day (10 rounds), Teleport self only up to 10 ft.
    [hr]Vestiges Typically Bound (EBL 11th, Binding Check of 1d20+9):
    Balam, the Bitter Angel
    Chupoclops, Harbinger of Forever
    [hr]Soulmelds Typically Shaped (Meldshaper level 10th, Essentia 9)
    Balam's Chakra Pact (Totem Bound) (5/6 Essentia)
    Chupoclops' Chakra Pact (Feet Bound) (Totem Bound) (1/6 Essentia)
    Blink Shirt (Heart) (0/3 Essentia)
    Claws of the Wyrm (Hands) (0/3 Essentia)
    Dread Carapace (Arms) (2/3 Essentia)
    Totem Avatar (Shoulders) (1/3 Essentia)
    [hr]Abilities Str 20, Dex 14, Con 24, Int 10, Wis 10, Cha 6
    Special Qualities Scent, Chakra Bind (Totem, Crown, Hands, Feet, Arms, Brow, and Shoulders), Meldshaping, Soul Binding (2 vestiges), Pact Augmentation (1 ability), Suppress Sign, Chakra Pact (2 vestiges), Double Vestige Bind, Prescience (+5 Insight bonus to AC, Initiative, and Reflex saves), Weapon Finesse, Aura of Despair (-4 to Attacks rolls, checks, saves, and damage rolls to all in 10 to 20 ft.), Soulsense 10 ft., Deathwatch, Pounce.
    Feats Dragontouched, Improved Binding, Multiattack, Bonus Essentia, Double Chakra (Totem)
    Skills Balance +3, Climb +6, Jump +13, Knowledge (Arcana) +5, Knowledge (Nature) +5, Listen +10, Sense Motive +2, Spot +10, Survival +8, Tumble +8
    Possessions +1 Light Fortification Chain Shirt of Improved Agility, Amulet of Health +4, Belt of Giant Strength +1, Vestments of Resistance +2
    [hr]When not shifting, Krimgûl has the following altered statistics:
    HP 150 (13 HD)
    Fort +20
    Abilities Con 22
    Special Qualities loses Scent.
    [hr]Hook "My Hunt ends only with you upon the pyre."


    Incarnum is from Magic of Incarnum, © 2006 Wizards of the Coast. Pact Magic and the Vestiges are from the Tome of Magic, © 2005 Wizards of the Coast. Ashardalon, Pyre of the Unborn is from Dragon Magic, © 2006 Wizards of the Coast.

    "Midnight Occultist" image is adapted from Invoker Idris by Aaron Foster, a.k.a. Razorb. All credit to him for the image.
    Last edited by DragoonWraith; 2010-06-06 at 11:21 AM.

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    In order to make a Chakra Pact, you must enact the Pact-making ritual while shaping your Soulmelds, and then while binding the Vestige, bind it to one of your Chakras as if it was a Soulmeld. Every Vestige bound in a Chakra Pact must also be bound normally, following the normal rules for Binding and conferring the usual benefits and drawbacks of binding that Vestige, though the offer of Essentia can make the process easier.

    Offering Essentia in the Pact-making Process
    Spoiler
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    Offering a Vestige Essentia can make it easier to bind. Though Essentia can be invested into a Vestige as easily as any other Soulmeld, if, during the Pact-making process, you offer to have a certain minimum amount of Essentia invested in the Pact for its entire duration, the Binding DC to avoid the Vestige's influence is diminished: For every point of Essentia so offered, the DC is reduced by 5. If 2 or more Essentia is offered, the Vestige's Special Requirement is considered waived, as well. If 5 or more Essentia is offered, the Midnight Occultist automatically succeeds on the Binding check to avoid the Vestige's influence.

    However, making this offer means that this Essentia cannot be divested from the Vestige without incurring its wrath. If you ever voluntarily has less Essentia invested in a Vestige's Pact than was promised to it, the Midnight Occultist is treated as ignoring its influence, which comes with its usual penalty even if the Midnight Occultist succeeded on his Binding check.

    If you are affected by a spell or similar effect which forcibly removes Essentia from the Pact, you must shift your remaining Essentia as soon as possible to return the total to at least the amount promised, or you again offend the Vestige just as if you had willingly removed it. If you no longer have enough Essentia to fulfill your obligations, you must invest all of your Essentia in the Pact until enough of your Essentia returns to be able to keep the Pact at its promised level, or the Pact ends normally. Failure to do so means being considered going back on your promise, incurring the usual penalty.

    Further, whenever you take the penalty for ignoring the Vestige's influence due to not having enough Essentia in the Pact, the next time you attempt to offer Essentia in exchange for an easier binding, the Vestige will refuse. In order to return to the Vestige's good graces, you must bind the Vestige as normal, but then keep as much Essentia invested in the Pact as you had offered previously for the entire duration of the Pact, never dropping below this value (unless forced to, and again you must return the Essentia as soon as possible). If you do so, the next time he seeks to make a Pact with the Vestige, you may again offer Essentia in return for an easier deal. Binding the Vestige without keeping this minimum Essentia in the Pact means it will still refuse your offers.

    Each Chakra Pact is simultaneously a Vestige and a Soulmeld, and this Soulmeld must also be bound to a Chakra: Vestiges cannot be "shaped" as Soulmelds without being bound to a Chakra, as other Soulmelds can. Essentia may be invested in the Chakra Pact as part of the usual Swift Action used to rearrange the Essentia distributions of any Meldshaper's Soulmelds.

    Unlike other Soulmelds, Chakra Pacts automatically unshape when the Pact ends (normally, 24 hours after it is made), and cannot be unshaped voluntarily before this time. Vestiges, as usual, are fearsomely resistant to magical attempts to end the Pact against their or the Binder's will, so that Suppress Magic and Dispel Magic do not suppress Chakra Pacts as they do for regular Soulmelds, and even Unshape Soulmeld and Soulmeld Disjunction only temporarily suppress the Chakra Pact. Whenever a Chakra Pact is subject to being forcibly unshaped, it automatically reshapes one hour later.

    Chakra Pact Rules
    Spoiler
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    • Supernatural - All abilities granted by Chakra Pacts are Supernatural, just as the Granted Abilities of Vestiges are.
    • Binder Level, Caster Level, Meldshaper Level - Vestiges are typically uninterested in your abilities with Incarnum beyond the ability to siphon Essentia towards them. As such, the effects of Chakra Pacts rely almost entirely on a combination effective Binder level and the amount of Essentia invested in the Pact, not Meldshaper Level. When a Chakra Pact mimics a spell or spell-like ability, the Caster Level is always equal to your effective Binder level unless the ability description specifically says otherwise (usually, to allow Essentia investment to increase the effective Caster Level).
    • Signs and Appearance - If you have the Suppress Sign feature, you may use it with Chakra Pacts if you wish. However, this rarely makes much difference, as the Chakra Bind itself creates what is usually a far more noticeable sign, as described in the Chakra Bind entries, and this cannot be suppressed (though it may be hidden by mundane or magical means, if you have those available).
      • Unless the description of an ability granted by a Chakra Pact specifies that you must concentrate on the effect or that the use of the ability would be obvious (fire breath, for example, leaves very little question as to its source), using any ability granted by a Chakra Pact shows no outward sign that you are doing anything at all.
      • If an effect from a Chakra Pact allows a Saving Throw but has no obvious effect, the target feels a hostile force or tingle, but does not necessarily know the source or nature of the attack.
    • Concentration Checks - The use of Vestige-granted abilities does not require Concentration checks unless their description specifically says otherwise, and binding them to a Chakra does not change this.
    • Components - No Chakra Pact has any Components, at least in the way that Spells do. Though there are not specific Verbal or Somatic components, the granted abilities may require a certain degree of freedom of movement, or the ability speak, as described in the ability's entry. For example, if you are bound, you cannot use your Claw attacks, even though there is no "Somatic" component.
    • Arcane Spell Failure - The abilities of Chakra Pacts are not Arcane (or Divine, for that matter), are not Spells, and have no Somatic components. Arcane Spell Failure does not affect Chakra Pacts in the slightest, even if they do mimic Arcane spellcasting.
    • Descriptors - Vestiges are inherently amoral, being completely removed from reality. Though many have evil backgrounds, the morality of anything you do depends solely on your own choices: none of the powers that Vestiges grant inherently espouse any alignment, nor do they draw the user towards that alignment. As such, no Chakra Pact has an Alignment descriptor. Necrocarnum may be invested in Chakra Pacts as easily as any other Soulmeld, but the Vestiges themselves do not have any affinity for it, so no Chakra Pact has the Necrocarnum descriptor, either. Any other descriptors will be noted in the entries of the individual abilities of each Chakra Pact.
    • Classes - All Chakra Pacts are usable only by Midnight Occultists, but the form of Meldshaper that you favored before taking up the practice does not matter: all Vestiges may be bound to their respective Chakras by any Meldshaper.
    • Chakra - All Chakra Pacts use three Chakras, usually a Least and a Lesser, a Least and a Greater, or a Lesser and a Greater, along with the Totem Chakra. All Chakra Pacts may be bound to the Totem. All 1st and 2nd level Vestiges, as well as most 3rd level Vestiges, can be bound to the Crown Chakra.
    • Saving Throws - The Saving Throws of Chakra Pacts are calculated as 10 + half your effective Binder level + the Essentia invested in the Pact + your choice of your Charisma modifier, or the ability score modifier relevant to your Meldshaping class (Wisdom for Incarnates, Constitution for Soulborns and Totemists).
    • Basic Effect - The first thing listed under each Chakra Pact is what youts gain for simply making the Chakra Pact, similar to what a Meldshaper gains for shaping a Soulmeld (though you must also bind the Vestige to a Chakra).
    • Essentia - The Basic Effect is always followed by what investing Essentia into the Pact does, no matter where the Vestige is bound. This typically improves the Basic Effect
    • Chakra Bind (Chakra) - This is the information on what the Chakra Pact does in each Chakra location it can be bound to. This begins with a description of what the Chakra Pact looks like when so bound, and then describes the ability granted by the Chakra Bind. These are typically improved by the amount of Essentia invested in the Pact.


    Vestiges by Name
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    {table=head]
    Vestige
    | Level |
    Chakras
    | Basic Effect*
    Acererak |
    5th
    | Hands and Shoulders (Totem) | Undead Empathy allows you to attempt to influence the Undead.
    Agares |
    4th
    | Feet and Heart (Totem) | Aura of Courage grants +4 vs. Fear effects to nearby allies.
    Amon |
    1st
    | Crown and Feet (Totem) | Darkvision functions even in magical darkness.
    Andras |
    4th
    | Hands and Shoulders (Totem) | Gain the Special Mount of a Paladin.
    Andromalius |
    3rd
    | Crown and Arms (Totem) | Sense Trickery bonus to Appraise, Sense Motive, and Spot is doubled.
    Ashardalon |
    8th
    | Shoulders and Heart (Totem) | Fast Healing 10.
    Aym |
    1st
    | Crown and Shoulders (Totem) | Gain Stability as the Dwarf racial feature.
    Balam |
    5th
    | Hands and Brow (Totem) | Detect Good and Detect Evil at will.
    Buer |
    4th
    | Feet and Arms (Totem) | Buer's Knowledge bonuses to Heal, Knowledge (Nature), and Survival doubled.
    Chupoclops |
    6th
    | Feet and Throat (Totem) | Aura of Despair penalty doubled to -4.
    Dahlver-Nar |
    2nd
    | Crown and Throat (Totem) | Natural Armor bonus doubled to equal to full Constitution.
    Dantalion |
    5th
    | Feet and Throat (Totem) | Dantalion Knows bonus to Knowledge checks increases to +10.
    Eligor |
    7th
    | Arms and Heart (Totem) | Add a second 1d6 of elemental damage with your Chromatic Strike.
    Eurynome |
    4th
    | Feet and Shoulders (Totem) | Gain damage for the Poison Blood granted ability every two levels instead of three.
    Focalor |
    3rd
    | Crown and Brow (Totem) | Focalor's Breath also causes Sickness in a 30 ft. Cone.
    Geryon |
    5th
    | Brow and Shoulders (Totem) | Supernatural attack as the Cloud Mind Psionic Power.
    Haagenti |
    2nd
    | Crown and Waist (Totem) | Gain Weapon Focus in Battleaxes, Greataxes, Handaxes, and Throwing Axes.
    Halphax |
    8th
    | Arms and Waist (Totem) | Halphax's Knowledge bonuses to Knowledge (Architecture & Engineering) and Profession (Siege Engineer) checks increases to +20.
    Haures |
    6th
    | Feet and Throat (Totem) | Gain +4 bonus to Bluff and Disguise checks, and to Diplomacy checks made while impersonating authority figure.
    Ipos |
    6th
    | Hands and Brow (Totem) | Planar Attenuation occurs automatically, without the need for a Standard action.
    Karsus |
    3rd
    | Hands and Brow (Totem) | Gain +4 bonus to Use Magic Device checks.
    Leraje |
    1st
    | Crown and Arms (Totem) | Gain Track, and +4 to Move Silently and Survival
    Malphas |
    2nd
    | Crown and Shoulders (Totem) | Poison as a Free Action
    Marchosias |
    7th
    | Brow and Waist (Totem) | Your Silent and Sure bonus to Hide and Move Silently increases to +20.
    Naberius |
    1st
    | Crown and Brow (Totem) |
    Orthos |
    8th
    | Brow and Throat (Totem) |
    Otiax |
    5th
    | Hands and Heart (Totem) |
    Paimon |
    3rd
    | Hands and Feet (Totem) |
    Ronove |
    1st
    | Crown and Arms (Totem) |
    Savnok |
    2nd
    | Crown and Heart (Totem) |
    Shax |
    6th
    | Feet and Shoulders (Totem) |
    Tenebrous |
    4th
    | Hands and Waist (Totem) |
    Zagan |
    6th
    | Arms and Waist (Totem) |
    [/table]
    * See full Vestige descriptions for effects of Essentia investment and Chakra Binds.

