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

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    Default GitP PrC Contest XXVII: Epically Destined

    Epically Destined

    ---

    Sometimes, you just can't keep a class contained for its sheer EPIC awesomeness

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

    Giant in the Playground PrC Contest XXVII

    The contest begins with the posting of this thread and will run through midnight of May 31st.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of June 9th.

    Rules

    1) You will be creating an 'original' prestige class and an epic destiny related to it (original resource for that is gone, so if you have the article downloaded, awesome, if not, here is a link to a transcription of the rules for epic destinies). The sky is the limit here, your goal is simple: Make a prestige class of any variety or theme, but it absolutely must also have a lead in to an Epic Destiny that builds from the same theme and fluff (and powers/class features, should you so choose). I leave it to you all to come up with an idea, as I'm sure many of you have thousands of them. Just remember, this is a two-fer: To be considered, you must make both a prestige class and an accompanying Epic Destiny. Any Wizards of the Coast or Pathfinder product as at your disposal. Go nuts!

    2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified. Joke entries will be disqualified, let's see something serious here.

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

    4) Post all entries in this thread. Post all conversation, questions, etc here in the chat thread (link below in my sig).

    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!)
    Chris Bennett
    Lead Designer (Path of War)
    Dreamscarred Press

    My credits:
    The Path of War: An OGL Tome of Battle for the Pathfinder game system, by Dreamscarred Press, available now!!
    My extended homebrew signature!


    Platinum Contributor to the Avatar D20 Project!

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

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    Default Re: GitP PrC Contest XXVII: Epically Destined

    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

    NAME OF CLASS
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

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

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

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

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

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

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

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

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

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

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|+1 level of existing spellcasting class [/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

    Title of the Epic Destiny

    A picture can go here too!

    Some fluff here...

    Requirements: Stuff goes here to enter the destiny

    {table=head]Level|Benefit
    21st|???
    24th|???
    27th|???
    30th|???[/table]

    Abilities...

    ...and Final Destiny

    Spoiler
    Show

    [color=maroon][size=5][b]PRESTIGE CLASS NAME [/b][/size][/color]

    [IMG]http://Picture URL[/img]

    [i]Quote of Some Kind by a member of the class! [/i]

    A general description of whatever the class is!

    [size=4][color=maroon]BECOMING A CLASS NAME [/color][/size]
    How you would normally become a member of this prestige class.

    [b]ENTRY REQUIREMENTS[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]

    [b][size=3][color=maroon]Class Skills[/color][/size][/b]
    The Class Name's class skills (and the key ability for each skill) are....
    [b]Skills Points at Each Level: [/b]x + int

    [b]Hit Dice:[/b] dx

    [b]NAME OF CLASS[/b]
    {table=head][b]Level[/b]|[b]BAB[/b]|[b]Fort Save[/b]|[b]Ref Save[/b]|[b]Will Save[/b]|[b]Special[/b]|[b]Spells[/b]

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability|+1 level of existing spellcasting class

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability|+1 level of existing spellcasting class

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability|+1 level of existing spellcasting class

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability|+1 level of existing spellcasting class

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability|+1 level of existing spellcasting class

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability|+1 level of existing spellcasting class

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability|+1 level of existing spellcasting class

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability|+1 level of existing spellcasting class

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability|+1 level of existing spellcasting class

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

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

    [color=maroon][size=4][b]PLAYING A CLASS NAME[/b][/size][/color]
    Brief description on how to play the class you are designing.
    [b]Combat:[/b] 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.
    [b]Advancement:[/b] This is a section on different options and paths that the class can go down when they advance in power.
    [b]Resources:[/b] What resources might a member of this PrC be able to draw on..

    [size=4][color=maroon][b]CLASS NAME IN THE WORLD[/b][/color][/size]
    [i]A quote of somebody else talking about your class![/i]

    A brief description of how your class is persevered in the world and how he interacts with the world.
    [b]Daily Life:[/b] Some general information about the typical day in the life of your class.
    [b]Notables:[/b] 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).
    [b]Organizations:[/b] Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    [size=4][color=maroon][b]NPC Reaction[/b][/color][/size]
    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=maroon][size=4][b]CLASS NAME IN THE GAME[/b][/size][/color]
    This is a good place to provide a quick note on how your class will effect game play statistically.
    [b]Adaptation:[/b] This is a place where you put in detail how people can adapt your class into their campaign setting.
    [b]Encounters:[/b] This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    [size=4][color=maroon][b]Sample Encounter[/b][/color][/size]
    Give an example of how one might encounter a member of this PrC.
    [b]EL x:[/b] Give the encounter level and description of a sample member of this class and a stat block for him/her.


    [size=4]Name[/size]
    alignment/Gender/Race/Levels
    [b]Init[/b] +0, [b]Senses[/b]: Listen +, Spot +,
    [b]Languages[/b]
    ------------------------------------------------
    [b]AC[/b] , touch , flat-footed ()
    [b]hp[/b] ( HD)
    [b]Fort[/b] +, [b]Ref[/b] +, [b]Will[/b] +
    ------------------------------------------------
    [b]Speed[/b] ft. ( squares)
    [b]Melee[/b]
    [b]Base Atk[/b] +, [b]Grp[/b] +
    [b]Atk Options[/b]
    [b]Combat Gear[/b]
    [b]Spells Prepared[/b]
    [b]Supernatural Abilities[/b]
    -----------------------------------------------
    [b]Abilities[/b] Str , Dex , Con , Int , Wis , Cha
    [b]SQ[/b]
    [b]Feats[/b]
    [b]Skills[/b]
    [b]Possessions[/b]

    [b]Title of the Epic Destiny[/b]

    [i]A picture can go here too![/i]

    Some fluff here...

    [b]Requirements:[/b] Stuff goes here to enter the destiny

    {table=head]Level|Benefit
    21st|???
    24th|???
    27th|???
    30th|???[/table]

    Abilities...

    ...and Final Destiny


    Chris Bennett
    Lead Designer (Path of War)
    Dreamscarred Press

    My credits:
    The Path of War: An OGL Tome of Battle for the Pathfinder game system, by Dreamscarred Press, available now!!
    My extended homebrew signature!


    Platinum Contributor to the Avatar D20 Project!

  3. - Top - End - #3
    Ogre in the Playground
     
    unosarta's Avatar

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    Default Re: GitP PrC Contest XXVII: Epically Destined

    Jadewind Blademaster

    Spoiler
    Show


    Breathe in the jadewind, and feel it flow through your blood, into your heart, and down through the weapon in your hands. Feeling it cutting through your foes, and feel it enter their blood. The beryl blade does not wait for Death.
    -Kin Saaraan, Jadewind God

    The Jadewind Blademaster is someone who combines the aspects of combat and psionics, specifically psychokineticism, controlling the winds and energy flows that naturally pervade combat. The Jadewind Blademasters study for many years in order to be able to master both disciplines.

    The Jadewind Blademasters do not train with an organization. Usually either one Jadewind Blademaster trains with a master, or learns to use the powers of the jadewind themselves.

    BECOMING A JADEWIND BLADEMASTER
    Becoming a Jadewind Blademaster depends entirely upon one’s circumstances. For someone who has been trained from youth as a Jadewind Blademaster, learning the twin disciplines of Psionics and battle, it will be an easy choice. For someone who is learning it on their own, and making it up as they go along, they might take more time. But it is not inherently more difficult for either option.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +7
    Skills: Concentration 13 ranks, Jump 10 ranks, Autohypnosis 8 ranks
    Feats: Psionic Meditation, Psionic Weapon, Two-Weapon Fighting
    Special: Able to initiate one level three Diamond Mind maneuvers, and two level three Tiger Claw maneuvers
    Special: Able to manifest the Control Air power, and level 3 psychokinesis powers
    Special: Psicrystal class feature

    Class Skills
    The Jadewind Blademaster's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Disable Device (Dex), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int).
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    Jadewind Blademaster
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Manifesting

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Jadewind Blades|+1 level of manifesting class

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Heavenly Stride|+1 level of manifesting class

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Zephyr Parry|+1 level of manifesting class

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Dance of the Gale|+1 level of manifesting class

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Jadewind Throw|+1 level of manifesting class

    6th|
    +6
    |
    +2
    |
    +2
    |
    +5
    |Stance of the Rising Wind|--

    7th|
    +7
    |
    +2
    |
    +2
    |
    +5
    |God Blooded Strike|+1 level of manifesting class

    8th|
    +8
    |
    +2
    |
    +2
    |
    +6
    |Beryl Blade|+1 level of manifesting class

    9th|
    +9
    |
    +3
    |
    +3
    |
    +6
    |Upon the Jade Throne|+1 level of manifesting class

    10th|
    +10
    |
    +3
    |
    +3
    |
    +7
    |Jadewind Ascension|+1 level of manifesting class[/table]

    Weapon Proficiencies: The Jadewind Blademaster gains proficiency with no weapons or armor.

    {table=head]Level|Maneuvers Known|Maneuvers Readied|Stances

    1st
    |
    1
    |
    0
    |
    0
    |

    2nd
    |
    0
    |
    1
    |
    0
    |

    3rd
    |
    0
    |
    0
    |
    1
    |

    4th
    |
    1
    |
    0
    |
    0
    |

    5th
    |
    0
    |
    0
    |
    0
    |

    6th
    |
    0
    |
    1
    |
    0
    |

    7th
    |
    1
    |
    0
    |
    0
    |

    8th
    |
    0
    |
    0
    |
    0
    |

    9th
    |
    0
    |
    0
    |
    0
    |

    10th
    |
    1
    |
    1
    |
    0
    |[/table]

    Maneuvers: The Jadewind Blademaster gains a new maneuver known from the Diamond Mind or Tiger Claw disciplines at first, fourth, seventh, and tenth level, and a new maneuver readied at second, sixth, and tenth level. He gains a new stance from the Diamond Mind or Tiger Claw disciplines at third level. The Jadewind Blademaster’s Jadewind Blademaster levels count for initiator levels as full, instead of half.

    Manifesting: At each level of Jadewind Blademaster besides sixth level, the Jadewind Blademaster gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting 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 (bonus feats, metapsionic or item creation feats, and so on).

    If a character had more than one manifesting class before he became a Jadewind Blademaster, he must decide to which class he adds the new level of Jadewind Blademaster for the purpose of determining power points per day, powers known, and manifester level.

    Jadewind Blades (Su): The Jadewind Blademaster may create blades of wind and energy, supernaturally sharp and swift. As a move action, the Jadewind Blademaster may summon two swords made of pure energy and wind. They deal 1d6 sonic damage per two levels of Jadewind Blademaster the Jadewind Blademaster possesses, plus the Jadewind Blademaster’s Strength modifier. The Jadewind Blademaster may choose for them to instead deal piercing and slashing damage, but if he does, they only deal 1d6 damage per four Jadewind Blademaster levels he possesses. He may switch between damage types as a free action at any time. They have a reach of 5 feet, and appear in any form the Jadewind Blademaster wishes (as long as they are still within that 5 feet length). They count as light weapons for the purposes of two weapon fighting. The Jadewind Blademaster’s jadewind blade is treated as a throwing weapon with a ranged increment of 30 feet, but is destroyed after it hits its target. Whenever the blades leave the Jadewind Blademaster’s possession and are not being thrown as weapons, they automatically disappear. The Jadewind Blademaster may only ever possess as many blades as he can wield with his hands.