    Vestiges by Level
    Spoiler
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    {table=head]
    Vestige
    | Level |
    Chakras
    | Basic Effect*
    Amon |
    1st
    | Crown and Feet (Totem) | Darkvision functions even in magical darkness.
    Aym |
    1st
    | Crown and Shoulders (Totem) | Gain Stability as the Dwarf racial feature.
    Leraje |
    1st
    | Crown and Arms (Totem) | Gain Track, and +4 to Move Silently and Survival
    Naberius |
    1st
    | Crown and Brow (Totem) |
    Ronove |
    1st
    | Crown and Arms (Totem) |
    Dahlver-Nar |
    2nd
    | Crown and Throat (Totem) | Natural Armor bonus doubled to equal to full Constitution.
    Haagenti |
    2nd
    | Crown and Waist (Totem) | Gain Weapon Focus in Battleaxes, Greataxes, Handaxes, and Throwing Axes.
    Malphas |
    2nd
    | Crown and Shoulders (Totem) | Poison as a Free Action
    Savnok |
    2nd
    | Crown and Heart (Totem) |
    Andromalius |
    3rd
    | Crown and Arms (Totem) | Sense Trickery bonus to Appraise, Sense Motive, and Spot is doubled.
    Focalor |
    3rd
    | Crown and Brow (Totem) | Focalor's Breath also causes Sickness in a 30 ft. Cone.
    Karsus |
    3rd
    | Hands and Brow (Totem) | Gain +4 bonus to Use Magic Device checks.
    Paimon |
    3rd
    | Hands and Feet (Totem) |
    Agares |
    4th
    | Feet and Heart (Totem) | Aura of Courage grants +4 vs. Fear effects to nearby allies.
    Andras |
    4th
    | Hands and Shoulders (Totem) | Gain the Special Mount of a Paladin.
    Buer |
    4th
    | Feet and Arms (Totem) | Buer's Knowledge bonuses to Heal, Knowledge (Nature), and Survival doubled.
    Eurynome |
    4th
    | Feet and Shoulders (Totem) | Gain damage for the Poison Blood granted ability every two levels instead of three.
    Tenebrous |
    4th
    | Hands and Waist (Totem) |
    Acererak |
    5th
    | Hands and Shoulders (Totem) | Undead Empathy allows you to attempt to influence the Undead.
    Balam |
    5th
    | Hands and Brow (Totem) | Detect Good and Detect Evil at will.
    Dantalion |
    5th
    | Feet and Throat (Totem) | Dantalion Knows bonus to Knowledge checks increases to +10.
    Geryon |
    5th
    | Brow and Shoulders (Totem) | Supernatural attack as the Cloud Mind Psionic Power.
    Otiax |
    5th
    | Hands and Heart (Totem) |
    Chupoclops |
    6th
    | Feet and Throat (Totem) | Aura of Despair penalty doubled to -4.
    Haures |
    6th
    | Feet and Throat (Totem) | Gain +4 bonus to Bluff and Disguise checks, and to Diplomacy checks made while impersonating authority figure.
    Ipos |
    6th
    | Hands and Brow (Totem) | Planar Attenuation occurs automatically, without the need for a Standard action.
    Shax |
    6th
    | Feet and Shoulders (Totem) |
    Zagan |
    6th
    | Arms and Waist (Totem) |
    Eligor |
    7th
    | Arms and Heart (Totem) | Add a second 1d6 of elemental damage with your Chromatic Strike.
    Marchosias |
    7th
    | Brow and Waist (Totem) | Your Silent and Sure bonus to Hide and Move Silently increases to +20.
    Ashardalon |
    8th
    | Shoulders and Heart (Totem) | Fast Healing 10.
    Halphax |
    8th
    | Arms and Waist (Totem) | Halphax's Knowledge bonuses to Knowledge (Architecture & Engineering) and Profession (Siege Engineer) checks increases to +20.
    Orthos |
    8th
    | Brow and Throat (Totem) |
    [/table]
    * See full Vestige descriptions for effects of Essentia investment and Chakra Binds.

    Vestiges by Chakra
    Spoiler
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    {table=head]
    Chakra*
    |
    Vestige
    | Level | Basic Effect**
    Crown | Amon |
    1st
    | Darkvision functions even in magical darkness.
    | Andromalius |
    3rd
    | Sense Trickery bonus to Appraise, Sense Motive, and Spot is doubled.
    | Aym |
    1st
    | Gain Stability as the Dwarf racial feature.
    | Dahlver-Nar |
    2nd
    | Natural Armor bonus doubled to equal to full Constitution.
    | Focalor |
    3rd
    | Focalor's Breath also causes Sickness in a 30 ft. Cone.
    | Haagenti |
    2nd
    | Gain Weapon Focus in Battleaxes, Greataxes, Handaxes, and Throwing Axes.
    | Leraje |
    1st
    | Gain Track, and +4 to Move Silently and Survival
    | Malphas |
    2nd
    | Poison as a Free Action
    | Naberius |
    1st
    |
    | Ronove |
    1st
    |
    | Savnok |
    2nd
    |
    Hands | Acererak |
    5th
    | Undead Empathy allows you to attempt to influence the Undead.
    | Andras |
    4th
    | Gain the Special Mount of a Paladin.
    | Balam |
    5th
    | Detect Good and Detect Evil at will.
    | Ipos |
    6th
    | Planar Attenuation occurs automatically, without the need for a Standard action.
    | Karsus |
    3rd
    | Gain +4 bonus to Use Magic Device checks.
    | Otiax |
    5th
    |
    | Paimon |
    3rd
    |
    | Tenebrous |
    4th
    |
    Feet | Agares |
    4th
    | Aura of Courage grants +4 vs. Fear effects to nearby allies.
    | Amon |
    1st
    | Darkvision functions even in magical darkness.
    | Buer |
    4th
    | Buer's Knowledge bonuses to Heal, Knowledge (Nature), and Survival doubled.
    | Chupoclops |
    6th
    | Aura of Despair penalty doubled to -4.
    | Dantalion |
    5th
    | Dantalion Knows bonus to Knowledge checks increases to +10.
    | Eurynome |
    4th
    | Gain damage for the Poison Blood granted ability every two levels instead of three.
    | Haures |
    6th
    | Gain +4 bonus to Bluff and Disguise checks, and to Diplomacy checks made while impersonating authority figure.
    | Paimon |
    3rd
    |
    | Shax |
    6th
    |
    Arms | Andromalius |
    3rd
    | Sense Trickery bonus to Appraise, Sense Motive, and Spot is doubled.
    | Buer |
    4th
    | Buer's Knowledge bonuses to Heal, Knowledge (Nature), and Survival doubled.
    | Eligor |
    7th
    | Add a second 1d6 of elemental damage with your Chromatic Strike.
    | Halphax |
    8th
    | Halphax's Knowledge bonuses to Knowledge (Architecture & Engineering) and Profession (Siege Engineer) checks increases to +20.
    | Leraje |
    1st
    | Gain Track, and +4 to Move Silently and Survival
    | Ronove |
    1st
    |
    | Zagan |
    6th
    |
    Brow | Balam |
    5th
    | Detect Good and Detect Evil at will.
    | Focalor |
    3rd
    | Focalor's Breath also causes Sickness in a 30 ft. Cone.
    | Geryon |
    5th
    | Supernatural attack as the Cloud Mind Psionic Power.
    | Ipos |
    6th
    | Planar Attenuation occurs automatically, without the need for a Standard action.
    | Karsus |
    3rd
    | Gain +4 bonus to Use Magic Device checks.
    | Leraje |
    1st
    | Gain Track, and +4 to Move Silently and Survival
    | Naberius |
    1st
    |
    | Orthos |
    8th
    |
    | Marchosias |
    7th
    | Your Silent and Sure bonus to Hide and Move Silently increases to +20.
    Shoulders | Acererak |
    5th
    | Undead Empathy allows you to attempt to influence the Undead.
    | Andras |
    4th
    | Gain the Special Mount of a Paladin.
    | Ashardalon |
    8th
    | Fast Healing 10.
    | Aym |
    1st
    | Gain Stability as the Dwarf racial feature.
    | Eurynome |
    4th
    | Gain damage for the Poison Blood granted ability every two levels instead of three.
    | Geryon |
    5th
    | Supernatural attack as the Cloud Mind Psionic Power.
    | Malphas |
    2nd
    | Poison as a Free Action
    | Shax |
    6th
    |
    Heart | Agares |
    4th
    | Aura of Courage grants +4 vs. Fear effects to nearby allies.
    | Ashardalon |
    8th
    | Fast Healing 10.
    | Eligor |
    7th
    | Add a second 1d6 of elemental damage with your Chromatic Strike.
    | Otiax |
    5th
    |
    | Savnok |
    2nd
    |
    Throat | Chupoclops |
    6th
    | Aura of Despair penalty doubled to -4.
    | Dahlver-Nar |
    2nd
    | Natural Armor bonus doubled to equal to full Constitution.
    | Dantalion |
    5th
    | Dantalion Knows bonus to Knowledge checks increases to +10.
    | Haures |
    6th
    | Gain +4 bonus to Bluff and Disguise checks, and to Diplomacy checks made while impersonating authority figure.
    | Orthos |
    8th
    |
    Waist | Haagenti |
    2nd
    | Gain Weapon Focus in Battleaxes, Greataxes, Handaxes, and Throwing Axes.
    | Halphax |
    8th
    | Halphax's Knowledge bonuses to Knowledge (Architecture & Engineering) and Profession (Siege Engineer) checks increases to +20.
    | Marchosias |
    7th
    | Your Silent and Sure bonus to Hide and Move Silently increases to +20.
    | Tenebrous |
    4th
    |
    | Zagan |
    6th
    |
    [/table]
    *All Vestiges can be bound to the Totem chakra, but the Pacts must occupy a different Chakra, so they are not listed by Totem chakra on the table.

    ** See full Vestige descriptions for effects of Essentia investment and Chakra Binds.
    Last edited by DragoonWraith; 2010-06-11 at 02:30 PM.

  25. - Top - End - #25
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    Default Re: PrC Contest XIV: Power is a Gish best served Bold!




    5th level Vestige, Hands and Shoulders (Totem)
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    The Lich Acererak grants you power and influence over the legions of the dead. When Acererak is bound to any Chakra, the Midnight Occultist gains Undead Empathy, which functions as Wild Empathy but with Undead creatures, including mindless ones. Treat Undead Empathy as Diplomacy, except that your Empathy check is equal to 1d20 + your Cha modifier + your effective Binder level; with Undead who are not Mindless, you may instead treat this ability as a +4 bonus on Diplomacy checks. Influencing Mindless Undead is a Supernatural ability, while thoughtful Undead can be reasoned with even in an Antimagic Field, that is an Extraordinary ability.
    Essentia: Every point you invest in your Pact with Acererak increases your Undead Empathy checks by +2, or increases your Diplomacy bonus when dealing with thinking Undead by +2.

    Chakra Bind (Hands)
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    Binding Acererak to your hands, your fingernails appear as if gemstones, and the Lich's paralyzing touch becomes ever so much more deadly.

    The number of rounds for which a creature may be paralyzed by Acererak's Paralyzing Touch feature is extended by 1 round, plus 1 additional round for each point of Essentia invested in the Pact.


    Chakra Bind (Shoulders)
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    On your shoulders, black bars of necromantic onyx form, looing for all the world like epaulets, military insignia marking you as the commander of your very own undead legion.

    Acererak gives the ability to command Undead minions of your own. Depending on how much Essentia is invested in the Pact, you may as a Standard Action cast one of the following spells as a spell-like ability:
    {table=head]Essentia | Spell
    0+
    | Summon Undead I
    1+
    | Summon Undead II
    2+
    | Summon Undead III
    3+
    | Summon Undead IV
    4+
    | Summon Undead V[/table]
    The caster level on these spells is equal to your effective Binder level plus the amount of Essentia invested in the Pact. This ability may only be used once every 5 rounds, but having 5 Essentia invested reduces this to 4, 6 Essentia reduces this to 3, and 7 Essentia, possible only with Favored Vestige (Acererak), would reduce this limitation to just 2 rounds, allowing it to be used every other round.


    Chakra Bind (Totem)
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    While bartering the with the Lich, you have chosen him as your Totem, and now your own head seems as if encased in a brittle, yellowing skull, with gemstones for eyes and teeth.

    With Acererak bound to your Totem, you may treat his Paralyzing Touch as a Natural Weapon, which may be used as usual for a Natural Weapon during an attack sequence, rather than as a Standard Action. The limitation on how often the touch can be used remains, however. Each point of Essentia invested in the Pact increases the touch's save DC by 1.



    4th level Vestige, Feet and Heart (Totem)
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    Binding the Truth Betrayed to a Chakra allows you to extend your Fear Immunity out into a true Aura of Courage. Each ally within 10 ft. of the Midnight Occultist bound to Agares gains a +4 Morale bonus on saving throws against Fear effects.
    Essentia: For each point of Essentia invested in Agares's Pact, the radius of the Aura of Courage extends another 5 ft., and the Morale bonus increases by +2.

    Chakra Bind (Feet)
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    Binding Agares to your feet, the stones and earth of the ground you stand upon is drawn up in cerulean strands of Incarnum, encasing your feet and legs in stone.

    With Agares bound to your Feet, you may, as a Swift action, assume a special stance that literally causes the ground around you to slowly shift, crack, roil, and shake. The ground within 10 ft. of you, plus 5 ft. per point of Essentia invested in your Pact with Agares, is treated as Difficult Terrain. Moving more than 5 ft. ends this stance.


    Chakra Bind (Heart)
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    By allowing the Truth Betrayed into your Heart, you become a bastion against all deception.

    With Agares bound to your Heart, it becomes impossible to tell you lies. All creatures within 10 ft., plus an additional 5 ft. for every point of Essentia invested in the Truth Betrayed, become incapable of communicating any falsehood, as if they had failed a save against a Zone of Truth spell. However, this effect is not Mind-Affecting: they are certainly welcome to attempt to lie, but everyone who sees one under this effect try to do so automatically knows that it is a lie, even mindless creatures.


    Chakra Bind (Totem)
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    Agares was once among the greatest of Earth Elementals, and choosing him as your Totem can make you much like he once was.

    On any attack which deals at least 10 HP worth of damage to an opponent, you may make a free Bullrush attempt to push the opponent back. You gain a +2 bonus on this attempt for every point of Essentia invested in Agares. If the enemy is pushed into a wall or other obstacle that prevents their movement, they take 4d6 + twice your Strength modifier + twice the Essentia invested in Agares in bludgeoning damage.



    1st level Vestige, Crown and Feet (Totem)
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    Amon's festering rage forbids the Midnight Occultist bound to him to overlook any slight, no matter how well hidden. When bound to a Chakra, Amon grants a superior form of Darkvision that can see even in magical darkness: the Midnight Occultist ignores the miss chance due to lack of illumination, even in total darkness.
    Essentia: The Darkvision granted by Amon increases by 15 ft. for every point of Essentia invested in his Pact.

    Chakra Bind (Crown)
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    With Amon bound to your crown, his horns grow and pulse with energy, coloring them midnight blue. In addition to the ram's horns of his sign, the dome of your head becomes hard, like horn itself.

    Your Ram attack granted by Amon is treated as if you had the Knockdown feat, and you gain a +2 bonus on the resulting Trip attempt per point of Essentia invested in the Pact.


    Chakra Bind (Feet)
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    As you bind Amon to your feet, Incarnum traceries detail bulging muscles on your legs which steadily become all the more real, until you find yourself standing on cloven hooves.

    Your legs are treated effectively as a Mount, with a Move speed of 45 ft., and you are treated as having the Ride-By Attack feat. You do not need Ride checks to control your "Mount", however, and despite being a "Mount", your legs cannot be targeted as a separate creature. Your legs gain +5 ft. Land Move speed for every point of Essentia invested in this Vestige, as well.


    Chakra Bind (Totem)
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    With Amon as your Totem, your fiery vengeance shall not be thwarted!

    For each point of Essentia invested in Amon's Pact, his Fire Breath ability may be used one round sooner than it otherwise would, to a minimum of 1 round. If the amount of Essentia invested in Amon's Pact would otherwise reduce it to 0 rounds or fewer, it may be treated as a Natural Weapon to be used as a part of an attack sequence. Any further Essentia is added to your effective Binder level for determining the damage of the Breath.



    4th level Vestige, Hands and Shoulders (Totem)
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    The Gray Knight can bring you even greater prowess in the saddle if you bind him to a Chakra. Offer him the magic of Incarnum, and he will show you the true ways of the paladin: the Mount he grants becomes the Special Mount of a Paladin three levels lower than your effective Binder level.
    Essentia: For every point of Essentia in Andras's Pact, your Special Mount lasts an extra hour. For every two points of Essentia, it is treated as if your effective Binder level was one higher (that is, the three level reduction is decreased). If, due to Favored Vestige (Andras), you invest 7 Essentia in this Vestige, the Special Mount is treated as that of a Paladin one level higher than your effective Binder level (this is a replacement of, not in addition to, the bonuses to effective Binder level from having fewer points of Essentia invested).

    Chakra Bind (Hands)
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    Binding Andras to your hands, you gain gauntlets of incarnum, sure and steady and ready to strike.

    Whenever you use Andras's Smite Good or Evil, the Critical Threat range of your weapon is extended by 1 plus the amount of Essentia invested in the Gray Knight's Pact. This extension occurs after the application of the Improved Critical feat or similar features, however.


    Chakra Bind (Shoulders)
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    When taking up the Gray Knight's mantle, Incarnum flows from your shoulders in a lengthy gray cape, emblazoned with Andras's seal.

    Once per battle, you may designate one target as the one Andras will influence for the battle. As a Standard Action, you may attempt to inject this influence into your foe; if they fail a Will save, in 8 rounds they must drop drop any items held in hand and retreat from melee combat, and avoid any offensive action for 1d4 rounds. If they succeed on the Will save, you may attempt retry, but you cannot choose a different target, you must continue trying to influence the same target, and the 5 round timer does not begin counting until they have failed the save. After a target has fled, you may attempt to influence a different target.

    For every point of Essentia invested in this feature when the opponent fails their save, the time they have until they must flee is reduced by 1 round.


    Chakra Bind (Totem)
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    Taking the former Paladin as Totem is an odd choice for Totemists, but the Gray Knight has much to offer. Andras sympathizes with the Totemist's disdain for the petty infighting of Good and Evil, and opens up his wrath for all targets.

    With Andras bound to the Totem Chakra, Smite Good or Evil becomes merely Smite, and it functions against beings of any alignment. For each point of Essentia invested in Andras's Pact, the restriction on how often you may use Smite is decreased by 1 round, to a minimum 1 round. Each point of Essentia in excess of that necessary to reduce it to 1 round allows Smite to be used an additional time per round.



    3rd level Vestige, Crown and Arms (Totem)
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    When binding the Repentant Rogue to a Chakra, Andromalius's Sense Trickery feature becomes enhanced: the bonus on Appraise, Sense Motive, and Spot checks increases from +4 to +8.
    Essentia: For every point of Essentia invested in Andromalius's Pact, the Sense Trickery bonus increases by +2.

    Chakra Bind (Crown)
    Spoiler
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    Upon making this Pact, you gain a the Repentant Rogue's hat, woven of pure Incarnum, to adorn your head.

    When bound to your Crown, Andromalius can give you a veritable smörgåsbord of bonuses. Just for making this Pact, the See the Unseen bonus becomes to simply always see invisible creatures, without having to actively use See Invisibility to retain this ability.

    With at least 1 Essentia, you gain the effects of Arcane Sight in addition to See Invisibility.

    With at least 2 Essentia, you may cast Locate Creature instead of Locate Item if you wish. You may also use Jester's Mirth one round sooner than you would be able to otherwise.

    With at least 3 Essentia, you can see any secret doors automatically, as if you had spent two rounds studying the area with Detect Secret Doors. You may then spend a Standard Action to examine one in particular as described in that spell.

    With at least 4 Essentia, you may use Jester's Mirth two rounds sooner than you would be able to otherwise.

    With at least 5 Essentia, you may spend a Standard Action concentrating to gain the benefits of True Seeing for the round.

    With at least 6 Essentia, you may use Jester's Mirth three rounds sooner than you would be able to otherwise. Also, your sight is treated as if under the effects of Greater Arcane Sight.

    With at least 7 Essentia, you may use Jester's Mirth every round, and you are treated as always being under the effects of True Seeing.


    Chakra Bind (Arms)
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    With the jester bound to your arms, you gain an ephemeral blue second forearm for each, mimicking Andromalius's own.

    Whenever you successfully use the Repentant Rogue's Sneak Attack feature, add your effective Binder level plus any Essentia you have invested in this Pact to the damage. This damage does not stack with that from the Craven feat, as Andromalius is teaching you the same tricks those dangerous cowards learn - without making you a coward.


    Chakra Bind (Totem)
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    Andromalius's arms are famous in binder lore, and with him as your totem, you gain a set of your very own.

    With Andromalius bound to your totem, your arms split just like his, at the elbow. You effectively gain an extra pair of arms, plus another pair for every 2 Essentia invested in your totem; at 7 Essentia this becomes 4 pairs of arms. These arms can hold things, including weapons, or they may be used to allow more Claw attacks than you could otherwise use.

    For example, a Wildclaw Shifter with Claws of the Wyrm shaped would be entitled to four Claw attacks, two from his Shifting racial feature and two from the Soulmeld, but would only be able to use one pair because he only has two arms. With Andromalius bound to his Totem, however, he has four arms and can use all four Claw attacks.



    8th level Vestige, Shoulders and Throat (Totem)
    Spoiler
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    With Ashardalon bound to a Chakra, you gain even greater resilience. You gain Fast Healing 10.
    Essentia: For every point of Essentia invested in the Pyre of the Unborn, your Fast Healing increases by 2.

    Chakra Bind (Shoulders)
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    With the great fiendish dragon bound to your shoulders, enormous, evil-looking wings sprout and shroud you in their malevolence.

    You gain a pair of draconic wings, which grant you a Flight speed of 60 ft. (Clumsy), and two Wing attacks which may be used as secondary Natural Weapons. These Wing attacks deal the damage of the Wing attacks of a True Dragon three sizes larger than the Midnight Occultist (so 2d6 for a Medium creature, 1d8 for Small and 2d8 for Large), plus one and a half times the Midnight Occultist's Strength score, plus one for each point of Essentia invested in the Pyre of the Unborn. Each point of Essentia also adds a +1 Enhancement bonus on attacks made with these wings.

    Every point of Essentia invested in Ashardalon's Pact also upgrades the Midnight Occultist's maneuverability one step (Clumsy to Poor to Average to Good to Perfect at 4 Essentia). Points in excess of the Essentia necessary to attain Perfect maneuverability add 15 ft. to the Flight speed granted by Ashardalon.


    Chakra Bind (Heart)
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    Ashardalon has granted you his great and terrible heart, and even now, it can be seen, beating inside the giant cavity this Pact has left in your chest. Strangely, you not only don't feel the wound, you feel stronger than ever.

    You can cast the spells of the Chaos, Evil, and Fire domains as Arcane spells cast by a Sorcerer of your effective Binder level, but in order to cast spells of a particular level, you require a certain amount of Essentia invested in Ashardalon's Pact (you also must have a sufficiently high effective Binder level such that a Sorcerer of that level would be able to cast spells of that level):
    {table=head]Spell Level | Essentia
    1st | 0
    2nd | 1
    3rd | 2
    4th | 3
    5th | 4
    6th | 5
    7th | 6
    8th | 7
    9th | 7[/table]

    You may cast these spells as many times during your Pact as you wish, but when you cast a spell, you cannot cast any other spell granted by this Pact for 5 rounds.


    Chakra Bind (Totem)
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    With the Pyre of the Unborn as your Totem, evil flares shine from your eyes, voicing your Pact with a monster of evil to all who meet your gaze.

    You gain a Hellfire Breath Weapon dealing 10d6 damage in a 30 ft. Cone, half of which is Fire damage and half of which is Evil damage that is completely unresistable, though a successful Reflex save halves the damage. For every point of Essentia invested in Ashardalon, the Cone extends another 10 feet and another +1d6 damage is dealt by the weapon. This weapon is treated as a Natural Weapon and may be used during a normal attack sequence, but cannot be used again for 5 rounds after it has been used.



    1st level Vestige, Crown and Heart (Totem)
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    Binding Aym to a Chakra brings you closer to the Dwarves she ruined; an interesting position to be in, to be sure. With her Pact comes their innate stubbornness: you gain the Stability racial feature of Dwarves.
    Essentia: Every point of Essentia in Aym's Pact, your Stability bonus increases by +2.

    Chakra Bind (Crown)
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    By donning the Queen of Avarice's Crown, Incarnum forms itself into a gaudy coronet by which all can see your wealth and might.

    As a Standard Action, you may strike any foe with a melee attack, and if you successfully deal damage, they must make a Will save or have all forms of movement drop to 0 for one round. For each point of Essentia invested in this ability, this ability lasts one additional round. This ability, once used, may not be used again for another 5 rounds.


    Chakra Bind (Heart)
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    Binding Aym to your Heart fills it with as much greed as the legendary Queen of Avarice herself - and the immensity of her envy fuels the flames that burn about you.

    The intensity of Aym's Halo of Fire increases such that all creatures who pass within 5 ft of you, or you pass within 5 ft of, take 1d6 Fire damage plus 1d6 additional Fire damage for every point of Essentia invested in this ability (a successful Fortitude save halves the damage). No one may take this damage more than once per round.

    Those who actually strike you, or who you touch as described in the Halo of Fire entry, take 1d6 Fire damage per effective Binder level, plus an additional 1d6 for each Essentia you have given the Queen of Avarice. This damage offers no save, and can be taken as many times per round as is relevant.


    Chakra Bind (Totem)
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    Taking the Queen of Avarice as your Totem, you can take power from everyone around you. Your eyes grow green from the greed.