    Heavenly Stride (Ex): The Jadewind Blademaster’s training with the jadewind has lead him to be able to increase his speed to unnatural heights simply by streamlining his body and moving through wind currents. Starting at second level, whenever the Jadewind Blademaster successfully initiates a Diamond Mind maneuver, his movement speed increases by 30 feet for 2 rounds. This ability does not stack with itself.

    Zephyr Parry (Su): The Jadewind Blademaster’s control of the wind allows him to deflect and move attacks away from himself, even just enough to foil the attack. Starting at third level, by spending 9 power points as an immediate action, the Jadewind Blademaster may parry an incoming attack within 30 feet with the winds. He may make an attack roll, with a bonus to the attack roll equal to his Intelligence modifier. If it is higher than the attack that triggered this ability, that attack fails, and the attacker is pushed 5 feet in any direction. This attack does not necessarily have to have the person recieving it be the Jadewind Blademaster.

    Dance of the Gale (Su): The Jadewind Blademaster’s very movement itself can create small tornadoes and updrafts of wind, capable of blocking opponents and attacks. Starting at fourth level, a number of rounds per encounter equal to one half of the Jadewind Blademaster’s Intelligence modifier, the Jadewind Blademaster may create walls of swift air wherever he moves. Whenever he takes a move action in order to move locations, he creates the walls, which occupy each square he moves through for the round. The walls of air push those who attempt to walk through them back 10 feet. Any ranged attack that is made through the wall of air takes a -8 penalty to the attack roll. The wall is 10 feet high. A creature may make a Strength check (DC 10 + Jadewind Blademaster levels + Intelligence modifier) to break through the wall of wind. If they fail, they are pushed back 20 feet. If they gain a running start, they gain a +2 bonus to the Strength check.

    Jadewind Throw (Su): The Jadewind Blademaster can use winds and gales to guide his throws, and allow them to perform intricate actions for him, and then return the weapons he threw to his very hand. Starting at fifth level, the Jadewind Blademaster may treat any melee weapon he throws as a Returning Weapon, and he gives all melee weapons he wields a range increment of 30 feet. He may initiate a strike with a thrown weapon by spending 11 power points. The maneuver may have more than one target, but those targets may not be more than 5 feet away from each other.

    Stance of the Rising Wind (Su): The Jadewind Blademaster may use the winds that he controls to fly through the air, though only for a short time. Starting at sixth level, as a swift action, the Jadewind Blademaster may subsume his current stance, and gain the stance of the rising wind by spending 5 power points. The Jadewind Blademaster gains a fly speed equal to twice his base land speed, but must land on the ground every three turns.

    God Blooded Strike (Su): The Jadewind Blademaster may cut an opponent and send tiny slipstreams of wind into their blood, pervading all of their arteries and eventually finding their way up to the opponent’s heart. Starting at seventh level, the Jadewind Blademaster may make a melee attack against an opponent by spending 9 power points as a standard action. If the attack hits, it deals 1d6 Constitution and Strength damage. One minute later, it deals an additional 1d6 Constitution and Strength damage. If the opponent makes a successful Fortitude save (DC 10 + Jadewind Blademaster levels + Intelligence modifier), they may nullify the secondary damage.

    Beryl Blade (Su): The Jadewind Blademaster’s jadewind blade becomes more powerful, allowing him to focus his mind and body. Starting at eighth level, the Jadewind Blademaster’s jadewind blades gain an enhancement bonus equal to one half the Jadewind Blademaster’s Jadewind Blademaster levels. Whenever the Jadewind Blademaster makes a successful melee attack with his jadewind blade, he may regain his Psionic Focus as a swift action.

    Upon the Jade Throne (Su): The Jadewind Blademaster may control the bodies of those around him with the use of winds and air currents. Starting at ninth level, he may manifest the Control Body power on any and all within 30 feet as a full round action for 17 power points, able to control each subject without thought. It counts as already being augmented. While he is controlling those around him, the Jadewind Blademaster may not move or take any actions, besides focus on keeping those under his control in check.

    Jadewind Ascension (Su): The Jadewind Blademaster reaches the pinnacle of their mortal power. Starting at tenth level, the Jadewind Blademaster becomes an Elemental, with the [Air] subtype. The Jadewind Blademaster may be resurrected as if they were of the race they were before they ascended. The Jadewind Blademaster gains a fly speed equal to their base land speed (the Stance of the Rising Wind now grants them a bonus to fly speed equal to twice their base land speed, but they loose the bonus for one round every three rounds). The Jadewind Blademaster may, as a move action, spend 15 powers points. For the next two rounds, any melee attack that the Jadewind Blademaster makes with his jadewind blade resolves as a touch attack. Whenever the Jadewind Blademaster initiates a Diamond Mind maneuver and a Tiger Claw maneuver in the same round, he gains a number of Power Points equal to the highest maneuver level of either one of the maneuvers initiated. This ability may not be used outside of combat.



    PLAYING A JADEWIND BLADEMASTER
    The Jadewind Blademaster plays very much like a martial psion, focusing on combat related powers and abilities, and also as an initiator, with a focus more on boosts and counters than direct strikes.
    Combat: Combat tends to be very movement related. The first round or so of combat might involve the Jadewind Blademaster summoning his jadewind blade, and then moving into combat. While he is too far away to use maneuvers against his opponents, he will use powers to blast them off of the face of the earth. If they prove to have too many resistances to the powers he is using, he will move into combat, using boosts and counters to remain safe, and using a lot of Tiger Claw maneuvers for extra attacks.
    Advancement: The options for advancement after the Jadewind Blademaster are very limited. Because the class can only be entered at 10th level, unless the character doesn’t take all of the levels in the class, there are essentially no other options. In addition, there are very few psionics based initiator classes, which makes such an option even harder to find.
    Resources: The Jadewind Blademasters are not a cohesive group, and their powers are largely individual. They control others, yes, and can be very manipulative, but they themselves do not work well together, and as such, there are little to no resources that a character could get based solely on this class.

    JADEWIND BLADEMASTERS IN THE WORLD
    I could feel his eyes on me. They were a strange color of green, like a diamond or spun glass. They seemed to burn into my very soul, and I cringed away from him. He sat on a throne of bones, painted green by his barbarian horde. I remember looking into his cragged, scarred, and horribly broken face, and feeling for the first time terror, absolute beyond measure. I remember my lungs refusing to even breathe the foul wind that emanated from that terrible throne, not wishing my breath to be stolen. I was with my father, an envoy from our country. We were there as peaceable diplomats, hoping to avert war. That was when I knew there would be war. His eyes, seemed to be filled with a terrible desperation for violence, to stem his pain, to stem his broken heart, I know not. I did know, however, even though my father largely ignored me, that we were not, indeed, meant as diplomats. We were food for his throne, to be devoured by his madness. I hid, for the most part, even after my father had been executed. I hid under the green bones, waiting for the death to come. I lay there, his gigantic form looming over me. I could feel his breath, while he sat on top of me. I lay there, in the depths of the green bones, and I saw things you could not even think of. Things so terrible, so horrible, that I could not even imagine that it was real. I thought it was a dream, just one long, terrifying dream, a nightmare that refused to end. I would pinch myself, tell myself to wake up, desperate to wake up. Desperate to end the pain, the jagged bones tearing, reaching, deep into my soul, deep into me, so deep I could not remove them. I still feel those bones, tearing me apart, to this day.

    But one day... he came. It was another man, a new man. This man’s eyes were a similar green, so endlessly deep. But where the barbarian king’s eyes were dark, this man’s eyes were sharp, and bright. His smile was wide, while he walked in the clearing the barbarian had made his. His hands were empty, weaponless, and the barbarian king laughed. He laughed long, and hard. He laughed for so long that I could see he was gasping for breath when he finally finished.

    I cannot ever forget that battle. I cannot forget the winds, while they sliced through the bones around me. I lay deep in the pile, hidden in a little fortress of my own making. I had been alone for so long, killing the little animals I could find, eating them without thought.

    They spoke, before the fight. They laughed at each other, they seemed companionable. The new man asked the barbarian why he had made such an army. The barbarian man said so he could get the new man’s attention. The man smiled, wanly, and looked to his feet.

    I remember the next part of their conversation with perfect clarity.

    “Do you really think this is what the master would have wanted from us? Do you really think he was a killer? What is it you hope to gain, Eorn? Wealth? Power?”

    “I only ever wanted his recognition. He always loved you more, Kin. He always looked to you first. I WAS HIS SON! Why did he never treat me so?”

    “He loved you more than you could ever imagine. Do you think he wanted to teach you the way of the wind? Do you think that was really his aim? He didn’t want this to happen to you. He wanted you to protect what you loved, not destroy it.”

    “What do you know? What did he know? I am protecting what I love!”

    “No, you are destroying it. You loved him, and now he will forever despair, that his son had become nothing more than a murderer.” He said this softly, his voice humming low, and his eyes looking sad.

    “You DARE! I am his son! I am his successor! I am the one who is stronger! You wouldn’t ever understand!”

    “I understand better than you think, Eorn. Stop this. Stop it now. No one else has to die, tonight. No one else needs to be hurt by your pride. He loved you. Didn’t you ever love him?”

    The barbarian smarted under the verbal blows that this Kin figure was lashing upon him. He roared and surged forward. The new person had suddenly gained swords, swords that glowed green, that seemed to flicker in the light, and waver. They were almost the same as the swords that the warlord held, in a way.

    Everything after that was a blur. Their motions were so fast, so blindingly swift, I could not tell one parry from another slice. Their forms were blurred by the wind, which whipped around them, throwing bones off of the green throne, pulling bones and shaking the ground under my cold and broken feet. I felt like weeping, but my eyes were so caught up in the battle. My tears refused to fall, for fear of breaking the silence of that that silently screaming battle. Their winds whipped the sounds of their swords out of my ears, away from me, into the dark green sky.

    Their forms rose up, their swords clashed again and again. They blasted each other with jade-green fire, froze the ground around each other, sent bolt after bolt of emerald lightning, spouted acid at each other. Each created defenses as fast as the other could try to kill him.

    It felt like hours, days, years. Tension gripped my whole form, my whole being. I longed to run, while they were so occupied, but could not bring myself to leave the green bones.

    After some time, the barbarian started losing. His swords became slower, losing speed as his powers became smaller and smaller. The other man started to put more and more pressure on the barbarian king, started to beat him down. At last, the man knocked the barbarian’s swords from his hands, which then dissipated into nothing more than air. The barbarian was crying, his eyes wet with tears.

    “Why didn’t he love me,” sobbed the barbarian, “WHY DIDN’T HE LOVE ME?”

    The other man sighed, and pulled the barbarian close to his chest. He sat there rocking back and forth, holding the sobbing form of the once powerful warlord.