    Whenever you destroy a weapon with your Ruinous Attack, your natural weapons each gain that weapon's enhancement bonuses and special abilities for a number of rounds equal to 1 plus the amount of Essentia you have invested in Aym's Pact.

    Whenever you destroy armor with your Ruinous Attack, your very hide is magically enhanced as it was, and you also gain a Natural Armor bonus to AC equal to the armor's AC. This too lasts a number of rounds equal to 1 plus the amount of Essentia invested in Aym's Pact.



    5th level Vestige, Hands and Brow (Totem)
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    Bound, as you are, the the Bitter Angel, a Solar long since fallen, you know all about the ways of good and evil. So long as your Chakra Pact with Balam remains in force, you gain the effects of Detect Good and Detect Evil at all times.
    Essentia: Balam allows you to see into the future, predicting your opponents' moves. Each point of Essentia invested in Balam's Pact increases your effective Binder level by 1 for the purpose of determining the bonus that Prescience offers to Initiative checks, Reflex saves, and AC.

    Chakra Bind (Hands)
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    Binding the Bitter Angel to your hands causes their backs to be lined in teeth, while simultaneously granting incredibly fluid and accurate movements.

    You may add your Dexterity bonus, if any, to any and all damage rolls made on attacks that use your Dexterity modifier for attack. Every point of Essentia invested in Balam's Pact increases your effective Dexterity modifier by 1 for the purposes of determining your attack and damage bonus on such attacks.


    Chakra Bind (Brow)
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    Balam's icy glare is a thing of terror, and all who look into your eyes can see their frosty threat, as they appear as if frozen over.

    You may add 1d6 Cold damage to Balam's Icy Glare attack for each Essentia invested in her Pact.


    Chakra Bind (Totem)
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    Taking the Bitter Angel as your Totem turns you into a similar monstrosity as she, your lengthened neck splitting into thirds and your three heads being filled with gnashing teeth.

    You gain three Bite attacks, each of which deals 1d6 + your Strength modifier in damage as a set of primary Natural Attacks, or 1d6 + half your Strength modifier in damage as a set of secondary Natural Attacks. You gain an enhancement bonus to the attacks and damages of these three attacks equal to the amount of Essentia invested in Balam's Pact.



    4th level Vestige, Feet and Arms (Totem)
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    When you bind Buer to a Chakra, the Grandmother Huntress grants you even greater knowledge of the natural world. Your Buer's Knowledge bonus to Heal, Knowledge (Nature), and Survival checks doubles to +8.
    Essentia: Every point of Essentia adds +2 to the skills that Buer's Knowledge improves.

    Chakra Bind (Feet)
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    With the Grandmother Huntress guiding your feet, no snare shall ever catch you. You cannot suppress their satyrical nature now, though.

    You gain Trap Sense, as Rogue class feature, gaining a bonus Reflex saves to avoid traps and a dodge bonus to AC to avoid traps' attacks equal to 1 plus the amount of Essentia you have invested in Buer's Pact.


    Chakra Bind (Arms)
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    Buer's healing abilities are famous, and they imbue your arms with similar skill. Bizarrely, however, they also appear weak and withered.

    You gain the ability to heal more effectively with Buer's Healing Gift. Without any Essentia invested in the Grandmother Huntress's Pact, you may heal 1d8 damage as a Standard Action instead of just 1. With Essentia, you may, as a full-round action, choose more powerful healing magics in place of the usual healing that Buer grants, or simply add the amount of Essentia invested in the Pact to the damage healed with the full-round action. Your options in place of the regular healing for the full-round action are described in the following table, depending on how much Essentia is invested in the Pact.
    {table=head]Essentia | Healing Spell
    1+
    | Lesser Restoration
    2+
    | Remove Blindness/Deafness
    3+
    | Restoration
    4+
    | Break Enchantment
    5+
    | Raise Dead, death may not of occurred more than 1 day previously.
    6+
    | Regenerate, no healing, and severed limbs must be present and touching the body.
    7+
    | Greater Restoration[/table]
    In all cases, the limitation on how often the full-round healing may be used remains in effect, and none of these effects may be used within 5 rounds of any of the others being used.


    Chakra Bind (Totem)
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    Taking the Grandmother Huntress as your Totem allows you track foes far more efficiently than before, granting you a great leonine nose with which to stalk them.

    You gain Scent. If you have at least 1 Essentia invested in Buer's Pact, you also gain the effects of Pass Without Trace at all times. Investing 2 Essentia allows you to use this Scent to gain Blindsense 30 ft., and each additional point of Essentia extends this by 10 ft. At 4 Essentia, you gain the benefit of Hide in Plain Sight, as the Shadowdancer class feature except that you do not need shadows nearby, you must be in natural terrain. With at least 6 Essentia, you gain Blindsight 15 ft., and each additional point of Essentia more increases that by 15 ft.



    6th level Vestige, Feet and Throat (Totem)
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    The Harbinger of Forever, the devourer of hope, Chupoclops is a nightmare to behold, and offering to it Essentia may be a terrifying prospect even for you. With a Chakra Pact, Chupoclops's Aura of Despair becomes that much more dreadful to bear: the penalty on attack rolls, checks, saves, and weapon damage rolls due to the Aura doubles to -4.
    Essentia: Incarnum can allow you to project the Aura of Despair even further. As a Free Action during your turn, you may change the radius of the Aura, from a minimum of 10 ft. to a maximum of 10 ft. plus another 10 ft. for each point of Essentia you have offered the Harbinger of Forever.

    Chakra Bind (Feet)
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    Binding Chupoclops to your feet makes you more like him, more like the enormous arachnid that is the source of all nightmares. Your legs are replaced by eight very large spider legs, a hideous sight.

    As an eight-legged creature, you receive a +4 Stability bonus to resist being Bullrushed or Tripped when standing on the ground. You also are treated as under the effects of Spider Climb at all times, except that the Climb speed is equal to your Land move speed. You are furthermore immune to the effects of any Web spell or similar effect. Once every 5 rounds, you may cast a transdimensional Web as the spell, except that it affects Ethereal creatures as well as others, and it is coated with a special poison that affects those who fail the save to avoid getting caught in it. This poison has a primary damage of 2d6 HP plus 1d6 HP per Essentia invested in Chupoclops's Pact, and a secondary damage of 1 Strength beginning at 1 Essenta, and increasing by 1 for every 2 Essenta additional that is invested.


    Chakra Bind (Throat)
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    The end times weigh heavy around your neck, having bound the Harbinger of Forever to your Throat. You have become partially ethereal as a result of your dealings with the Ethereal Watcher, and your neck cannot be seen at all. Your head simply floats above your shoulders.

    When using Chupoclops's Ethereal Watcher ability, you may make one Move action, one Standard action, or one Full Round action, without ending your ethereality, plus one additional such action per point of Essentia you have invested in the Harbinger's Pact.


    Chakra Bind (Totem)
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    By taking the Harbinger of Forever as your Totem, you have devoted yourself to death, despair, and fear. You gain six additional eyes, just like your normal eyes but smaller, covering your brow.

    Chupoclops's poison is added to all of your Natural Attacks. Furthermore, your effective size for determining the damage of the poison increases one step for each point of Essentia you have invested in his Pact (for effective sizes larger than Colossal, continue the progression: 3d6, 3d8, 4d6, 4d8, etc.)



    2nd level Vestige, Crown and Throat (Totem)
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    Dahlver-Nar of the teeth can be a painful Vestige to bind, especially to a Chakra, but oddly the Tortured One has great protections to offer his binders. With him bound to a Chakra, the Natural Armor bonus he grants doubles, to your full Constitution bonus.
    Essentia: For each point of Essentia invested in Dahlver-Nar's Pact, you gain another point of Natural Armor.

    Chakra Bind (Crown)
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    Binding the Tortured One to your Crown is dangerous, for his madness is contagious. Long fangs grow from your scalp, loosely attached and looking for all the world like a mop of insane hair.

    When one Chakra-bound to Dahlver-Nar is affected by any effect to which Mad Soul grants him immunity, there is a 10% chance that the originator of the effect will be treated as if he had cast it upon himself (if the effect requires an Attack roll, he must try his best to make it, if it allows a Saving Throw he may attempt it, etc). For each point of Essentia invested in the Tortured One's Pact, this percentage increases by 5%.


    Chakra Bind (Throat)
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    The moans of the Tortured One have echoed through the ages and have haunted binders' dreams. Binding Dahlver-Nar to your Throat gains you what looks like a tight choker of fangs and teeth - but they are in fact embedded in your flesh.

    Your Maddening Moan becomes beyond terrifying, into the truly eerie. The haunting sound of your voice reaches into the very fabric of reality, and neither the deaf nor even the mindless are safe from losing their sanity to your calls. Maddening Moan loses both the Mind-Affecting and Sonic descriptors for the sake of enemies' defenses (that is, they neither need to hear the moan nor need to be susceptible to Mind-Affecting attacks), though you may still treat it as either or both for the sake of features you may have that improve abilities with these descriptors.

    Starting at 1 Essentia, and every 2 Essentia thereafter (that is, all odd numbers), the radius of your Maddening Moan increases by 10 feet. Starting at 2 Essentia, and every 2 Essentia thereafter (that is, all the even numbers aside from 0), the limitation on how often Maddening Moan may be used is reduced by 1 round.


    Chakra Bind (Totem)
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    Taking the Tortured One as your Totem, your eyes are replaced by fangs that slide down your cheeks, but strangely your eyesight is unaffected. The hideous feeling of these fangs sinking into one's flesh is enough to drive many mad.

    You gain a Bite attack that deals 1d6 damage plus your Strength modifier. Whenever this attack successfully deals damage, it also inflicts a Wisdom penalty equal to the amount of Essentia invested in Dahlver-Nar's Pact upon the target for a number of rounds equal to half your effective Binder level.



    5th level Vestige, Feet and Throat (Totem)
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    Dantalion the Star Emperor is perhaps the only Vestige with his own, continued connection to reality: the true scions of Dantalion join with him upon death, cursed as their line is, and add their knowledge to his. When binding him to a Chakra, that knowledge becomes yours: the bonus from Dantalion Knows to Knowledge checks increases to +10.
    Essentia: For each point of Essentia invested in the Star Emperor's Pact, the bonus from Dantalion Knows to Knowledge checks is increased by +1.

    Chakra Bind (Feet)
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    Walking the way of the Star Emperor allows you to travel through the thoughts of others more easily, but causes the flesh of your feet to appear as if silhouetted, black without shade or depth, but pin-pointed with stars.

    With Dantalion bound to your Feet, you may use Thought Travel as a Move action instead of a Standard action. Starting with 1 Essentia invested in the Star Emperor's Pact, and again for every 2 Essentia thereafter, the limitation on how frequently Thought Travel may be used is reduced by 1 round.


    Chakra Bind (Throat)
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    With the voice of the Star Emperor at your beck and call, you can cause others to refrain from attacking you and yours. Your voice, however, subtly shifts between yours and those of the various faces of Dantalion.

    When you use Awe of Dantalion, you may keep the effect in place for an additional round by using a Swift action to maintain it. For each point of Essentia invested in Dantalion's Pact, you may maintain it for another round. Because this requires Swift actions, you cannot rearrange your Essentia while doing so. Furthermore, for each point of Essentia invested in the Pact, you may designate another creature (aside from yourself) that your targets may not attack. Those so designated cannot attack the targets without breaking the effect, either, however.


    Chakra Bind (Totem)
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    Taking the Star Emperor as your Totem gains you two smaller faces sitting right on your cheeks. These faces seem to mouth the same words you speak, but otherwise do not act.

    When you use Dantalion's Read Thoughts ability, if successful, you may, as part of that same action, twist their thoughts yourself. This functions as the Suggestion spell, and targets are entitled to a second Will save against this effect, though the DC of this Will save is increased by +1 for each point of Essentia invested in the Star Emperor. If the target succeeds on their save, the suggested idea still occurs to them, though they will recognize it as odd and likely tie it to the Saving Throw they have just made, so though they may not know the source, they will know that someone is trying to get them to do this thing.



    7th level Vestige, Arms and Heart (Totem)
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    Eligor's service to Tiamat grants him a great many powers, and the Dragon's Slayer can give them to you if you bind him, especially to a Chakra. With Eligor bound to any Chakra, you may use Chromatic Strike a second time for each attack, though you cannot add the same damage type twice (so +1d6 Fire damage and +1d6 Cold damage is possible, but not +2d6 Fire damage).
    Essentia: Starting at 1 Essentia, and again for every 2 Essentia thereafter invested in the Dragon's Slayer, you may add another 1d6 of elemental damage to your attacks, though again no type may be added more than once. If all four types have been added and you are entitled to another 1d6, you may add it as Force damage.

    Chakra Bind (Arms)
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    Binding Eligor to your arms turns them each into scaly, draconic monstrosities, but with the Dragon's Slayer guiding your arms, your skill with any steed is unmatched.

    Whenever you charge while mounted, you are treated as having the Improved Critical feat for whatever weapon you are using. For each point of Essentia invested in this Pact, you also expand the weapon's Critical Threat range by 2, though this expansion occurs after the bonus from Improved Critical.

    Both the Improved Critical feat and the expanded threat range affect only the first attack you make on a charge, no matter how many you may be entitled to.


    Chakra Bind (Heart)
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    As you bind Eligor to your heart, the sign of the Dragon's Slayer becomes emblazoned on your chest - painted on a breastplate, embroidered on a robe, tattooed on bare flesh - no matter what you wear, the icon is displayed prominently, in the scintillating colors of the chromatic dragons.

    You gain one size category. If you have five or more Essentia invested in Eligor's Pact, you gain two. If you have nine Essentia invested in the Pact, then you gain three.


    Chakra Bind (Totem)
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    Your head grows and becomes scaled, draconic, in your veneration of Eligor as your Totem.

    You gain a Breath Attack as a natural weapon. This attack deals your Chromatic Strike damage to all targets in a 10 ft. Cone, though a Reflex save halves the damage.



    4th level Vestige, Feet and Shoulders (Totem)
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    Eurynome was once a playful spirit, but now views any and all with suspicion. The damage from Eurynome's Poison Blood granted ability increases to 1d6 for every two effective Binder levels you possess.
    Essentia: Each point of Essentia increases you effective Binder level for the purpose of Eurynome's Poison Blood feature by 1.

    Chakra Bind (Feet)
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    Eurynome's hawklike legs may disturb those who see you, but they still hold no small portion of the Vestige's former playfulness.

    You gain a +4 bonus on your Balance, Jump, Perform (Dance), and Tumble checks, and may both Balance without losing your Dexterity bonus to AC, and use Tumble untrained. Each point of Essentia invested in Eurynome's Pact increases the skill bonuses by +2.


    Chakra Bind (Shoulders)
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    Binding the Mother of the Material to your shoulders gains you fish-like fins, making you a true child of the sea.

    You gain a Swim speed equal to your Land speed, and also the effects of the Swim-by Attack feat (Stormwrack). Each point of Essentia invested in Eurynome's Pact increases your Swim speed by 10 ft.


    Chakra Bind (Totem)
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    The Mother of the Material is a common choice of Totem by those who know her story; binding her can bring one much closer to the natural world.

    You gain the Animal Companion of a Druid three levels less than your effective Binder level. For each point of Essentia that you offer to maintain in Eurynome's Pact, the level of the Animal Companion increases by one. The Animal Companion must be native to whatever environment you are in when you make the Pact.



    3rd level Vestige, Crown and Brow (Totem)
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    Making a Chakra Pact with the Prince of Tears allows you to fill others' with sadness and regret. Their tears will ever blind them to your threat: whenever you use Focalor's Breath, you may cause any targets you wish in a 30 ft. Cone-shaped Burst to make a Fortitude save, or become Sickened for one round. This area must include the target who is to be affected by Blindness, and that target is also Sickened if it fails its saving throw.
    Essentia: For each point of Essentia invested in Focalor's Pact, the Blindness and Sickening effects of Focalor's Breath last an additional round.

    Chakra Bind (Crown)
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    Binding the Price of Tears to your Crown makes it impossible to stop the weeping, but this is nothing compared to crying your enemies will do.

    Focalor's Aura of Sadness ability loses its Mind-Affecting descriptor for the sake of determining which targets it may effect, though it may still be considered Mind-Affecting for the sake of any beneficial effects you might apply to such effects. For every 3 points of Essentia, the penalty on attack rolls, saving throws, and skill checks increases by 1.


    Chakra Bind (Crown)
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    A small lightning bolt appears to dance upon your Brow as you bind Focalor, heralding the storm you can call upon your foes.

    Focalor's Call Lightning ability may be used as a Swift action. For each point of Essentia invested in the Prince of Tears, the ability deals an additional 2 Electricity damage.


    Chakra Bind (Totem)
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    Taking Focalor as your Totem wraps you in great griffon wings, as the Vestige himself is, and grants you further ability to sow storms of discord.

    As a Standard action, you may use the wings that Focalor gives you to cause a small windstorm. This supernatural storm must be used in close range (that is, within 25 ft. plus 5 ft. per two effective Binder levels), and affects an area in a 10 ft. radius Burst from the chosen location. This attack deals 4d8 damage plus another 1d8 damage for every point of Essentia invested in Focalor's Pact, and also the area of the wind storm is treated as under the effects of your Aura of Sadness, instead of the squares adjacent to you until your next turn (you may choose to return the Aura to the squares around you as a Free action at any point on your turn, but if you have not done so by the end of your turn it automatically reverts).



    5th level Vestige, Brow and Shoulders (Totem)
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    Geryon, the Deposed Lord of the frozen Fifth Layer of Hell, Stygia, remains ever trusting, and can imbue you with the powers of the River Styx in exchange for a simple Chakra Pact. As a Standard Action, you may target a creature with a supernatural effect identical to the Cloud Mind Psionic Power, manifested with a Manifester Level equal to your effective Binder level. Once used, this ability cannot be used again for 5 rounds.
    Essentia: For each point of Essentia invested in this Pact, you may, when you use the Cloud Mind ability, either add another target, or designate another creature aside from yourself as ignored by the target(s). Any creature so ignored can break the effect or trigger new saving throws exactly as you can, but each target must itself be attacked or observe something that gives a saving throw.

    Chakra Bind (Brow)
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    Geryon's eyes are well known among Binders, being the source of his power. With the Deposed Lord bound to your Brow, however, you gain two additional faces, just as the former Lord of the Fifth himself.

    Even if you attempt to suppress Geryon's sign, you retain the Acidic Gaze, All-Around Vision, and See in Darkness abilities, as well as the faces above. In addition, Acidic Gaze gains 1d6 Cold damage in addition to its normal Acid damage. Starting at 1 Essentia, and again for every 2 Essentia thereafter, the gaze does another 1d6 Cold damage. Starting at 2 Essentia, and again every 2 Essentia after that, the gaze does another 1d6 Acid damage.


    Chakra Bind (Shoulders)
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    Your back is covered in scarlet lines, appearing as if fresh lacerations upon your skin. Binding Geryon to your Shoulders has covered you in his sigil, marking you as his.

    When using the Swift Fly ability, you may fly for a number of rounds equal to 2 plus the amount of Essentia invested in the Deposed Lord's Pact.


    Chakra Bind (Totem)
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    Before becoming known to Binders as the Deposed Lord, Geryon was known to all the planes as the Wild Beast. Binding him to your Totem gains you a measure of his abilities, in the form of a long tail ending with a scorpion's barb.

    You gain a Sting attack that deals 1d6 + your Strength modifier in Piercing damage as a primary Natural Weapon, or 1d6 + half your Strength modifier in Piercing damage as a secondary Natural Weapon. By investing Essentia in Geryon's Pact, you may, as a Free action, add an injury poison to this Sting that deals Constitution damage as listed in the table below. The poison allows a save DC to ignore the damage, as usual for a poison, though the DC is set as is any other Chakra Pact granted ability save DC.
    {table=head]Essentia | Primary Damage | Secondary Damage
    1
    | 1 Con damage | -
    2
    | 1d2 Con damage | -
    3
    | 1d3 Con damage | 1 Con damage
    4
    | 1d4 Con damage | 1d2 Con damage
    5
    | 1d6 Con damage | 1d3 Con damage
    6
    | 1d8 Con damage | 1d4 Con damage
    7
    | 1d10 Con damage | 1d6 Con damage
    8
    | 2d8 Con damage | 1d8 Con damage
    9
    | 3d6 Con damage | 1d10 Con damage[/table]
    You may not add this poison to the sting attack again for 5 rounds, though the sting may continue to be used normally without the poison even during this time.
    Last edited by DragoonWraith; 2010-06-09 at 11:29 AM.

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    2nd level Vestige, Crown and Waist (Totem)
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    Binding Haagenti to your Chakras improves your granted skills with arms and armor. With her bound, you gain the effects of the Weapon Focus feat for the battleaxe, greataxe, handaxe, and throwing axe.
    Essenta: Starting with 1 Essentia invested in the Mother of Minotaur's Pact, you gain +1 to damage rolls on attacks made with a battleaxe, greataxe, handaxe, or throwing axe, and this bonus increases by a further +1 for every 2 Essentia beyond 1 that you invest. You also gain a +1 bonus to attack rolls made with those same weapons for every 2 Essentia you have invested in the Pact.

    Chakra Bind (Crown)
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    Glistening cerulean incarnum forms itself into a pair of icy blue minotaur horns when you bind Haagenti to your Crown, signifying that you, too, are her child.

    Your effective Binder level for the purpose of determining the effects of your Confusing Touch ability increases by 1 for every point of Essentia you have invested in Haagenti's Pact.


    Chakra Bind (Waist)
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    Binding Haagenti to your Waist allows you access to still more of Thrym's martial prowess, as an icy shield forms on your forearm that you cannot remove.

    For the duration of the Pact, you are treated as having a +1 Bashing Greater Soulbound Heavy Steel Shield of Fire Resistance equipped and bound to your Arms Chakra at all times, though it does not actually occupy your Arms Chakra for the purpose of determining what other effects you may bind. If you already have a shield equipped during the Pact-making process, it gets frozen over, stuck to your arm and gains the Bashing, Greater Soulbound, and Fire Resistance special abilities if it did not already have them, and it is again treated as bound to your Arms Chakra even if you already have items or Soulmelds occupying or even bound to that Chakra. You also are treated as having the Improved Shield Bash feat. Your shield bashes with this shield gain an enhancement bonus to attack and damage rolls equal to the amount of Essentia invested in Haagenti's Pact.

    Finally, as an Immediate action, you may make a Shield Bash attack against an opponent you threaten, though at a -2 penalty. If this attack hits, even if no damage is dealt, your target's next attack automatically misses. Once used, this counter attack may not be used again for 5 rounds.


    Chakra Bind (Totem)
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    With the Mother of Minotaurs as your Totem, you gain a pair of minotaur horns that brim with frost.

    You gain a Gore attack that deals 1d6 + your Strength modifier in Bludgeoning damage as a primary Natural Weapon, or 1d6 + half your Strength modifier in Bludgeoning damage as a secondary Natural Weapon. It also deals 1d6 Cold damage for each point of Essentia invested in Haagenti's Pact.



    8th level Vestige, Arms and Waist (Totem)
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    Halphax grants you even greater knowledge of the arts of defense and armament when you bind him to a Chakra. Your bonus to Profession (Siege Engineer) and Knowledge (Architecture & Engineering) checks from Halphax's Knowledge increases to +20.
    Essentia: For each point of Essentia invested in the Angel in the Angle's Pact, your Halphax's Knowledge bonus increases by +2.

    Chakra Bind (Arms)
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    With Halphax bound to your arms, they seem replaced by mechanical devices - ingenious joints connected by lengths of cold, black iron, reminiscent of nothing so much as prison bars.

    When you create a Secure Shelter using Halphax's granted ability, it is topped by a mechanical automatic catapult. Once per round on your turn as a Free action, you may direct your Secure Shelter to attack an area with a 25 ft. radius within 100 ft. of the tower with this catapult; this attack deals 1d6 Bludgeoning damage per effective Binder level, and is treated as Adamantine for the purposes of overcoming Damage Reduction. Enemy targets may make a Reflex save to take half damage; friendly targets take half damage even on a failed save, and on a successful save they take no damage at all. Each point of Essentia invested in Halphax's Pact increases the damage dealt by the catapult by 1d6.


    Chakra Bind (Heart)
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    The Vestige of the Angel in the Angle remembers none of his shame, but by taking Halphax into his heart you learn something of the grief he endured in life - and so do your foes.

    Once during your Pact with Halphax, you may use Imprisonment such that it affects the target permanently on a failed save, as the spell. If you have at least 1 point of Essentia invested in Halphax's Pact, you may do so again, but you take 1 point of Essentia damage when doing so (which is taken from the amount invested in Halphax), and do not regain the lost point of Essentia until the Pact ends.


    Chakra Bind (Totem)
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    The Angel in the Angle makes for a strange Totem, but he is powerful. You seem to be smaller, but lose none of your strength.

    You gain the Slight Build feature: your physical stature lets you function in many ways as if you were one size category smaller. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as Hide), your are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty. However, your space and reach, as well as the damage of your natural weapons, remain those of a creature of your actual size. The benefits of this trait stack with effects that change your size category.

    Furthermore, if you have at least one point of Essentia invested in Halphax's Pact and are showing his sign, you gain the ability to Hide in Plain Sight when in artificial environments: you may use the Hide skill without cover or concealment, even while being observed, as long as you are standing on or against worked metal or stone.

    And finally, for every 2 points of Essentia invested in the Angel in the Angle, your Damage Reduction increases by 1.



    6th level Vestige, Feet and Throat (Totem)
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    The Dreaming Duke pulled off a grand charade for most of his long life, living so much with illusions that eventually he could not tell reality from invention any longer. With him bound to a Chakra, however, Haures can show you how to pull off a disguise at least for a time: you gain a +4 bonus to Bluff and Disguise checks, as well as a +4 to Diplomacy checks made while successfully impersonating a figure of authority.
    Essentia: For each point of Essentia invested in Haures's Pact, your bonuses to Bluff, Disguise, and Diplomacy increase by +2.

    Chakra Bind (Feet)
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    With the Dreaming Duke bound to your Feet, your person seems to slowly fade out as one looks lower: your face is completely opaque, but anyone looking closely could see right through your boots and feet.

    You may retain a 20% Miss chance due to your almost-incorporeal nature even while not moving, so long as Incorporeal Movement is activated. You may also move through up to 5 ft. of solid material per round for each point of Essentia invested in Haures's Pact.


    Chakra Bind (Throat)
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    Binding Haures to your Throat gives you what looks like a lion's mane, no matter your gender, and allows you greater control over the dreamworld.