    He stood up, leaving the sobbing man sitting on the hard, cold ground. He still held his sword, and pointed it up into the sky.

    “Now, I must send you to your fate. Maybe the jadewind judge you fairly, Eorn Saaraan, and send you to your father. May Reshar the first master, friend of your father, meet you in the afterlife, and hand you his sword.”

    He struck down, and the barbarian’s head fell from his shoulders, finally letting go. A great wind rushed around the throne of green bones, pulling them away, removing them, until I was laid bare, alone and surrounded by miles of scattered bones. The man seemed entirely unfazed, and turned towards me. He reached his hand down towards me, smiled, and picked me up.

    “I am called Kin Saaraan. You shall be my apprentice from now on. Let us make his world better, so that no more will someone like Eorn have to do what he did.”

    And so we walked away, through those fields of bone, while the sky shone with a strange, jade hue.

    Itsuo Kinless, master of the Saaraan school, protector of the Beryl Blade

    The Jadewind Blademasters are fairly few, and thus face similar problems as psions and warriors, rather than those specific to the class itself. They are viewed more as blood thirsty warriors than anything, especially with their large focus on combat.
    Daily Life: Jadewind Blademasters are pretty much entirely unique. Some part of their day might be spent practicing weaponry, but that depends entirely on how much the character actually cares about combat or weapons practice. Other than that, there are rarely any practices that bind Jadewind Blademasters to a common thread.
    Notables: Saaraan family are famous for their mastery of the techniques of the Jadewind, including Hothas Saaraan, the original master of the Saaraan school (who is now dead), Eorn Saaraan, his son, who was killed by Kin Saaraan, who is Hothas’ adopted son. Eorn had grown power hungry and despotic, using his powers of control and prowess in physical and magical/psionic combat to gain a vast army, in order to get Kin, who was wandering the land looking for a suitable apprentice, to come to him, so that Eorn could be recognized as the legitimate successor to the Saaraan School (Hothas had named Kin his successor). Kin killed him, and found his apprentice, Itsuo. He died shortly after completing Itsuo’s training, leaving Itsuo as the last remaining member of the Saaraan school. Itsuo now teaches any who come to him the ways of the Saaraan school.
    Organizations: The Saaraan school of the Beryl Blade is as of now the only known organization that is specifically focused on teaching the ways of the Jadewind. It is fairly small and not well known, but it teaches any who come to its doors.

    NPC Reaction
    The Jadewind Blademasters are considered mostly bloodthirsty warriors. Their psionics don’t garner enough attention to cause any rethinking of this stereotype placed against them, and their powers are subtle, far subtler than those used by many psions, causing them to be generally thought less of for it.

    JADEWIND BLADEMASTERS IN THE GAME
    The Jadewind Blademasters are a skirmishing combat class, with some dual-wielding abilities, and some blasting and control. So, they can fight at any distance, and they have the mobility to get where they want.
    Adaptation: The Jadewind Blademasters are not well known enough to be really campaign shaping, and their fluff is generally not specific enough to interfere with other organizations or groups in the setting. They can be reflavored as mystical swordsmen using the powers of the wind if need be (that is all they are anyway, really).
    Encounters: Most encounters that the PCs might have with a Jadewind Blademaster will be violent. The Jadewind Blademasters, unless they are in general reformed, or part of the Saaraan school, have no need for peace, their entirely lifestyle and mindset are based on war. If the encounter at all involves talking, the Jadewind Blademaster likely has no need for it. Any member of the Saaraan school will likely be trying to spread notice of their school, and they intensely dislike violent Jadewind Blademasters.


    Jadewind Emperor

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    The Jadewind Blademasters are well known for their power and strength, but their greatest powers rely in their mastery of the wind. They ascend to their greatest powers by becoming one with the wind, but some are able to even surpass that.

    Requirements: Jadewind Ascension class ability, Jump 24 ranks, Concentration 24 ranks, Autohypnosis 24 ranks, able to use ninth level Diamond Mind and Tiger Claw maneuvers, able to manifest 7th level powers

    {table=head]Level|Benefit
    21st
    |Sight of the Jade Throne
    24th
    |Jadewind Tornado
    27th
    |One Thousand Slices
    30th
    |Jadewind God[/table]

    Sight of the Jade Throne: The Jadewind Emperor’s rise to the jade throne has taught him many forms of power. The Jadewind Emperor learns all maneuvers of the Diamond Mind and Tiger claw disciplines, and all Psychokinesis powers. Whenever he initiates a Diamond Mind or Tiger Claw strike with a standard action initiation time, he may manifest a single Psychokinesis power at the same time as a free action. He must still pay all power point costs for the power.

    Jadewind Tornado: The Jadewind Emperor may shift his elemental form into that of a tornado, slicing through others with the jadewind that empowers his form. As a move action, the Jadewind Emperor may assume the form of a twister. He becomes incorporeal, and occupies a 30 by 30 foot space. His base land speed quadruples. He may create any number of jadewind blades as a free action. They fade at the end of this effect. As long as he is in tornado form, he automatically rolls a 20 on any Jump or Concentration check made as part of a Tiger Claw or Diamond Mind maneuver, and gains a bonus to Jump, and Concentration checks equal to his Intelligence modifier. This effect lasts for 5 rounds, and may only be used once per encounter. His jadewind blades while in this form gain the Ghost Touch property. He may make two attacks as if using his jadewind blade against each creature that shares a square with him (the tornado) and those within 5 feet of it.

    One Thousand Slices: The Jadewind Emperor may flick his blades of jadewind through the flesh of his enemies, cutting down all that oppose him. As a full round action, he may, by spending 29 power points, make an attack roll with his jadewind blades. If this is higher than or equal to the Armor Class of any opponents within 200 feet, he hits that opponent with his Jadewind Blade. The attacks deals double damage.

    Jadewind God: The Jadewind Emperor gains the ultimate powers of the jadewind, blowing through their enemies, as a veritable tempest of steel. Any attack he makes with his jadewind blades deals an additional 1d6 Constitution damage, and ignores Damage Reduction. In addition, every time he successfully initiates a Diamond Mind maneuver in combat, he regains a number of Power Points equal to twice the level the maneuver. Whenever he successfully manifests a Psychokinesis power, he may, as a swift action, regain a maneuver that has been expended for the encounter.

    Jadewind Breeze:
    When the Jadewind Emperor reaches 31st level, his essence becomes one with the Jadewind. This is so rare that it is said that less than three individuals have ever done so. When he dies, his essence fills every blade, every knife, every sword, every spear, every tiny piece of metal used in war, and his soul fights on, through the endless ages, a testament to the power of the wind. His soul, his mind, his endless form floats through the lungs of every combatant that will ever come, and his power surges through combat, revelling in the warfare. Some worship him as a god, some as a war spirit, but his name lives on. And even after his name has fallen away, and he is left behind, as long as there is war, he will remain.
    Last edited by unosarta; 2011-05-07 at 10:46 AM.
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    Default Re: GitP PrC Contest XXVII: Epically Destined

    Knight of the Macabre


    Life is hard. Then you die. Then they throw dirt in your face. Then the worms eat you. Be grateful it happens in that order - Sir Septimus, a Knight of the Macabre

    It is generally assumed when Necromancers are mentioned, that undead armies will follow. This much is.......mostly true. But there exists Necromancers that channel pure death through their Necromancy, and knights that channel pure death through their blades.

    Becoming a Knight of the Macabre
    Becoming a Knight of the Macabre is normally very spellcasting-intensive, and so normally it is Dread Necromancers that join the ranks of the Knights of the Macabre, with maybe a small dip in the Fighter or Knight class. Duskblades are perfect for this class, but normally struggle to learn enough Necromancy spells to qualify. Sorcerers with a Necromancy bent could also join, and are not uncommon. Wizards and other necromancers from different classes are rarer still, but not unheard of.

    ENTRY REQUIREMENTS
    Alignment: Any non-Good
    Skills: Knowledge (Arcana) 10 Ranks, Knowledge (Religion) 10 Ranks
    BaB: +5 or higher
    Spellcasting: Must be able to cast 3rd level Arcane Necromancy spells, and must know at least 4 Necromancy spells.
    Proficiency: Must be proficient with all Martial weaponry.
    Special: Must have slain a creature without using any spells, and must of slain a creature using nothing but Necromancy spells. These creatures must of been an appropriate challenge to the prospective knight at the time, and must of been fought without any outside assistance.

    Class Skills
    The Knight of the Macabre's class skills are Bluff, Concentration, Craft, Diplomacy, Hide, Intimidate, Knowledge (arcana), Knowledge (religion), Listen, Spellcraft, Spot and Tumble.

    Skills Points at Each Level: 2 + int

    Hit Dice: d8

    Knight of the Macabre
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Necrotic Spellburn|+1 level of existing spellcasting class

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

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Necrotic Spellcharge|
    ---

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Legionnaire of the Damned|+1 level of existing spellcasting class

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Necrotic Spellshatter|+1 level of existing spellcasting class

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

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Necrotic Spellcloak|+1 level of existing spellcasting class

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Macabre Wrath|
    ---

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Necrotic Death|+1 level of existing spellcasting class

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

    Weapon Proficiencies: A Knight of the Macabre gains proficiency with all types of armor (heavy, medium, and light), with all shields except tower shields, and one Exotic weapon of their choice chosen at 1st level.

    Spells per Day: Each level bar 3rd and 8th level, when a new Knight of the Macabre level is gained, 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 Knight of the Macabre 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 a Knight of the Macabre, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.

    Necrotic Spellburn (Su): At 1st level, you can channel arcane death into any melee weapon you are wielding. You must sacrifice one of your Necromancy spells for the day (of 1st level or higher) to do this as a swift action, but on your next melee attack you gain a bonus on that attack roll equal to the level of the spell sacrificed, as well as extra damage equal to 1d6 points x the level of the spell sacrificed. You may only charge your melee weapon with one spell at a time, and the spell is automatically expended when you make a melee attack.
    Lastly, this ability does not stack with the Arcane Strike feat and supersedes it if both abilities were to be used at once. However, you may still use the Arcane Strike feat ability for spells as you see fit, just not in conjunction with this ability.

    Macabre Steed (Ex): At 2nd level, you gain a steed to ride into battle. The actual steed's form depends on the your levels in this class and because of the magical link between your and the steed, you may use your ranks in Concentration to make Ride rolls, instead of your ranks in Ride. If the steed would be destroyed, you gain a new one (It normally just "appears") in 24 hours.

    {table=head]Level|Steed
    1-3|Skeletal Heavy Warhorse
    4-6|Wyvern Zombie
    7-9|Half-Fiend Advanced Megaraptor Skeleton*
    10|Charnel Hound** (MMIII, p26)[/table]

    *The Half Fiend Advanced Megaraptor Skeleton's type is not Outsider, but is Undead (Augmented Outsider) instead. Otherwise, the creature gains the full benefit of the template, ignoring the template's inability to be applied to Undead.
    **Your Charnel Hound does not suffer the normal Aversion to Daylight that normal Charnel Hounds do.