    Depending on the amount of Essentia you have invested in Haures's Pact, you have some additional options that you may use instead of Major Image. Using any of these spells prevents you from using another spell granted by this ability, even a different one, for 5 rounds.

    You may use any spell for which you have at least as much Essentia invested as listed on the chart.
    {table=head]Essentia | Spell
    0
    | Disguise Self, Major Image, Suggestion
    1
    | Hallucinatory Terrain
    2
    | Illusory Wall
    3
    | Mirage Arcana
    4
    | Persistent Image
    5
    | Seeming
    6
    | Mass Suggestion
    7
    | Programmed Image
    8
    | Veil
    9
    | Permanent Image[/table]


    Chakra Bind (Totem)
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    With the Dreaming Duke as your Totem, your reversed hands end in vicious claws, which can lead your foes into a dreamworld.

    You gain two Claw attacks that deal 1d6 + your Strength modifier in Slashing damage as primary Natural Weapons, or 1d6 + half your Strength modifier as secondary Natural Weapons. If both claws successfully deal damage, your opponent must make a Will save or be Confused for one round. For each point of Essentia invested in this Pact, the DC to avoid the confusion increases by +1.



    6th level Vestige, Hands and Brow (Totem)
    Spoiler
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    The Prince of Fools succeeded in making his way to the realm of the Vestiges ages ago, long before the recorded history of Binder lore. His skill with the Planes can be yours, if you bind him to a Chakra. Upon the making of a Chakra Pact with Ipos, you automatically are immune to planar effects, without having to spend a Standard Action to attenuate.
    Essentia: For each point of Essentia in Ipos's Pact, you can extend the benefits of your automatic Planar Attenuation to an additional creature besides yourself.

    Chakra Bind (Hands)
    Spoiler
    Show
    With the Prince of Fools bound to your Hands, Ipos's claws become quite permanent for the duration of the Pact, but ever the more deadly.

    Whenever you successfully use the Rend feature granted by Ipos, you cause your opponent to bleed: for every successful claw attack that triggered the Rend, your target takes 1 HP of damage every round at the beginning of its turn. Each point of Essentia in this Chakra Pact increases this damage by 1.


    Chakra Bind (Brow)
    Spoiler
    Show
    Ipos grants you incredible knowledge and influence over the Vestiges when bound to your Brow, but you must also accept his cold, heavy, rusting crown.

    Beginning at 1 Essentia, and increasing for every 2 Essentia thereafter, you gain a +1 bonus to the saving throw DC of any Vestige granted abilities you use. For every 2 Essentia in the Pact, you also add +1 to your effective Binder level for the purpose of determining the effects of your Vestige granted abilities.


    Chakra Bind (Totem)
    Spoiler
    Show
    You grow the long, downward-curving beak of the ibis, signifying Ipos's place as your Totem.

    You gain the effects of the Blood Wind spell, and may make Natural Weapon attacks at a range of 10 ft., plus 5 ft. for each point of Essentia invested in Ipos's Pact.



    3rd level Vestige, Hands and Brow (Totem)
    Spoiler
    Show
    Though Karsus failed in his bid at controlling magic at its source, he nonetheless remains excellent in his skills with it, and can grant you some of that ability if you bind him to a Chakra. You gain a +4 bonus on Use Magic Device checks while the Hubris in the Blood is bound to any Chakra.
    Essentia: For every point of Essentia invested in this Pact, your Heavy Magic bonus to the save DCs of spells cast by items increases by +1.

    Chakra Bind (Hands)
    Spoiler
    Show
    With the Hubris in the Blood bound to your Hands, they turn a bright, scarlet red, but they become incredibly adept with the use of magic items.

    When you make your Chakra Pact with Karsus, choose a Metamagic feat. You must meet any skill or feat requirements for this feat, and half your effective Binder level (rounding up) must be equal to or greater than the level of any spells that the feat normally requires you to be able to cast.

    Whenever you use a spell trigger or spell completion item while you have at least as much Essentia invested in Karsus's Pact as the spell level increase of the chosen Metamagic feat, you may apply this feat to the spell cast by the item. In the case of spell trigger items, additional charges equal to this same spell level increase are also spent. Once used, this ability cannot be used again for 5 rounds.


    Chakra Bind (Brow)
    Spoiler
    Show
    With Karsus bound to your Brow, your eyes become as orbs filled with blood, but here's a surprise: there's magic in your eyes.

    As a full-round action, you may scry on anyone, anything, or anywhere, as the Scrying spell, except that you need no Focus but are effectively both Blind and Deaf to your own environment, since everything you see and hear is from the area scried upon. You may continue scrying for up to 1 minute per effective Binder level by concentrating on the effect.

    For each point of Essentia invested in Karsus's Pact, you are treated under the effects of any one spell from the Divination school with "Detect" in the name (e.g. Detect Evil). These always work when added via Essentia, as does Karsus's own Detect Magic effect, but have the standard 5% chance per effective Binder level of working if you have these effects operating on you at the time of the scrying. If you have at least 2 points of Essentia invested, you also gain the effects of See Invisibility while scrying. With at least 4 Essentia, this improves to include Arcane Sight as well. With at least 6 Essentia, Arcane Sight is replaced by Greater Arcane Sight. Finally, at 8 Essentia, you are under the effects of True Seeing while scrying.


    Chakra Bind (Totem)
    Spoiler
    Show
    With the Hubris in the Blood as your Totem, yours flows freely - from scarlet tear drops from your eyes, to under your fingernails, leaving bloody prints on all you touch.

    You may make Karsus's Touch with any natural attack that hits. Your Dispel Magic check also gains a bonus equal to the amount of Essentia invested in Karsus's Pact.



    1st level Vestige, Crown and Arms (Totem)
    Spoiler
    Show
    The Green Herald may grant you her skills as a ranger in exchange for a Chakra Pact. When Leraje is bound to any Chakra, you gain a +4 bonus to Move Silently and Survival checks, and gain the use of the Track feat.
    Essentia: For each point of Essentia in Leraje's Pact, your bonus to Hide, Move Silently, and Survival increases by +2.

    Chakra Bind (Crown)
    Spoiler
    Show
    With Leraje bound to your Crown, your ears become exceptionally long and pointy - almost a mockery of elven ears, as they extend quite far back behind your head.

    The Green Herald is, quite possibly, the best archer the planes have ever known. Leraje can teach you some of the ways of the archer. If you are attacked by a ranged attack, you may make a Listen check with a +4 bonus against the attack's attack roll; if you succeed, you automatically know where the attack came from (the square, but without pin-pointing the location). If you beat the attack roll by at least 10, you can pin-point the target's location for one round, and take no penalties from concealment, including total concealment, though cover still applies. For each point of Essentia invested in this Pact, you gain +2 to this check. If you have at least 3 Essentia in the Pact, you may use the Deflect Arrows feat; if you have at least 6, this becomes the Snatch Arrows feat, and you may return an arrow immediately if you have a bow ready for the purpose, just like you could a thrown weapon. You gain the Essentia in the Pact as an enhancement bonus on any attacks made using Snatch Arrows.


    Chakra Bind (Arms)
    Spoiler
    Show
    With Leraje bound to your Arms, there seems to be an arrowshaft embedded in your forearm, snapped off near the skin.

    You may apply bonus damage from abilities such as Sneak Attack or Sudden Strike to any and all targets hit by your Ricochet ability. Furthermore, beginning at 1 Essentia and again every 2 Essentia thereafter, you may hit an additional target with Ricochet.


    Chakra Bind (Totem)
    Spoiler
    Show
    With the Green Herald as your Totem, you proudly bear Corellon Larethian's arrow buried deep in your heart.

    You gain a Greatbow forged from Incarnum, and are considered proficient in the use of this bow. This bow is ephemeral and does not actually encumber the hand it appears in, except while shooting it. You are also considered to have the Manyshot feat, though you can also use the bow as part of a normal full-attack action. You gain an enhancement bonus equal to the amount of Essentia invested in this Pact while firing the bow.



    2nd level Vestige, Crown and Arms (Totem)
    Spoiler
    Show
    Malphas the Turnfeather was a vile traitor among the elves, but his skills at underhanded deception can prove useful to an Occultist. When you form a Chakra Pact with him, you may add poison to a weapon as a Free action as many times as you like, though no single attack can have more than one poison applied to it. If you have made a bad Pact with Malphas, he does not require that you poison every attack; once per round will be sufficient for meeting his requirements.
    Essentia: You add the Essentia in your Pact with Malphas to the save DCs of any poisons that you use.

    Chakra Bind (Crown)
    Spoiler
    Show
    Your hair turns to raven's feathers, your Crown matching the Turnfeather's, whom you have bound there.

    You may have as many simultaneous ravens or doves for Bird's Eye Viewing as you have Essentia invested in Malphas's Pact.


    Chakra Bind (Arms)
    Spoiler
    Show
    A raven's eye appears on each of your forearms, marking Malphas's binding to your Arms.

    You may make a number of attacks without breaking your Invisibility as you have Essentia invested in the Turnfeather's Pact. Further, half of your Sudden Strike damage becomes Sneak Attack damage, and therefore applies even against foes who are not flat-footed, if they are flanked.


    Chakra Bind (Totem)
    Spoiler
    Show
    A cruel raven's beak grows from your face, showing the Turnfeather as your Totem.

    You gain a Peck attack that deals 1d4 + half your Strength modifier as a Natural Weapon which may be either primary or secondary. This Peck attack always deals your Sudden Strike damage against foes who are not specifically immune to critical hits and precision damage, even if not flat-footed. You gain an enhancement bonus on this weapon equal to the Essentia invested in Malphas's Pact.



    7th level Vestige, Arms and Waist (Totem)
    Spoiler
    Show
    The King of Killers revels in death, in a silent kill. By making your Chakra Pact with him, you gain some more of that stealth: your Silent and Sure bonuses increase to +20 each to Hide and Move Silently.
    Essentia: For each point of Essentia invested in Marchosias's Pact, your Silent and Sure bonus to Hide and Move Silently increases by +2.

    Chakra Bind (Arms)
    Spoiler
    Show
    With the King of Killers bound to your Arms, smoke seems to envelop them from the elbows down, shrouding even your hands.

    Your fire damage from Fiery Retribution becomes fueled from the very depths of hell where Marchosias was torn apart. Half of the damage dealt by Fiery Retribution becomes pure hellish evil, and cannot be resisted in any way. In addition, Fiery Retribution deals another 1d6 damage for each point of Essentia in the King of Killer's Pact.


    Chakra Bind (Totem)
    Spoiler
    Show
    The King of Killers grants you his fiery crown in acknowledgment of your acceptance of him as your Totem.

    You retain the Death Attack ability while in Smoke Form, and may study a foe in that form. You may attack as you exit Smoke Form, and your foe is always denied his Dexterity bonus to AC against this attack, even if he retains that ability when flat-footed. You gain an enhancement bonus to attacks made while exiting Smoke Form equal to your Essentia investment in Marchosias's Pact.



    1st level Vestige, Crown and Shoulders (Totem)



    8th level Vestige, Brow and Throat (Totem)



    5th level Vestige, Hands and Heart (Totem)



    3rd level Vestige, Hands and Feet (Totem)



    1st level Vestige, Crown and Brow (Totem)



    2nd level Vestige, Crown and Heart (Totem)



    6th level Vestige, Feet and Shoulders (Totem)



    4th level Vestige, Hands and Waist (Totem)



    6th level Vestige, Brow and Waist (Totem)
    Last edited by DragoonWraith; 2010-06-11 at 02:29 PM.

  27. - Top - End - #27
    Titan in the Playground
     
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    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Void Reaper

    I have stared into the void, now I wield it
    Gaoru Somnium. Void Reaper



    BECOMING A VOID REAPER .
    Void Reapers are warrior spell casters, whose powers come from a deep connection to the void, a plane completely devoid of anything, the void itself destroy anything that somehow reaches it. As such the Woid Reapers channel such destructive power in the form of negative energy, while they are potent spell caster their strengths lies on engaging enemies face to face and sending them to void.


    [COLOR=“DarkSlateGray]Becoming a Void Reaper [/color]
    The path of the Void Reaper is one filled with challenge, strife and death, not many seek the power of the void; but the one who do seek the void, receive a power beyond their kin. As warrior spellcasters, Void Reapers need to know how to handle the weapons of men. As such many void reapers start their careers as Duskblades, since the training provides both the martial background and the academic knowledge to research the void; upon there they need to expand their horizon to the Dread Necromancer arts, since an intimate knowledge of the Negative energy is needed to become one. Upon there they might branch once again into the Wizardry arts, but most of the prospective Reapers continue the path of Dread Necromancy before taking the mantle of Void Reaper.

    ENTRY REQUIREMENTS
    Aligment: Any Non-good
    Base Attack Bonus:+3
    Spellcasting: Able to cast 3rd level arcane spells.
    Skills: Knowledge (Arcana) 9 Ranks, Knowledge (The Planes) 3 ranks.
    Special: Charnel Touch class feature
    Weapon Proficiency: Must be proficient in all martial weapons

    [COLOR=“DarkSlateGray]Class Skills[/color]
    The Class Name's class skills (and the key ability for each skill) are Balance(Dex) Craft (Int) , Concentration (Con),Disguise (Cha), Intimidate (Cha), Knowledge (Arcana) (Int) Knowledge, (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int), 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|Spells per Day

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Void Touch|+1 existing class level

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Void Channelling|+1 existing class level

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Shadow of the Void (1d4)|+1 existing class level

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |-|+1 existing class level

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Void Weapon|+1 existing class level

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Second Shadow of the Void (1d6)|+1 existing class level

    7th|
    +7
    |
    +5
    |
    +2
    |
    +7
    |Light Fortification|+1 existing class level

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Void Aura|+1 existing class level

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Final Shadow of the void|+1 existing class level

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    Engulfing Void|+1 existing class level[/table]

    Class Features

    Weapon Proficiencies : A Void Reaper gains no new armor or weapon proficiencies

    Void Touch (Su):The mastery of necromantic energies has allowed you to damage your enemies even more, your Void Reaper level stack with your Dread Necromancer levels to determine the damage done by your charnel touch ability, in addition you can add your CHA mod (if positive) as bonus damage to your charnel touch.

    Void Channelling(Su): As a standard action a Void Reaper can deliver spells from the school of necromancy or his void touch ability through his weapon, provided that the spells have a casting time of a standard action or less. A hit deals the normal damage of the weapon and deliver the spell. Casting in this Manner doesn’t provoke attacks of Opportunity.

    Shadow of the Void (Su): As Your ever growing connection to the void, grants you the ability to drain the vitality of your enemies. As a standard action you can make an attack at your full attack bonus, if it hits you can deal 1d4 STR or DEX (your choice) ability damage and you gain a profane bonus equal to the damage dealt to the corresponding ability score; the profane bonus you can receive from this ability caps at + 4 and last for a number of rounds equal to 4+Cha modifier. You can use this ability a total number of times equal to half your class level + Cha modifier.

    Void Weapon (Su): At 5th level, choose a single weapon with which you are proficient; once made, this choice cannot be changed. While wielding a weapon of the chosen type, you may spend a swift action at the start of your turn to deal a single negative level with every successful attack until the start of your next turn. This ability may be used a number of times per day equal to 1/2 your class level + your Cha modifier

    Second Shadow of the Void (Su): The ability damage dealt by your Shadow of the Void ability increases to 1d6, in addition the profane bonus you receive is now capped at +6.

    Light Fortification: At 7th level a Void Reaper gains 25 % resistance to critical hits; this is the equivalent of the Light Fortification armor special ability described on the page 217 of the DMG.

    Void Aura (Su): Your delving into the void power has allowed to project the everlasting hunger of the void. Starting at level 8, as a free action you can radiate a 5-foot radius aura. Enemies in the Aura must succeed a will save (DC 10 +1/2 your class level + your Cha modifier) or receive half the damage they have dealt at the end of their turn. A creature who successfully saves cannot be affected by that Void Reaper’s Void Aura for 24 hours.

    Final Shadow of the Void (Su): The damage dealt by your Shadow of the Void ability increased to 1d8, the profane bonus you receive for using this ability is capped at +8.

    Engulfing Void (Su): 5 times per day you may invoke all the power of the void into your weapon, if you hit your enemy with your weapon it must make a Fort Save (DC=20 +Cha modifier) or start being engulfed by the void. During this state the enemy cannot cast spells, or activate magic items; and it is unable to distinguish ally from foe. The victim is also dealt point of Wisdom drain for every round in this state, when the victim’s Wisdom reaches 0 it is completely engulfed by the void and it is lost forever.
    The victim may attempt a Will save (DC equal to Engulfing Void’s DC) to stop the effect, doing so renders the victim immune to the Void Reaper’s Engulfing Void for a day. On a failure the victim may reattempt the check on its turn. The engulfing void is neither a curse nor a disease and as such it can be cured like those. To finish the state restoration, heal or greater restoration must be casted on the victim. To recover the wisdom drain a separate restoration spell is needed.
    Also only powerful magic such as true resurrection, miracle or wish , can recover someone who was completely engulfed by the Void


    [COLOR=“DarkSlateGray]PLAYING A VOID REAPER[/color]
    “Everything seemed to wither or rot when near that guy, I am sure I wouldn’t like to encounter him in battle” Nameless warrior after seeing a Void Reaper on the battlefield
    You are one of the few persons in the world capable of wielding the power
    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..

    [COLOR=“DarkSlateGray]CLASS NAME IN THE WORLD[/color]
    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.

    [COLOR=“DarkSlateGray]NPC Reaction[/color]
    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.

    [COLOR=“DarkSlateGray]CLASS NAME IN THE GAME[/color]
    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.

    [COLOR=“DarkSlateGray]Sample Encounter[/color]
    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


    Quote Originally Posted by Change Log
    Made some changes to class features
    Last edited by Dusk Eclipse; 2010-06-11 at 08:07 PM.
    Just call me Dusk
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    Dming: Eyes of the Lich Queen IC OOC


  28. - Top - End - #28
    Troll in the Playground
     
    Jallorn's Avatar

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    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Fell Crusader

    Spoiler
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    I know your kind fiend, and I have tricked far greater than you. - Lord Rela Tilam, Fell Crusader of Pelor

    It is the ultimate goal of any Fell Crusader to destroy the very fiend with whom they dealt, though few succeed. They walk the thin line between destructive power and divine faith. Among any god's greatest warriors, Fell Crusaders wield a fiend's own powers against them.

    BECOMING A FELL CRUSADER
    All Fell Crusaders are Paladin/Warlocks, most fallen paladins still seeking to fight the demons. These few paladins find that making a trade for power is the quickest way to join the fight. After proving their faith, their god rewards them by returning the power the once had, which melds with their new powers in unique ways.

    ENTRY REQUIREMENTS
    Alignment:Any Good
    Base Attack Bonus:+5
    Spellcasting:Able to cast Least Invocations
    Skills:Knowledge (Religion) 6 ranks, Diplomacy 9 ranks
    Special:Smite Evil

    Class Skills
    Bluff, Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (Religion), Knowledge (The Planes), Knowledge (Arcana), Sense Motive, Spellcraft, Use Magic Device
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Divine Forgiveness, Eldritch Smite|+1 level of existing invocation-using class

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Smite Evil +1/day|+1 level of existing invocation-using class

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    |DR 1/Starmetal|+1 level of existing invocation-using class

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Magic Circle against Evil|+1 level of existing invocation-using class

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Holy Blast|+1 level of existing invocation-using class

    6th|
    +6
    |
    +2
    |
    +2
    |
    +5
    |Smite Evil +1/day, DR 2/Starmetal|+1 level of existing invocation-using class

    7th|
    +7
    |
    +2
    |
    +2
    |
    +5
    |Prayer|+1 level of existing invocation-using class

    8th|
    +8
    |
    +2
    |
    +2
    |
    +6
    ||+1 level of existing invocation-using class

    9th|
    +9
    |
    +3
    |
    +3
    |
    +6
    |Holy Sword, DR 3/Starmetal|+1 level of existing invocation-using class

    10th|
    +10
    |
    +3
    |
    +3
    |
    +7
    |Smite Evil X/Encounter, Holy Aura 1/day|+1 level of existing invocation-using class[/table]

    Weapon Proficiencies: Fell Crusader gains no weapon or armor proficiencies

    Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a Fell Crusader, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

    Divine Forgiveness: As long as the Fell Crusader remains good and within one step of his diety's alignment, he may continue advancing Paladin, and Warlock regardless of his Law-Chaos alignment. Additionally, Fell Crusader, Paladin, and Warlock all count as both Warlock and Paladin levels for determining caster level and class ability stats.

    Eldritch Smite: The Fell Crusader has the ability to channel eldritch energy along with divine energy, and he may add his Eldritch Blast damage to any successful Smite Evil attack he makes.

    Smite Evil: The Fell Crusader can use Smite Evil an additional time per day at level 2, and every 4 levels after that. Fell Crusader, Warlock, and Paladin levels all stack for Smite Evil. At level 10, the Fell Crusader can Smite the number he would normally Smite/day /encounter instead.

    DR X/Starmetal: With the powers of both heaven and hell coursing through his body, the Fell Crusader begins to be otherworldly at level 3, gaining DR that can only be overcome by Starmetal. This power grows, increasing at levels 6 and 9.

    Magic Circle Against Evil: At level 4, the Fell Crusader gains the ability to use Magic Circle Against Evil as a lesser invocation.

    Holy Blast: The Fell Crusader's Eldritch Blast becomes good aligned for the purposes of bypassing damage reduction.

    Prayer: The Fell Crusader gains Prayer as a lesser invocation.

    Holy Sword: At level 9, the Fell Crusader gains the ability to use Holy Sword as a greater Eldritch Essence invocation.

    Holy Aura: At level 10, a Fell Crusader gains the ability to cast Holy Aura as a spell like ability once per day.


    Ex-Fell Crusaders
    A Fell Crusader who ceases to be good or ceases to fight for his god loses all abilities gained from the Fell Crusader and Paladin classes, though he retains all invocation using class advancements from levels of Fell Crusader as well as weapon and armor proficiencies and skills. He may atone via the atonement spell, or by serving another god, but only if he is good aligned.

    PLAYING A FELL CRUSADER
    Fell Crusaders are secondary combatants. They can do a lot of damage, and take a fair amount of damage, but not quite as much as a primary combatant due to somewhat sparse health. Fell Crusaders also have the advantage of their invocations, which allows them far more versatility than most other combatants, making tactics a bit more important for them.
    Combat: Fell Crusaders play against their enemy's weakness, charging archers and casters, and blasting soldiers. They take advantage of the versatility their invocations grant, using them as any warlock would.
    Advancement: Fell Crusaders can dominate the battlefield with invocations such as The Dead Walk, or Fell Flight, and Eldritch Blast Invocations. Or, they can be stealthy as well as competent warriors, with such invocations as Beguiling Presence. Coupled with their natural skill at diplomacy, Fell Crusaders so inclined often become masters of demons that they have tricked into servitude.
    Resources: Fell Crusaders are not always recognized by nobles that might otherwise aid a paladin, but they can almost always draw on the church of their god. Fell Crusaders are frontliners in the war against fiends, and since they must have faith in their god beyond even the average paladin, they have the support of their church. Some Fell Crusaders even manage to draw upon fiendish resources through tricky deals.

    FELL CRUSADERS IN THE WORLD
    I swear, he looked like any other Paladin, until he started raising the dead to fight the demons. That was a sight, he gave our brothers a second chance to save the village. - Sarim Tuni, Guardsman

    Fell Crusader rarely concern themselves with the wars of man, instead prefering to fight great crusades against demons and devils, necromancers and cultists. Most people simultaneously respect and fear the Fell Crusader, though the fear is lessened once he is gone, leaving only admiration.
    Daily Life: There is nothing daily about the life of a Fell Crusader, he spends his life in constant battle, and more die in combat than from old age. So long as he fights, he keeps his power, but if he ever ceases to fight, his god will withdraw his blessings, in case the demonic powers inside him ever corrupt.
    Notables: Teryn the Frightful was a Fell Crusader who loved striking fear into his opponents before striking from the shadows. The battle lost a great warrior when he finally fell, serving the demon lord he once tricked as a blackguard.
    Organizations: Few independant organizations devoted to the Fell Crusader exist, but one, The Unnamed, is one of the strongest forces on the side of good. The Unnamed believe that they themselves will inevitably fall one day, so their rituals involve binding powerful magics that even the greatest demon lord cannot break so that when they die, their soul becomes trapped. There is a tale of one such trapping going wrong and creating a vestige, but The Unnamed refuse to confirm or deny the story.

    NPC Reaction
    Most people are fearful of Fell Crusader, who are known to be unforgiving to those who consort with demons and devils, but revere them for their eternal sacrifices. Higher level NPCs see either an enemy or an ally, and only the most foolish or most powerful, and sometimes both, seek to manipulate a Fell Crusader.

    FELL CRUSADER IN THE GAME
    Fell Crusaders can do a good deal more damage than most combat classes, but surrender some of the staying power. The Fell Crusader's invocations provide a good deal of versatility as well.
    Adaptation: Fell Crusader works best as a PC class in a traditional game, though a leader among a demon fighting organization might be a Fell Crusader. Most Fell Crusaders are loners or leaders, and don't take well to following strict orders, preferring to call their own shots. Despite this, Fell Crusaders are honorable, and usually loyal, if somewhat aloof to the worries of the common man.
    In games where Warlock isn't an option, the Invocation requirement can be switched to being able to cast spontaneous spells as a 3rd level caster. The class features that effect the Eldritch Blast can instead effect a specific ray spell that deals damage, like lightning bolt, and the spells gained as invocations are instead simply added to the list of spells known. Starmetal can also be replaced with adamantine.
    Encounters: The PCs might be hired by a Fell Crusader to help hunt down some demons, or they might have to convince a Fell Crusader to aid them in a war despite the lack of demons. Alternately, if one of the PCs consorts with demons (Binder for example), they might be hunted by a Fell Crusader.

    Sample Encounter
    Fell Crusaders are found wherever there are demons, and some of them become quite paranoid.
    EL 13: Jora is a half-elven Fell Crusader who managed, with Heirouneous's help, to trick the Demon Lord Pazuzu into granting her a portion of his power. Now she wages a constant war on Pazuzu and his servants.