    Necrotic Spellcharge (Su): At 3rd level, you can channel the effects of your Necromancy into bone-breaking strikes. When you would use your Necrotic Spellburn ability and you are expending a spell with a casting time of a Standard Action or quicker, you may forgo dealing extra damage on your next attack (But still keep the bonus to the attack roll) and instead, the spell is channeled into your hands, ready to be discharged. When you would next make a melee attack or full attack, the target(s) of your attack that are successfully damaged by said attack are affected by the spell as if you had cast it on them.

    Legionnaire of the Damned (Su): At 4th level, you gain the attributes of the undead. You gain immunity to Fear, magical or otherwise. You also gain Light Fortification (25% chance to ignore critical hits). You become paler and seem to act slower, only to become completely fearless in battle.

    Necrotic Spellshatter (Su): At 5th level, you learn how to rot the mental faculties of your enemies with your Necrotic Spellburn. A number of times per day equal to half your levels in this class, when you would successfully deal extra damage with your melee attack because of your Necrotic Spellburn class ability you may designate the attack as a Necrotic Spellshatter.
    If the target has the ability to cast spells/mysteries and is struck by a Necrotic Spellshatter, they must make a Will Save or instantly lose two Spells/Mysteries per Day of a level equal to the spell you expended to use your Necrotic Spellburn ability. If they do not have spells of that level, you may target the closest leveled spell of a lower level instead.
    If they can manifest powers, they instead lose a number of power points equal to the level of the spell expended, x 4. If they have the ability to use Invocations, they instead lose the ability to use their Eldritch Blast for a number of rounds equal to the level of the spell you expended. If they have the ability to bind Vestiges, then instead a Vestige of a level equal or lower than then spell you expended is instantly unbound. If they cannot bind Vestiges of that level, you may target the closest leveled Vestige of a lower level instead.
    The DC for the Will Save is 10 + Levels in Knight of the Macabre + Primary Spellcasting Mod. Your Primary Spellcasting Mod is the modifier of the ability that determines the highest level spell you can cast.

    Baleful Arcana (Su): At 6th level, your knowledge of Necromancy is better than most arcanists. Your Necromancy spells gains +2 to their DC's.

    Necrotic Spellcloak (Su): At 7th level, you become surrounded by an eerie fog that protects you from spells. You gain SR 11 + your levels in Knight of the Macabre. When you suppress this SR (A free action), the fog seems to lift, only for it to reappear when it is reactivated (Again, a free action).

    Macabre Wrath (Su): At 8th level you carry the wrath of 1000 dead men in your blade. The extra damage dealt by your Necrotic Spellburn ability increases to 1d10 x the level of the Necromancy spell sacrificed.

    Necrotic Death (Su): At 9th level, you can end the lives of your enemies with but one strike. Once per day, when you would use your Necrotic Spellburn ability, you may designate it a Necrotic Death attack. The next creature you successfully strike with the charged weapon must automatically make a Fortitude Save, or die on the spot and have their soul torn out, as per Trap the Soul, only the soul is trapped inside the weapon you used to channel your Necrotic Death attack. You may trap multiple souls within one weapon, and you may converse with the souls inside your sword as, per the Speak With Dead spell, only they cannot make a Will Save to resist. You may only speak with a soul like this once. Lastly, the only way to free the souls trapped in the weapon is to successfully sunder the weapon in question.
    The DC for the Fortitude Save is 10 + Levels in Knight of the Macabre + Primary Spellcasting Mod. Your Primary Spellcasting Mod is the modifier of the ability that determines the highest level spell you can cast.

    Macabre Existence (Ex): At 10th level, your journey into Necromantic Warfare has gone onto a higher level. Your type changes to Undead (Augumented), and you gain Turn Resistance 10. You look as you did before you took this level, although wounds will need negative energy to re-seal any wounds, and you gain a notable feature on your body such as mist constantly pouring out of your mouth or orange-rimmed irises.

    Playing a Knight of the Macabre
    Combat: Unlike most of your fellow arcanists, you belong on the front-line of war, bringing ruin to your enemies. However, you are not as sturdy as some other fighters, and so hit-and-run tactics might benefit you better.
    Advancement: As you advance in power, you will probably continue in your Necromantic studies, maybe taking an interest in Abjuration and becoming an Abjurant Champion. You might even become a Spellsword or even an Eldritch Knight.
    Resources: The standard evil libraries of evil magic are a good tool for a Knight of the Macabre, as well as training grounds for the melee side of your talents.

    Knights of the Macabre in the World
    He's a Necromancer with a sword. No, he can't come in. - Nick the Barkeeper
    People generally have a poor view of the Knights of the Macabre, ranging from distrust to running them out of town. However, less "morally-focused" factions welcome the Knight's skills and give them leadership roles in their armies.
    Daily Life: The daily life of a Knight of the Macabre is generally split up between studying or practicing their magic, honing their martial skills, or engaging in warfare.
    Notables: The most famous Knight of the Macabre is Sir Reginald, Knight of The Dead Isles (Knight 2/Wizard 6/Eldritch Knight 2/Knight of the Macabre 10). He was raised in his island homelands by his father, a retired Eldritch Knight, and so he was instructed in great detail about magic and fighting. However, he took a great affinity to Necromancy in particular and fell in with a bad crowd of Dread Necromancers, who soon indoctrinated him into the ways of the corrupt. His acts became more and more depraved and he eventually became a mercenary, always choosing to work for the armies that would let him get away with the more horrific acts. By the time his father came to challenge him, his son has become a mighty killer, drenched in the blood of men, women and children. They eventually dueled in their homeland, in a terrific battle that shattered their island home and ripped apart the ocean around them in such a way that nothing would live within miles of the dead island. The name of this island is lost, and so that is why Sir Reginald is simply known as the Knight of the Dead Isles. The neutral Knights of the Macabre tell this story as a warning to their brethren, as what can happen if you delve too deep.
    The fouler Knights of the Macabre simply tell the story to warn about what happens if you lose a battle.
    Organizations: Knights of the Macabre normally congregate into small groups known (unsurprisingly) as Morgues, in which they instruct the acolytes of their group in the arts of the Knighthood. A Knight of the Macabre would do well to stay within good standing with their Morgue, because Morgues are normally more than willing to teach their members more exotic Necromancy spells.

    NPC Reaction
    As you can imagine, a person that specializes in killing and magic that generally kills people is going to have bad reputation. Some of the more humorous Knights even say they have had to develop a spell that can detect burning torches and pitchforks from half a mile, and have it cast on themselves continually.

    Knights of the Macabre in the Game
    The Knight of the Macabre fights using Necromantic spells with swords. A good tactic is to use debuffing spells on enemies before wading into combat with your now-weakened enemies.
    Adaptation: The Prestige Class has no heavy themes other than Necromancy and Fighting, and so a DM could easily slip a secretive Morgue into nearly any campaign setting.
    Encounters: The most common way of encountering a Knight of the Macabre is in battle, hired by a warlord or a spendthrift king (The Knights generally do not fight cheaply).

    Monarch of the Macabre



    I am become death, the destroyer of worlds. For when you are born, you then begin to die, as per the decree of entropy. Thus, from newlings to old ones, all are but my subjects - Lord Skyshadow, Monarch of the Dead.

    There exist a mighty few titans of the Undead who have managed to surpass all their rivals and fellow knights, and the highest of these ranks can bring extinction with the mightiest of blows. There are even whispers that the highest of these Monarchs could even have a good chance at godhood, and even more.......

    Requirements: Undead Type, Base Attack Bonus of +15 or higher, Knowledge (Arcana) 23 Ranks, Knowledge (Religion) 23 Ranks.

    {table=head]Level|Benefit
    21st|Steed of the Dead Knight
    24th|Soul Shattering Arcana
    27th|Macabre Persistance
    30th|Necrotic Bloodbath[/table]

    Saves: The DC for any of these abilities that allows for a save is equal to 10 + 1/2 your Character Levels + Your Primary Spellcasting Ability's Modifier. Basically, at 21st level designate either Cha, Wis, or Int as your Primary Spellcasting Ability, and use that ability's modifier. If you cannot cast any spells, use your Cha Modifier instead.

    Steed of the Dead Knight (Su): At 21st level, you gain a mighty steed, to rival the steeds of the gods. You gain an Awakened Skeletal Heavy Warhorse with the Paragon Template, with 10 for each of its mental scores (Int, Cha, Wis). If you have a class ability that grants a steed, you gain the Steed of the Dead Knight as a replacement. If you do not have such an ability, you are treated as if you had the Macabre Steed class ability, with the Steed of the Dead Knight as the granted steed.

    Soul Shattering Arcana (Su): At 24th level, you can shatter the souls trapped in your weaponry to fuel horrors unimaginable. Once only per soul, you may choose one of the souls trapped in your weapon by the Necrotic Death ability, or inside a gem containing a soul as per Trap the Soul. The soul is extinguished and forever lost, even to magics such as Wish. For 24 hours, you gain +2 to your caster level for Necromancy spells, and you gain a special attack usable once per day. As a full-round action, you may make everything in a 100ft burst make a Fortitude Save or Die, and their souls ripped out as if they had been killed by a Necrotic Death and thus trapped in a weapon on your immediate person.
    Notice that you can only use this ability once per soul expended, meaning repeat uses require multiple souls. Lastly, multiple uses of this ability do not stack, so there is no benefit for expending more than one soul every 24 hours.

    Macabre Persistence (Ex): At 27th level, you may burn up the souls of the damned to persist in this world. If you would be reduced to 0 hp or lower or fail a save against an effect that would destroy you, you may expend one soul trapped in your weapon or a gem on your person (via the Necrotic Death or Soul Shattering Arcana ability, or the Trap the Soul spell) as an immediate action to bring your HP up to a number of points equal to your Primary Spellcasting Modifier. You may use this ability a number of times per day equal to your Character Level/3.

    Necrotic Bloodbath (Su): At 30th level, you may channel death through the blood of your opponent, and attack their blood-brothers without even meeting them. Once per day, you may strike an opponent with a melee attack as a full-round action. If you do, the target must make a Fortitude Save or die instantly. If the target fails the Fortitude Save, as well as dying themselves, the immediate blood-relatives of the target also die. Then, the immediate blood-relatives of THOSE relatives die. This mass extinction takes place over 1 minute, but cannot be stopped by anything short of direct divine intervention. Anyone that dies in this way has their body turned to ash, as per Disintegrate. Lastly, by using this ability you gain a +20 Insight Bonus to all damage rolls for 24 hours, as you channel the screaming souls of a dynasty.

    Final Destiny: Death Is Just The Beginning
    You are now a lord of death, and death is now but an avatar of your form. Even if you were to be destroyed and wiped from physical existence, your consciousness would still persist in the empty minds of all undead, in all of the Great Wheel's reaches. The Damned and The Dead would flock to your grave, and there they would worship you as a mighty God of the Undead. Their worship would exalt your shattered consciousness, making you a a god beyond the trivialities of existance and oblivion, and power unimaginable. With that, you would take the world you know and make it a graveyard of creation, letting The Dead rule in the place of the gods with you as their Overdeity.
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  5. - Top - End - #5
    Ogre in the Playground
     
    MammonAzrael's Avatar

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    Default Re: GitP PrC Contest XXVII: Epically Destined

    Knight of the Nine

    "To defend against the ever invasive horde of demonic forces. To uphold that which binds the deities to their vows. That is what I have chosen, or that is what must be."
    - Garret Zorhn, a Knight of the Nine


    Knights of the Nine are a rare and powerful group of Knights that have pledged their souls to Baator. Sworn to the defense of the plane and its principals, they are rarely found outside of the Nine Hells. Make no mistake, these fearsome warriors are not sworn to the infernal lords of devils, but rather to the plane itself. More than anything else, however, they are dedicated to protecting the Pact Primeval and what it stands for. Few mortals have the discipline and strength to follow down this dark path. As they grow in power and service, they take on aspects of the plane, reflecting their desire to defend it.

    Becoming a Knight of the Nine
    The path of becoming a servant of the Nine is one that only the most dedicated souls take. As they grow in strength and experience, they learn of the terrible power of the Pact Primeval, and the influence it possess. A knight’s honor will demand that he protect this sacred document, for leaving it unprotected and exposed would be the worst sort of betrayal. They seek to learn more of the lane of Baator, learning the language and speaking with devils to gain the power to defend the Pact from the ravenous hordes of the Abyss.

    Requirements
    Alignment: Lawful Evil
    Base Attack Bonus: +10
    Skills: Knowledge (the planes) 5 ranks
    Languages: Infernal
    Special: Must have made peaceful contact with a devil or member of the Brotherhood of the Nine. Must have The Knight's Code and Vigilant Defender class abilities.

    Skills points gained at each level: 4 + Intelligence modifier
    Class Skills: Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nobility and Royalty) (Int), Knowledge (the Planes) (Int), Ride (Dex), Swim (Str)

    Hit Die: d12

    Table: The Knight of the Nine
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Pledged to the First, The Nine’s Code

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Pledged to the Second

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Pledged to the Third

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Pledged to the Fourth

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Pledged to the Fifth

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Pledged to the Sixth

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Pledged to the Seventh

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Pledged to the Eighth

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Pledged to the Ninth

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Pledged to the Pact[/table]

    Weapon and armor proficiencies
    A knight of the nine gains no additional weapon or armor proficiencies.

    Way of the Knight
    Your knight of the nine levels stack with your knight levels for determining abilities based off of your knight class level. You do not, however, gain new abilities through your knight’s challenge class feature.

    Pledged to the First (Su)

    When a knight first pledges himself to the Nine Hells he is granted power by Avernus. To help its new soldier, Avernus grants him some resistance to its hostile environments and limited command of its natural dangers. As the outermost layer of Hell is constantly embroiled in conflict with the hordes of the Abyss the new knight is granted defenses against the demons he will likely be battling. You gain resistance to fire 10 and damage reduction 10/Good.

    Additionally, you may cast fireball as a spell-like ability at-will (caster level equal to your character level, DC is charisma based).

    The Nine’s Code

    Swearing an oath the the plane of law and evil is not something to be done lightly, and can carry repercussions. Breaking the oath or acting against your personal code disrupts the connection to the plane. If you violate any part of your knight’s code, you lose access to all spell-like abilities granted by this class for 1 hour. If you already have lost access to the spell-like abilities, you loose all supernatural abilities granted by this class as well. These are in addition to the normal penalties for violating your knight’s code.

    Pledged to the Second (Su)

    At 2nd level, when a knight pledges himself to the confounding layer of Dis, he gains an instinctive understand of the warped plane; like all Baatezu you understand how to navigate the Iron City, never getting lost. The blessing of this dimensionally warped layer grants you a deflection bonus to your AC equal to half your class level.

    Additionally, you may cast dimension door as a spell-like ability at-will (caster level equal to your character level, DC is charisma based).

    Pledged to the Third (Su)

    At 3rd level, when a knight pledges himself to the fetid layer of Minauros, he is graced with the ability to move through it’s swamps without issue. The affinity for the muck-filled realm grants you immunity from all poison and disease.

    Additionally, you may cast ice storm as a spell-like ability at-will (caster level equal to your character level, DC is charisma based).

    Pledged to the Fourth (Su)

    At 4th level, when a knight pledges himself to the scorching layer of Phlegethos, he gains protection the infernal flames that roam the wastelands. You gain immunity from fire.

    Additionally, you may cast flame strike as a spell-like ability three times per day (caster level equal to your character level, DC is charisma based).

    Pledged to the Fifth (Su)

    At 5th level, when a knight pledges himself to the frozen layer of Stygia, his resistance to the ravages of the cold is greatly increased and he absorbs some of the amnesic power of the mighty Styx. He gains resistance to cold 10.

    Additionally, you may cast modify memory as a spell-like ability three times per day (caster level equal to your character level, DC is charisma based).

    Pledged to the Sixth (Su)

    At 6th level, when a knight pledges himself to the repulsive layer of Malbolge, the mutated body of the Hag Countess imbues him with a resistance to corrosive effects and the ability to see through veils and secrets. He gains resistance to acid 10 and is under a constant true seeing effect.

    Additionally, you may cast greater dispel magic as a spell-like ability three times per day (caster level equal to your character level, DC is charisma based).

    Pledged to the Seventh (Su)

    At 7th level, when a knight pledges himself to the rotting layer of Maladomini, this festering wound of a layer grants him the resilience to survive. He gains fast healing 5 and spell resistance equal to 10 + his character level.

    Additionally, you may cast greater bestow curseSC pg 27 as a spell-like ability once per day (caster level equal to your character level, DC is charisma based).

    Pledged to the Eighth (Su)

    At 8th level, when a knight pledges himself to the glacial layer of Cania, the bone-biting cold never touches him again. You gain immunity to cold.

    Additionally, you may cast glacierFB pg 96 as a spell-like ability once per day (caster level equal to your character level, DC is charisma based).

    Pledged to the Ninth (Su)

    At 9th level, when a knight pledges himself to the blasted waste that is Nessus, he is favored with the ability to travel the desolate layer and it’s infinite gorges and communicate with any creatures found there. You gain a flight speed of 60 ft. (perfect) and telepathy out to 100 ft.

    Additionally, you may cast imprisonment as a spell-like ability once per day (caster level equal to your character level, DC is charisma based).


    Pledged to the Pact (Su)

    At 10th level, a knight of the nine pledges his soul to the protection of the greatest manifestation and execution of Law in the cosmos. They swear their allegiance directly to the original Pact Primeval that is housed in the mighty brass citadel of Tabjari, deep within Nessus. This level cannot be taken until the knight can say his vows in the presence of the Pact. In return for swearing his life and soul to the protection of the Pact Primeval, a Knight of the Nine is granted a number of powerful benefits. He is under constant mind blank and nondetection effects, and the various supernatural abilities that he has gained through this class are no longer suppressed in an antimagic field (he still cannot use the spell-like abilities in an antimagic field).

    Additionally, you may cast greater teleport at will, dictum three times per day, and miracle oncer per day, all as spell-like abilities (caster level equal to your character level, DCs are charisma based).

    Playing a Knight of the Nine
    Knights follow a strict code of honor on the battlefield, and knights of the nine are no different. They believe that structure and order is important, that the strong will rule over the weak, and that all must be held accountable. They are not bound to Asmodeus or any other devil. They have sworn their services to the lawful evil plane itself, and the most magical and powerfully lawful artifact known to exist. They will give their lives to defend it, or to strengthen it’s influence.

    Combat: A knight of the nine is primarily a melee combatant. They will meet their foes face to face honorably, but not recklessly. While they may prefer to match swords with worthy foes, that will not stop a knight of the nine from raining down fire and death upon enemies that require such treatment. One will often seek out the most deadly opponent to fight, for the best way to grow stronger is to vanquish the strong.
    Advancement: The only reason a knight of the nine does not follow the path to completion is if they die. Further levels in knight are common, as are dark PrCs like blackguard. Knight’s of the nine will usually focus on their martial prowess, using the blessing of the Nine Hells to augment their power, not become the focus.
    Resources: A knight of the nine has the unreliable resources of Baator at his beck and call. While he is not in direct service of devils, they respect one another and work together often, especially the more powerful a knight becomes. In most things, a knight of the nine can call upon devils to aid him in a fight, or with knowledge or services. Of course, these favors run both ways, and knights of the nine are wary of becoming indebted to devils for any reason.

    Knights of the Nine in the World
    "Someone who binds themselves to the the Nine Hells and lives to have gray hair is not someone you want to mess with."
    - Belluid Terishnem, wandering bard


    The world at large knows very little of the knights of the nine. There are whispers of cults sworn to the Nine Hells and various devils, but most of it is hearsay and rumor, or completely unrelated to the knights of the nine. They exist to defend to concept and ideals of law and evil, and are most often found patrolling the halls of Tabjari. They will often go of quests or missions with like-minded companions, in an effort to bolster forces in the Blood War, to secure a powerful relic, or to strike a blow against good or chaos.

    Daily Life: The life of a knight that has sworn himself to Baator is never empty or dull. When not patrolling the halls of the copper citadel that houses the Pact, knights can be found on the battlefields of the Blood War, defending important locations or important positions. They will be sent out on quests to secure powerful artifacts for the forces of Law and Evil, or to weaken the hold of Good and Chaos. The life of a knight of the nine requires constant vigilance, for even the devils they fight beside cannot be trusted.
    Notables: Captain Commander Telus Curthek is the leader of the Brotherhood of the Nine. A mighty knight, he has been Sworn to the Pact for decades. He rarely leaves the halls of Tajari, preferring to stay close to the Pact at all times. He can occasionally be found planning a great battle on Avernus, or perhaps in the Fortress Nessus, consulting with Asmodeous himself. Telus has an iron drive and keen mind that has kept him in power for these long years, his tactical capabilities keeping him in command despite several brothers that could possibly defeat him in sheer might. While he is willing to entertain negotiations for virtually anything, he will accept no threat to Baator or the Pact, exterminating such threats with swift and remorseless action. Perhaps his greatest asset is his honor, as his word binds him as solidly as steel, and unlike the devils he strives to uphold the spirit of his oaths as well as the letter.
    Organizations: Knights of the nine form a loose brotherhood. While there is no central leader or dogma, they all share the same outlooks and basic beliefs. They are all dedicated to the same ideals, in service to the same causes. The more powerful of them command by default, making plans and executing orders. There is a formal hierarchy, based upon skill and dedication, a very military organization. The Brotherhood of the Nine is primarily made up of knights, though other have made their way into the ranks in various specialized fields.

    NPC Reaction
    To the ignorant, a knight of the nine will seem to be a dark paladin or warrior, and the order simply another evil sect. That is frightening enough, but the lack of respect will often irk a knight of the nine, especially if they’re implied to be simply another servant of devils. Those few that have more knowledge of these rare knights fear and respect their devotion, and are never foolish enough to assume the order worships devils. Of course, those with knowledge of what exactly a knight of the nine is will often aim to destroy him, with rare exceptions when the knight is on a mission to thwart the powers of Chaos and uphold Law.