    Jora Blacklight
    NG/Female/Half-Elf/Paladin 3/Warlock 3/ Fell Champion 7
    Init +2, Senses: Listen +2, Spot +2,
    Languages Common, Elven, Infernal
    ------------------------------------------------
    AC 17, touch 12, flat-footed (15)
    hp 96 (13 HD)
    Fort +11, Ref +8, Will +10
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +12/+7/+2, Grp +12
    Atk Options
    Full Attack (Longsword) +12/+7/+2, 1d8
    Eldritch Smite (Longsword) +14, 1d8+13+5d6
    Eldritch Blast +14, 5d6
    Smite Evil (Longsword) +14, 1d8+13
    Smite Evil (Eldritch Blast) +16 5d6+13
    Combat Gear
    Longsword
    Mithral Heavy Shield
    Bracers of Armor +3
    Invocations Known
    Beguiling Influence
    Eldritch Spear
    Sickening Blast
    See the Unseen
    Magic Circle Against Evil
    Prayer
    The Dead Walk
    Fell Flight
    -----------------------------------------------
    Abilities Str 10, Dex 14, Con 16, Int 12, Wis 9, Cha 14
    SQDR 1/ Cold Iron, DR 2/Starmetal
    Feats
    Dodge
    Mobility
    Leadership
    Quicken Spell-Like Ability (See the Unseen)
    Quicken Spell-Like Ability (Fell Flight)
    Skills
    Bluff +8, Diplomacy +13, Intimidate +8, Knowledge (Religion) +7, Listen +2, Sense Motive +3, Spot +2
    Last edited by Jallorn; 2011-04-29 at 12:24 AM.
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  29. - Top - End - #29
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    Chimera

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    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    GISH



    By the will of Gith
    The gith races are truly efficient warriors in that they combine all disciplines in their tactics; it is probably the case that the only race to even approach this multi-disciplinary approach to combat is humanity itself. The githyanki, combine magic, psionics and swordplay in a single, terrifying wave of assault. The most significant example of this can be found in the gish, students of the magic word, psionics and the magic sword. It is said that the gish are the reminders to all gith of what it means to be a true specimen of the githyanki.

    BECOMING A GISH
    Most Gish are usually sorcerers with some fighter or psychic warrior training, although wizards are not unheard of. Bardic gish are not unknown either, and indeed psionic gish could also be encountered too - indeed the term gish means ‘skilled’, and is generally used to describe a githyanki who has studied more than one discipline. Most Gish combine their psi-like abilities, spells and martial prowess to overwhelm any competition.
    ENTRY REQUIREMENTS
    race: Githyanki (XPH version)
    weapon proficiency: All martial weapons
    spell: able to cast 2nd level spells
    feat: Skill focus: concentration
    Language: Draconic

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (Planes) (Int), Knowledge (psionics), Listen (Wis), Perform (Cha), Profession (Wis), Psicraft (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex)
    Skills Points at Each Level: 4 + int modifer

    Hit Dice: d10

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |shiji-'Gith, Red Dragon Pact (young red dragon mount)|
    -

    2nd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Silver swordmaster (keen), racial bonus feat|+1 existing class level

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Juvenile red dragon mount, Armored mage (light)|+1 existing class level

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Silver swordmaster (parrying), Racial bonus feat|+1 existing class level

    5th|
    +5
    |
    +4
    |
    +2
    |
    +4
    |Young adult red dragon mount, ralisk'Gith|+1 existing class level

    6th|
    +6
    |
    +5
    |
    +2
    |
    +6
    |Silver swordmaster (sundering), Racial bonus feat|+1 existing class level

    7th|
    +7
    |
    +5
    |
    +2
    |
    +7
    |Adult red dragon mount, Armored mage (medium)|+1 existing class level

    8th|
    +8
    |
    +6
    |
    +3
    |
    +6
    |Silver swordmaster (collision), Racial bonus feat|+1 existing class level

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Mature adult red dragon mount|+1 existing class level

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Silver swordmaster (speed), ral'a Gith|
    -
    [/table]

    Weapon Proficiencies: Gish does not gain any proficiencies.
    CLASS FEATURES
    Spells per Day/Spells Known:When a new Gish level except for 1, and 10, the Gish gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast spells before he became an Gish, he must decide to which class he adds each level of Gish for the purpose of determining spells per day.

    Red dragon Pact: due to an unknown Pact forged by the great warrior queen Gith, all gish can, as a full round action, summon the aid of a red dragon while they are on the Prime Material plane. After the summoning is complete the nearest red dragon will fly toward the Gish, which can vary from minutes to hours. The dragon of appropriate age, increasing at every odd level, will come to the summoning Gish and serve as a cohort and mount until dismissed. The dragon is not a thrall and will not unquestioningly obey the gish, but but will comply with all reasonable orders. A red dragon will never attempt to undermine or actively disobey a Gish unless it is told to engage is a clearly suicidal way. The Pact also ensure that no red dragon will harm any githyanki. Any gish interacting with a red dragon will receive a +4 on their diplomacy check, and any red dragon will have the initial attitude of friendly towards the gish. If a summoned dragon is attacked the Pact is considered nulled, and treated as an enemy.

    shiji-'Gith: Literally meaning "the fealty/favor of Gith", Gish develop their psi-like abilities and resistance to heightened levels. The manifester level of all it's racial psi-like abilities is now equal to its hit dice and their power resistance increases to Hit dice+10.

    Silver swordmaster: the highly psychoreactive properties of the githyanki silver swords are even more deadly in the hands of Gish. At every even level the Gish can mold the alchemist silver with his mind to achieve greater versatility from his morphic weapon. If a Githyanki has not recieved a silver sword by this this level, he receives one upon reaching level 2.
    keen: at level 2, the Gish translates "mental sharpness" in the literal sense. While psionically focused the Gish's silver sword has the keen special ability.
    parry: at level 4, the Gish can shift the silver blade's center of gravity to intercept incoming blows at a moment's notice. While psionically focused, the Gish's silver sword has the parrying special ability (+1 deflection bonus), unlike parrying this works even if the silver sword is not small.
    sundering: at level 6, the gish can apply all the weight of his attack at a specific point to deal the most damage to a objects without creating opening for his oppenent. While focused, the Gish acts as if he has the Improved Sunder feat.
    collision: at level 8, the Gish can change weight distribution fast enough to affect moving targets and adjust weight to the point of and moment of impact. While focused, the Gish's successful attacks deals an extra 5 points of damage on each successful strike, in addition to the weapon’s enhancement bonus.
    speed: At level 10 the Gish's mastery of his racial weapon is complete. The blade now can change it mass distribution at a mere thought and in between attacks. The weapon has literally become one with the Gish's mind. While psioniclly focused, the silver sword has the speed special ability.

    Racial bonus feat: Gishes continue to develop their psionic heritage. At levels 2,4,6,and 8, a Gish may select one of the following feats: Githyanki Charm, Githyanki Control, Githyanki Dismissal, and Githyanki Ectoform (find in Complete Psionics).

    Armored mage: At level 3, Gish’s mental focus and specialized training,
    allows him to avoid arcane spell failure as long as he uses light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. At level 7 this applies to medium armor as well.

    ralisk'Gith: Meaning the "will/mind of Gith". At level 5 a Gish can use his psi-like abilities more often. Each ability other than plane shift is now usable 3/encounter. The DC for his psi-like abilities is now 10 + the level of the power the ability resembles or duplicates + the creature’s Cha modifier+ 1/2 Gish levels.

    ral'a Gith: Meaning "the strength of Gith". At level 10 a Gish can use his psi-like abilities was amazing speed. Three times per encounter a Gish can use any psi-like ability as a swift action (provided he still has the allotted uses for them).


    PLAYING A GISH
    Combat: The Gish is the epitome of a combined arms combat, attacking from all directions and on all fronts. Given the Gishes' wide array of talents, fighting styles differ, but one thing is certain: the githyanki love melee. Most will try to use their considerable psi-like abilities to conserve on spells, then close in either on dragonback or with dimensional door. Spells serve a utility purpose all in support of the eventual melee that will occur. Most Gish favor spells that increase their own offensive capabilities and use concealing amorpha and daze for defense. On the Prime, Gish make heavy use of their red dragon comrades. They like to start combat with a fire breath or two, dimension door to ground level while the opponents are bracing for the next fire breath, and engage with their silver swords. In the astral plane the Gish will attack from all angles while trying to sunder his prey's silver cord. Feather fall is used extensively in conjunction with dimensional door to leap off his mount, hit his targets and dimension door back to his mount. The Gish also like to take advantage of their keen silver swords by giving it special properties that require critical hits to activate (like bodyfeeder).
    Advancement: Gishes are built for melee combat. Spells should be chosen to either deal damage or enhance melee. The increased usage of psi-like abilities greatly increases the durability of a Gish's spell slots, while racial feats increase their utility. The Gish's prized silver sword should be the first thing to be upgraded so a craft magical weapon feat might be helpful to have.
    Resources: Gishes have the full backing of the dreaded lich queen. They often receive their silver swords earlier than other githyanki, and their armor is often better decorated. A disproportionate amount of Gish are sacrificed to the Lich Queen as well which often garners as much pity as it does respect.

    GISH IN THE WORLD
    Do not talk to me about greatness! We are the githyanki, followers of Gith! We destroyed the illithid empire while you cowed before them! We make homes on the corpse of gods that you worship in your weakness!
    Daily Life: A Gish's day is spent is training his body, mind, and studying the scriptures through a codex know as known as Gith’s Sharp-Edged Codex. Gith’s Sharp-Edged Codex is not a conventional spellbook, however; new spells cannot be entered into it, although spells can be divined from it. The Codex is a multitude of overlapping blades, most of which are no larger than daggers or razors. Each of them is, however, very, very sharp. A skilled gish knows how to operate it without hurting him or herself,but all others must take their chances and risk a few cuts. The Sharp-Edged Codex is a device that can be arranged into many different configurations. The spaces between the blades in each configuration form runes that teach Gith’s lessons; the hatred of illithids,the use of spells and swords, and so on and so forth. The way in which these lessons are expressed is at once both technical and emotive, meaning that both wizardly and sorcerous gish are able to learn spells from the text.
    Notables: Gith is perhaps the best known example, and said to be the first and greatest Gish. All Gish take her as the ideal githyanki. The first to develop her innate psionics, and mix it with brillant swordplay and arcane might. She excelled in all things needed to not only be a great warrior, but also to become a great leader. Her sacrifice to form the Red Dragon Pact is proof of her devotion to the githyanki and one of the main reasons Gish have no qualms about giving themselves to the Lich Queen. If Gith sacrificed herself for the good of her people, how could the Gish not do the same? Gith's final words to her people were to continue their tradition of conquest. The Gish are happy to comply.
    Organizations: While they are favored by the Lich Queen they are not officially under her command. Gish view themselves as agents of Gith herself and as such often fulfill an almost religious role among the atheist githyanki. While most military branches have a strict hierarchy, the Gish are often outside the command stucture, but operationally commanded by a Sarth (small unit commander) a Kith'rak (large unit commander). Gish are treated as special-tactics elite agents, that are given a mission, but wider breath to carry it out. Among themselves, the Gish operate based on seniority and merit. A master Gish is usually a Gish of at least 8th level.


    NPC Reaction
    Few castes are viewed with more prestige among githyanki than the Gish, although there is some professional animosity between them and the famed Githyanki knights. The Gish are also the main liaison of the Red Dragon Pact. The Gish are always the ones that can speak to the dragon on equal terms. Even outside of the Astral Plane, the Gish's ability to combine psionics, magic and martial might into one cohesive attack is well-known and often emulated. The githzerai, and especially the zerth cenobites (Complete Psionics) hold a special hatred for them and the feeling is mutual for the Gish. When engaged in battle with their ancient enemies, gish will attack zerth cenobites before any other opponent. Each sees the other as a distorted, misguided and subverted imitation of the other, taking the basic teachings known to all githkind and twisting it according to the ideals of their own perverse species.
    GISH IN THE GAME
    As a PC, having a red dragon at your command will allow you take the fight to the third dimension even while on the Prime. A Gish is not as potent of a fighter as a warblade, or as potent of a caster as a psion or wizard. The key to playing a Gish is to make good use of psi-like abilities like daze and telekinetic thrust, and to use spells that do not require saves or resistance (like Bull's Strength and Magic weapon). A Gish will also rely on spells and psi-like abilities such as concealing amorpha to defense in melee, and power resistance to negate spells and powers. A Gish NPC will often be part of warband, with 3-4 githyanki troops (warblade, fighter or psychic warriors), 1 psion or mage, one Sarth (higher level warblade, fighter or psychic warrior) and 1-2 Gish. In such a warband the Gish will rain fire with his mount while casting spells to enhance his troops and himself. He also keeps an eye out for opposing casters and looks for the right moment to jump off his mount to deliver a surgical attack on the back lines. A Gish in such a warband will use his versatility to full effect.
    Adaptation: Since the Astral Plane is "the space between spaces" it is easy to incorporate Gish.
    Encounters: In order to strike out against the hated Illithid, the githyanki have decided to invade the Prime directly and use it as a platform to launch attacks on the underdark. Unfortunately, the farmlands that the githyanki seized were at the expense of the local farmers and nobles. Can the PCs stop this githyanki Insurrection?
    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 Samb; 2010-06-12 at 07:00 AM.

  30. - Top - End - #30
    Ogre in the Playground
     
    ErrantX's Avatar

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    Default Re: PrC Contest XIV: Power is a Gish best served Bold!

    Last day for the contest, closes tonight at midnight!

    -X
    Chris Bennett
    Author of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
    My extended homebrew signature!

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