    Knights of the Nine in the Game
    A knight of the nine has a very narrow focus, the protection of the Nine Hells and the Pact Primeval. These two goal are what drives everything else in a knight’s life, and they are bound to it. A player wanting to go down this path can potentially work with a good party, if it benefits Baator. Whether the other characters can travel and adventure with one that has sworn themselves to evil is another question.

    Knights of the nine make excellent adventurers, since the plane grants them substantial defensive power and offensive might. They do not betray those they are with, and honor demands they ensure their companions are aware when their paths will diverge. They may thrust a sword through your chest, but they will never plunge a knife into your back.

    Adaptation: The knight of the nine is very closely tied in with the standard cosmology of D&D. It would be very difficult, if not nonsensical, to adapt this class to a world that does not have the Nine Hells and Baator.
    Encounters: Encountering a knight of the nine will often be a challenging experience. While they will not often initiate a fight unless the party has been actively thwarting them, they will not hesitate or back down from a challenge, meeting any provocation with full force. Knights can, and sometimes should, be handled diplomatically, for they are not blood-thirsting monsters. A knight of the nine will always have a clear goal, and knows when violence would undermine it. It is even possible that an encounter with one could lead to a temporary companion, if the party’s goals are parallel to the knight’s.

    Sample Encounter

    EL XXX:



    Lord of the Nine

    A picture can go here too!

    Become powerful enough and devoted enough to the ideals of Law and Evil that you become a Lord of the Nine Hells. Not replacing or becoming a devil lord, but a powerful force in your own right.

    Requirements: 21st class level, Lawful Evil alignment

    Table: Lord of the Nine
    {table=head]Level|Benefit

    21st|???

    24th|???

    27th|???

    30th|???[/table]

    Abilities...

    ...and Final Destiny - You ascend, becoming an incarnation of law and evil, perhaps becoming a deity
    My homebrew - If you use it, please let me know how it goes!

    Current Projects - Warlock rewrite

    1st place in GITP Monster Competition LV and LVI

  6. - Top - End - #6
    Ogre in the Playground
     
    Derjuin's Avatar

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    Default Re: GitP PrC Contest XXVII: Epically Destined

    SPEAKER OF FORBIDDEN WORDS



    Anthyrwilulissasziphanthryon'nulphtagnhul.
    ~ Horace the Black-Tongued
    Speaker of Forbidden Words

    A Speaker of Forbidden Words seeks to perfect his truenaming skills, and eventually uses both the Words of Creation and the Dark Speech to enhance his power beyond what a simple Truenamer would be capable of. Because Speakers abuse such powerful sources of divine power regularly, their minds eventually feel the sting of lexical whiplash - however, the more crafty among the Speakers learn how to use this effect to their advantage.

    BECOMING A SPEAKER OF FORBIDDEN WORDS
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Skills: Truespeak 13 ranks
    Feats: Skill Focus (Truespeak), Empower Utterance, Enlarge Utterance
    Utterances: Universal Aptitude, Hidden Truth
    Alignment: Chaotic Neutral, True Neutral, or Lawful Neutral

    Class Skills
    The Speaker of Forbidden Words's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (All skills taken individually), Perform (Oratory) (Cha), Truespeak (Int), Use Magic Device (Int).
    Skills Points at Each Level: 4 + Int

    Hit Dice: d6

    SPEAKER OF FORBIDDEN WORDS
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Utterances Known

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Master of Truenaming|+1 level of existing Truenaming class

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Exemplary Charisma|+1 level of existing Truenaming class

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Loquaciousness|+1 level of existing Truenaming class

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Invoke the Forbidden|+1 level of existing Truenaming class

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Sesquipedalian Erudition, Exemplary Intellect|+1 level of existing Truenaming class

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Perfect Logorrhea +1|+1 level of existing Truenaming class

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Weave the Forbidden|+1 level of existing Truenaming class

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Exemplary Wisdom|+1 level of existing Truenaming class

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Paradoxical Aphasia|+1 level of existing Truenaming class

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Holophrasis, Perfect Logorrhea +2|+1 level of existing Truenaming class [/table]

    Weapon Proficiencies: A Speaker of Forbidden Words does not gain any weapon or armor proficiencies.

    Utterances (Su): You continue to advance your Truenaming abilities as if you had gained a level of a Truenaming class you already possess. This increases your Utterances Known, and access to the three Lexicons.

    Master of Truenaming (Ex): Even initiate Speakers are incredibly skilled in their Truenaming magic; the training and experiences one goes through to become a Speaker only enhances that skill. Beginning at 1st level, Speakers of Forbidden Words may take 10 on Truespeak checks to cast Utterances.

    Exemplary Charisma (Ex): Fragments of Truespeech begin filling the Speaker with greater skill with words and aids him in communicating with others. Beginning at 2nd level, at the start of each new day, a Speaker chooses a number of Charisma-based skills up to his Int bonus. The Speaker is considered to have a number of ranks in those skills equal to his Speaker of Forbidden Words level. If he already has atleast 1 rank in those skills, he instead gains an Insight bonus to those skills equal to his Speaker of Forbidden Words level.

    Loquaciousness (Su): As the Speaker of Forbidden Words grows in power, he has a tendency to invoke Truespeech when attempting to speak in normal languages. Beginning at 3rd level, choose a number of languages equal to your Int modifier that are not restricted languages (such as Druidic) and add them to your Languages Known list. In addition, whenever you make a Bluff or Diplomacy check, you may choose to instead use a Truespeak roll. Any Bluff or Diplomacy check modified by Loquaciousness becomes a Mind-affecting effect, and is affected by Mind Blank, Anti-Magic Field and other abilities as normal for a supernatural Mind-affecting effect.

    Invoke the Forbidden (Su): Beginning at 4th level, the Speaker of Forbidden Words can force the first Law of Truespeech - that is, the Law of Resistance - to bend somewhat to his will, through use of proto-truespeech, also known as the Words of Creation and Dark Speech. Whenever a Speaker of Forbidden Words casts an Utterance, the Law of Resistance increases the DC of that Utterance that day by 1 instead of 2.

    In addition to the above effect, when you cast an Utterance you may choose either the Words of Creation or Dark Speech. If you do, you take 1d4 points of nonlethal damage per Utterance level, and all creatures within 30 feet that have the opposite alignment of that category (Evil for Words of Creation and Good for Dark Speech) that hear you use Invoke the Forbidden must make a Will save with a DC equal to 15 + the affected Utterance's level + your Charisma modifier or be frightened for 1 round per Utterance level.

    Sesquipedalian Erudition (Su): An experienced Speaker of Forbidden Words learns, over time, that all things can be manipulated and controlled using Truespeech - even magical forces. Beginning at 5th level, the Speaker gains the ability to, as a full-round action, duplicate the effects of any arcane or divine spell, of a spell level up to his Speaker level - 1 (so a Speaker of Forbidden Words, at 5th level could duplicate the effects of a 4th level spell or lower). If the duplicated spell takes longer than 1 full-round action to complete, use the spell's casting time instead.

    Duplicating a spell in this way requires a Truespeak check with a DC equal to 10 + (the spell's level + 2x the target's CR or HD). For the purposes of the Law of Resistance and the Law of Sequence, this ability is considered a single Utterance but does not benefit from Invoke the Forbidden, Perfect Logorrhea or Holophrasis. Regardless of what spell is cast using this ability, it always is affected by the Law of Resistance, so using this ability to duplicate a Fireball spell would increase the DC for using this ability to duplicate any other spells during that day by 2, and so on.

    Spells that take your Caster level into consideration instead use your Speaker level in their calculations. Spells with durations longer than 1 hour have a 1 hour limit. As with utterances, you can apply Enlarge Utterance, Empower Utterance, Paradoxical Aphasia, etc. by increasing the Truespeak DC; you may also automatically overcome Spell Resistance in the same manner as you would with a normal Utterance.

    Spells that require a costly material component, XP cost or focus require you to increase the DC of this ability. Spells with material components that can be removed through the Eschew Materials feat do not. You must increase the DC of Sesquipedialian Erudition by 5 for every 1000 gp the component or focus costs, and you must increase the DC by 5 for every 250 XP the spell uses. In doing this, you effectively ignore these extra costs and requirements. No other requirement or cost may be waived through this ability.

    Exemplary Intellect (Ex): Beginning at 5th level, even greater Truespeech modifies the mind of the Speaker of Forbidden Words. Upon reaching 5th level, the Speaker chooses a number of Intelligence-based skills equal to his Wisdom modifier (minimum 1). The Speaker may Take 10 with those skills, even in situations that would distract or threaten (such as combat).

    Perfect Logorrhea (Su): Beginning at 6th level, the Speaker learns how to transform his own perfectly communicable speech into logorrhea - incoherent babbling. Such incoherence distorts the Law of Sequence, and allows the Speaker to have up to 1 additional Utterance of the same type active at once. At 10th level, this distortion worsens to include 2 additional Utterances of the same type. However, during these periods of logorrhea, the Speaker is partially unable to speak in any languages he knows; for as long as one or more of the same Utterance is in effect, he has a 50% chance of garbling anything requiring speaking except Truenaming, failing to achieve whatever action required speaking (such as Diplomacy, or a trigger item that requires a spoken word).

    Weave the Forbidden (Su): Invoking proto-cosmic power, the Speaker weaves whispers of either the Words of Creation or the Dark Speech into his Truespeech. Beginning at 7th level, a Speaker may voluntarily take 1d4 points of nonlethal damage per Utterance level (up to 6d4 for normal Utterances, or 9d4 for Spell Utterances through Sesquipedalian Erudition) to add either the Evil or Good descriptor to an Utterance. Regardless of whether or not the Utterance had the descriptor beforehand, it also causes other effects:

    Words of Creation: Automatically Empowered when used on an Evil enemy, or a Good ally; all Evil enemies that can hear you when you invoke the Words of Creation must make a Will save with a DC equal to 20 + your Speaker level or become Dazed for 1 round. Creatures that successfully save are immune to the Dazing effect of this ability for 24 hours; a creature that fails its save is immune to the Dazing effect for 5 rounds. Half the damage resulting from an Utterance empowered with Words of Creation is pure divine power, and bypasses resistances and immunities automatically.

    Dark Speech: Automatically Empowered when used on a Good enemy, or an Evil ally; all Good enemies that can hear you when you invoke the Words of Creation must make a Will save with a DC equal to 20 + your Speaker level or become Dazed for 1 round. Creatures that successfully save are immune to the Dazing effect of this ability for 24 hours; a creature that fails its save is immune to the Dazing effect for 5 rounds. Half the damage resulting from an Utterance empowered with Dark Speech is pure profane power, and bypasses resistances and immunities automatically.

    Exemplary Wisdom (Ex): Beginning at 8th level, the Speaker of Forbidden Words begins using Truespeech to fill in gaps of awareness and sense, allowing him greater knowledge of his surroundings. Once per day per point of Charisma bonus the Speaker has, he may invoke Truespeech to replace a Wisdom-based skill check, a Wisdom check, or a Will save, by rolling a Truespeak skill check instead of one of the above checks.

    Paradoxical Aphasia (Su): Speechlessness would seem to be the bane of any who rely upon speech to invoke their power, but the Speaker of Forbidden Words knows that Truespeech does not always require its speaker to phrase their words aloud. Beginning at 9th level, a Speaker of Forbidden Words can cast an Utterance without speaking its associated Truespeech, similarly to the Silent Spell feat. Doing so increases the DC of the Utterance by 5, but allows the Speaker of Forbidden Words to cast Utterances even while gagged, underwater, or in a soundless environment (such as a vacuum).

    Holophrasis (Su): Upon attaining true mastery of Truespeech at 10th level, the Speaker of Forbidden Words learns to "condense" Truespeaking to fewer words, allowing Utterances to combine into a single powerful Word. Doing so utilizes both Words of Creation and Dark Speech, shaping pure cosmic forces through use of a language formerly only spoken by deities. By increasing the DC of an Utterance by 15, the Speaker of Forbidden Words can cast two Utterances in one Word, and in one action. Because such words are much different than normal Truespeech, neither of the Utterances cast through Holophrasis can be countered by other Truenamers. For all purposes of interacting with the Law of Resistance, the Utterance modified by Holophrasis counts as a single Utterance; regarding the Law of Sequence, it counts as two.

    PLAYING A SPEAKER OF FORBIDDEN WORDS
    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..

    SPEAKERS OF FORBIDDEN WORDS 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.

    SPEAKERS OF FORBIDDEN WORDS 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

    Perfect of Words


    Some fluff here...

    Requirements: Truespeak 24 ranks, Character level 21st, Chaotic Neutral, True Neutral, or Lawful Neutral alignment

    {table=head]Level|Benefit
    21st|Hypercognitivity
    24th|Expedient Speech
    27th|Words of the Overdeity
    30th|Syntactic Perfection[/table]

    Hypercognitivity: Through connections to Truespeech and intergration of their divine might into your body, you gain the ability to instantly understand and know most things about the universe. You are considered to have max ranks in all Knowledge skills, and may Take 20 as an immediate action with any of them any number of times per day. In addition, you may make a Truespeak check as a free action to replace your Initiative roll for a round. You cannot be caught flat-footed and do not confer benefits to enemies that flank you.

    Expedient Speech: Your speech flows faster than your thoughts ever could, yet somehow you know exactly what it is you will speak. You may choose to Quicken any Utterance you cast without increasing its Truespeak DC. In addition, you may make Bluff, Diplomacy, Handle Animal and Sense Motive checks as a Swift action. Though your speech is hastened greatly, it carries with it the magic of Truespeech and is perfectly coherent.

    Words of the Overdeity: Depending on your alignment, you gain knowledge of one sacred Word used by the great Overdeity to create, manage, and erase reality. As a move action, you may utter a syllable of proto-truespeech and alter reality.

    Lawful: You may make permanent any effect, object or creature that is normally temporary. This ability can be removed later if you see fit, requiring another move action. Effects that can be made permanent include spells, abilities, Utterances, etc. Creatures and objects that are made "permanent" are immortal to time, and cease aging. If you remove this ability from a creature, it begins aging as normal again; it does not gain any extra years regardless of how long it had this ability. Permanent effects cannot be dispelled or removed (for the purposes of single-charge spells, they generate another charge once they are discharged). Any object or creature made "permanent" regains HP each round equal to twice its CR or HD, its creator's Caster Level (in the case of magical items), or its size, as detailed below.

    {table=head]Size|HP Regained
    Fine|10
    Diminutive, Tiny, Small|15
    Medium, Large, Huge|20
    Gargantuan, Colossal|30[/table]

    Only one creature, spell or object can be made Permanent at a time.

    Chaotic: You may remove from existence any single effect or creature that is either temporary or permanent. This ability can be revoked later if you see fit, requiring another move action. Effects that can be removed include spells, abilities, Utterances, etc. Effects such as spells that are removed are treated as if they had been dispelled, but effects to stop dispelling do not work against the Chaotic Word of the Overdeity (such as Tenacious Magic). Creatures are removed from existence and simply cease being, as if they had never existed. If you return a creature or effect to reality, it resumes aging or its duration as if it had never been removed. Any creature, spell or object that is removed from reality automatically returns if you use this ability on another valid target.

    Neutral: You may choose either the Lawful syllable, or the Chaotic Syllable, as you see fit. However, you may only use one instance of either at a time; you cannot make permanent a spell, and then remove another from existence. The first must be made unpermanent before another can be removed.

    If both a Chaotic and a Lawful Word of the Overdeity are used on the same object, creature or effect, both Words cancel out and nothing occurs.

    Syntactic Perfection: Your words are never wrong. You never slip, fumble, or misuse any language. You immediately gain knowledge of all languages that have ever existed, and may Take 20 on all Truespeak checks without increasing action time. In addition, you gain an Insight bonus equal to your ranks in Truespeak with all Charisma- and Intelligence-based skills.

    ...and Final Destiny
    Last edited by Derjuin; 2011-05-09 at 12:04 PM.

  7. - Top - End - #7
    Ogre in the Playground
    Join Date
    Aug 2008
    Location
    Midwest, not Middle East
    Gender
    Male

    Default Re: GitP PrC Contest XXVII: Epically Destined

    Unbound

    "I don't have to be able to do everything. I just need to be able to do the right thing."


    Incarnum has been described as the ability to change your capabilities from day to day. Facotums change their capabilities every combat. It was only natural that such inquisitive people would investigate alternative power sources, with interesting results.

    Becoming An Unbound
    A typical Unbound... there is no typical Unbound. Factotums can act as fighters, mages, thieves, or some of each. They all pick up some magical aptitude. Meldshapers use the diverse powers of life itself to enhance their abilities. When these disparate paths are united something flexible yet strong is formed.

    ENTRY REQUIREMENTS
    Arcane Dilletante class feature
    Ability to bind a soulmeld to the Crown chakra.
    Cobalt Cantrip (new feat detailed below)

    Spoiler
    Show
    Expected entry is Factotum 2/Incarnate 2. It's also viable to enter as Factotum 2/Totemist 5 but that puts one behind on Arcane Dilletante and, honestly, if you are theurging one should start the theurge class asap.

    Class Skills
    The Unbound's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana, religion, the planes) (Int), Profession (Wis), Spellcraft (Int). In addition, at the first level of Unbound a character may select four additional skills to add to their class skill list.
    Skills Points at Each Level: 4 + int mod

    Hit Dice: d8
    Custom

    Level BAB Fort Ref Will Special
    Extra Inspiration
    1st +0 +2 +0 +2 Educated Meldshaping, Flexible Soul(1), Arcane Dilletante(Caster Level, +1 spell level)
    0
    2nd +1 +3 +0 +3 Soul Learning, Azure Avoidance
    1
    3rd +2 +3 +1 +3 Unbound Soul(1), Arcane Dilletante (+1 spell)
    1
    4th +3 +4 +1 +4 Soul Learning, Flexible Soul(2)
    1
    5th +3 +4 +1 +4 Indigo Insight
    2
    6th +4 +5 +2 +5 Unbound Soul (2), Soul Learning,Arcane Dilletante (+1 spell)
    2
    7th +5 +5 +2 +5 Flexible Soul(3), Soul's Protection
    2
    8th +6 +6 +2 +6 Arcane Dilletante (+1 spell, +1 spell level)
    3
    9th +6 +6 +3 +6 Soul Learning, Unbound Soul (3)
    3
    10th +7 +7 +3 +7 Enlightened Soul, Flexible Soul(4),Arcane Dilletante(+1 spell)
    3
    Weapon Proficiencies: An Unbound gains no new proficiencies in weapons or armor.

    Inspiration Points(Ex):Attention to meldshaping does not diminish an Unbound's broad studies. Inspiration points from this class are added to your inspiration points from all other classes.

    Educated Meldshaping(Ex):Soulmelds can be shaped by will, by faith, or by cunning. Levels in unbound stack with levels in one previous meldshaping class for purposes of number of soulmelds shaped, essentia progression, number of chakra binds allowed, tiers of chakra binds opened, and meldshaper level. If the character does not have a meldshaper class then the levels advance meldshaping as an Incarnate. In addition, the save DC's for your Incarnate soulmelds are now based on Int instead of Wis or Con.

    Arcane Dilletante(SLA):Souls are brimming with magic power. This can be used for established magical effects. Levels in Unbound increase the maximum level of spell and number of spells possible for the Arcane Dilletante class feature of Factotum. Levels in Unbound stack with levels in Factotum to determine caster level for these SLA's.

    Flexible Soul(Ex):Holding a reserve of souls in potentiaallows an Unbound to sidestep the lengthy shaping process. An unbound can shape a number of soulmelds at the beginning of an encounter equal to the number after Flexible soul. This is a free action which can be done on the Unbound's turn. These are not bonus soulmelds and do not allow an Unbound to shape more soulmelds than their Incarnate progression allows, in effect a first level Unbound has to shape three soulmelds at the beginning of the day but can select the last one at the beginning of each encounter. At the end of the encounter the soulmelds which were shaped via Flexible Soul unshape.
    Spoiler
    Show
    This sort of ability really calls for a decent amount of system mastery. I suggest making a table or a cheat sheet for effects you will want often. It is better to use sub-optimal soulmelds and binds than to take ten minutes at the start of combat.


    Soul Learning(Ex):Many disciplines have useful soulmelds. Other souls hold untapped potential. In the great tradition of factotums everywhere, an Unbound can learn just enough to do the unexpected. Unbound may add a soulmeld to their class list at levels 2, 4, 6, and 9. These soulmelds may be from the Totemist, Incarnate, or Soulborn list or from the list of additional soulmelds appended at the end of this class.

    Azure Avoidance::Many factotums happen to dodge at just the right time. They rely on their own insight, while you call in outside help.You can invest essentia in this class feature as though it were a soulmeld. As a free action, you may spend a point of essentia and gain your Int modifier as a dodge bonus for one round against a number of foes equal to the essentia invested in this class feature.

    Unbound Soul(Ex):Refinement of the holding of half-formed soulmelds allows an Unbound to quickly bind them. Similarly to Flexible Soul, an Unbound does not need to select all of their chakra binds at the beginning of the day. This feature is identical to Flexible Soul except for chakra binds instead of soulmelds so a third level Unbound has to decide one bind at the beginning of the day but can select the other soulmeld to be bound at the beginning of an encounter as a free action. At the end of the encounter soulmelds which were bound using this ability unbind.
    Spoiler
    Show
    This sort of ability really calls for a decent amount of system mastery. I suggest making a table or a cheat sheet for effects you will want often. It is better to use sub-optimal soulmelds and binds than to take ten minutes at the start of combat.


    Indigo Insight:Study of all the vagaries and methods of Incarnum use gives special insight on how others use Incarnum.A fifth level Unbound can identify which chakra a soulmeld is bound to with a DC 25 Spellcraft check, taken as a free action which cannot be retried. In addition, if an Unbound invests two points of essentia in this class feature he can see the receptacles (feats, soulmelds, class features) and essentia allocation of everyone within line of sight.

    Soul's Protection:Souls are quite difficult to kill. They pass some of this ability to you, if you're clever about it.As a swift action, you may spend an inspiration point to gain energy resistance 15 to a chosen element for one round. At character level 20, this resistance increases to 20.

    Enlightened Soul(Su): Soul energy is untapped potential. A master Unbound can interchange personal brilliance and soulful support.As a free action once per round, a tenth level Unbound may either spend an inspiration point to gain two essentia for the encounter or lose two essentia for the encounter to gain an inspiration point, which may increase the current pool above the normal maximum of inspiration points.

    New Feats
    Spoiler
    Show
    Cobalt Cantrip[Incarnum]
    You augment your faux-magic with soul energy for stronger effects.
    Prerequisites: Con 13, Arcane Dilletante Class Feature
    Benefit: Once per day you can invest essentia into this feat. For every two points of essentia in this feat the maximum level of spell you can cast via Arcane Dilletante increases by one. It is unwise to invest essentia into this feat after selecting your spells for Arcane Dilletante for the day.
    You gain one point of essentia.


    Additional Soumelds
    Spoiler
    Show


    Note: The Mind chakra is a special chakra unlocked at level 27 of the Epic Destiny associated with the Unbound which is called Soul of Improvisation. Soulmelds cannot be shaped to the Mind chakra.

    Arms of the Rogue
    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Rogues are known for their precise hand work. You gain this ability as well
    You gain a +2 insight bonus to disable device, search, and sleight of hand. Each point of essentia in this soulmeld increases the bonus by +2.

    Chakra bind: Arms
    Rogues are also precise in combat
    You gain +1d6 sneak attack, as the rogue class feature. For each two points of essentia in this soulmeld you gain another d6 of sneak attack.

    Chakra Bind: Mind
    Rogues teach each other tricks and maneuvers which others have trouble learning. You lift one of them from the souls of rogues past and yet to come
    You gain a Rogue special ability, chosen at the time of shaping this soulmeld. Every three essentia in this soulmeld grant another rogue special ability.

    Raiment of the Paladin
    Descriptors: Good or Law or Chaos or Evil
    Classes: Unbound
    Chakra: Shoulders, Arms, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Paladins need discernment, courtly graces, and riding abilities. These skills seem trivial until one meets a paladin without them.
    You gain a +2 insight bonus to sense motive, diplomacy, and ride. Each point of essentia invested in this soulmeld improves this bonus to skills by 2. If you have at least three essentia in this soulmeld you may treat any mount you ride as trained for combat for purposes of controlling it in combat.

    Chakra bind: Shoulders
    Paladins are protected by the grace of their god. You gain a... similar effect
    You gain a sacred bonus to saving throws equal to the lower of your Int modifier or your level in Unbound. Each point of essentia gives you DR 1/alignment opposed to yours. For example, three essentia in this soulmeld for a NG Unbound would provide DR 3/Evil. If there exists more than one opposed alignment then any portion of the alignment overcomes your DR. For example a CE Unbound would gain DR/Lawful or Good. A TN Unbound gains DR which can be overcome by any of Evil, Good, Law, or Chaos.

    Chakra bind: Arms
    Paladins strike down evil. Now you can strike down... opponents, anyway
    You gain an effect similar to a smite. It may be used once per round as a free action and your total number of smites per encounter is equal to the amount of essentia invested in this soulmeld divided by two. You gain your Int bonus to hit with an attack designated as a smite and twice your Unbound level to damage.

    Chakra Bind: Mind
    Look at my horse. My horse is amazing.
    You may summon a special mount, as a paladin. Your effective paladin level is equal to your meldshaper level. In addition, the mount gains two special abilities from the Astral Construct Menu A or one ability from the Astral Construct Menu B, as found in the Expanded Psionics Handbook. Each point of essentia gives another ability from Menu A, and two abilities from a lower menu can be traded up for an ability from the next menu. If the mount does not have the appropriate appendages to use an ability it grows them; for example claws to allow rend. Such grown appendages deal normal damage for their type of natural attack for the creature's size.

    Clerical Vestment

    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Clerics turn away the undead
    You may turn undead with an effective cleric level equal to your Unbound level plus two You may turn undead a number of times per day equal to your Int modifier. Each point of essentia in this soulmeld increases your effective cleric level for turning by one.

    Chakra Bind: Arms
    Clerics heal the innocent or the guilty.
    You may heal with a touch as a standard action. The total amount you can heal per encounter is equal to your Int mod multiplied by the amount of essentia in this soulmeld. You may use the healing all at once or split it up.

    Chakra Bind: Mind
    Gods are surprisingly free with their power. After all, you got some.
    You gain the ability to cast any cleric spell with a spell level equal to or lower than your meldshaper level divided by four. You may do this once an encounter. Each two points of essentia in this soulmeld let you cast another cleric spell per encounter. You may not cast domain-only spells with this ability.

    Soul of War
    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Some people devote themselves to pure martial skill.
    You gain proficiency in an exotic weapon.
    Essentia Effect: Each point of essentia in this soulmeld gives you another point of base attack bonus, with a cap of your character level.

    Chakra Bind: Arms
    There are many martial tricks. You now can use some of them
    When you shape this soulmeld you gain the effects of a fighter bonus feat which you qualify for. Each two points of essentia in this soulmeld give you the effects of another fighter bonus feat for which you qualify.

    Chakra Bind: Mind
    You are, if not the ultimate warrior, at least in the top one hundred.
    When you shape this soulmeld you gain the effects of an epic fighter bonus feat which you qualify for. Each two points of essentia in this soulmeld give you the effects of another epic fighter bonus feat for which you qualify.

    Thrill of the Hunt
    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Hands, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Some people study the hunt and how to take down specific creatures. You can pinch off some of their tracking prowess
    When you shape this soulmeld you gain the effects of the Track feat.
    Essentia effect: Each point of essentia in this soulmeld grants a +2 insight bonus to Survival and Knowledge(Nature) checks.

    Chakra Bind: Hands
    Some people swing two swords like they don't even care.
    You gain the benefit of the Two Weapon Fighting feat. If you invest two essentia you gain the benefit of the Improved Two Weapon Fighting feat. If you invest four essentia you gain the benefit of the Greater Two Weapon Fighting feat.

    Chakra Bind: Arms
    Some folks prefer to fight at a distance
    You gain the benefit of the Point Blank Shot feat. If you invest two essentia you get the benefit of the Rapid Shot feat. If you invest four essentia you gain the benefit of the Manyshot feat.

    Chakra Bind: Mind
    The careful study of anatomy of foes is tricky to replicate with general knowledge. But you've done it.
    You gain Favored Enemy as a ranger of three quarters of your meldshaper level. Each point of essentia in this soulmeld increases your effective ranger level by one.

    Stealth of the Ninja
    Descriptors: Shadow
    Classes: Unbound
    Chakra: Waist, Arms, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Ninjas!
    You gain a +2 insight bonus to Hide and Move Silently. In addition, you gain the Poison Use ability.
    Essentia Effect: Your bonus to Hide and Move Silently improves by 2 for each point of essentia in this soulmeld.

    Charka Bind: Waist

    Ninjas are invisible.
    You gain the ability to cast greater invisibility on yourself at will with a caster level equal to your meldshaper level.

    Chakra Bind: Arms
    Ninjas hit people who aren't paying attention.
    You gain +1d6 sneak attack, as the rogue ability. For each two points of essentia in this soulmeld you gain another +1d6 sneak attack.

    Chakra Bind: Mind
    Suddenly ninjas everywhere!
    You may move between the Ethereal and Prime Material planes as a standard action. Each point of essentia gives you nothing extra, sorry.


    Discipline of the Monk
    Descriptors: None
    Classes: Unbound
    Chakra: Feet, Hands
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Some folks control themselves so well they can hit people for relevant amounts of damage.
    You gain Improved Unarmed Strike and your base unarmed damage becomes 1d6 (assuming you are medium size).
    Essentia Effect: Each point of essentia in the soulmeld gives you a +1 enhancement bonus to hit and damage with unarmed strikes.

    Chakra Bind: Feet
    Monks avoid damage with great alacrity. Now you can too.
    You gain the smaller of your Int bonus or your Unbound level as an insight bonus to AC as long as you are not wearing armor or using a shield.

    Chakra Bind: Hands
    Monks move their hands at blinding speed. But if you know the trick...
    You gain the ability to make an extra unarmed attack in a full attack if you take a -2 to all attacks on that round. Each point of essentia invested in this ability reduces the penalty by one. Three essentia is not helpful, but four essentia lets you take -2 to hit and get two attacks as a standard action. Additional essentia reduces the penalty on the standard action double attack.

    Chakra Bind: Mind
    Few martial masters have perfected the ability to kill with a touch. It's not really that complicated once you learn the secret.
    You gain Quivering Palm as a monk except all uses of Wis are replaced with Int. Each two points of essentia in this soulmeld lets you cast Dimension Door with a caster level equal to your meldshaper level once per encounter.

    Vigilance of the Scout
    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Waist, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Some people are light of foot and mobile.
    You gain a +5' insight bonus to your move speed. Each point of essentia in this soulmeld increases your move speed bonus by 5'.

    Chakra Bind: Arms
    Agile people strike from unexpected angles
    You gain +1d6 skirmish damage, as the scout ability. For each two points of essentia in this soulmeld you gain another +1d6 skirmish damage. In addition, every odd point of essentia (1,3,5, etc) grants a +1 insight bonus to AC if you were eligible to deal skirmish damage this round.

    Chakra Bind: Waist
    Sometimes being unseen is the best policy.
    You gain the Hide in Plain Sight ability in natural terrain. Each point of essentia in this soulmeld gives a +1 insight bonus to Hide.

    Chakra Bind: Mind
    Legendary scouts can see without sight. This normally takes years of intense training and dedication.
    You gain blindsight 15'. Each point of essentia increases the range of your blindsight by 5'.

    Buckles of the Swash
    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Feet, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Daring and dashing warriors exhibit feats of derring do. But it's not that complicated, really.
    You gain a +2 insight bonus to Tumble, Balance, and Use Rope.
    Essentia Effect: Your bonus to skills from this soulmeld improves by 2 for each point of essentia invested in this soulmeld. In addition, if you have at least two points of essentia in this soulmeld you are not flatfooted while balancing.

    Chakra Bind: Arms
    Striking with insight and forethought is more effective
    You gain the smaller of your Int bonus and your Unbound level as an insight bonus to damage with melee weapons.

    Chakra Bind: Feet
    Agility and grace under fire are hallmarks of a true swashbuckler.
    You gain the ability to charge through difficult terrain and through allies. Each point of essentia in this soulmeld grants a +1 insight bonus on Reflex saves.

    Chakra Bind: Mind
    Legendary swashbucklers weaken their foes with skillful blows. With their souls guiding your hand you can do this as well.
    Whenever you critically hit an opponent the opponent takes a point of strength and constitution damage. Each point of essentia invested in this soulmeld increases the damage to strength and constitution by one.

    Playing an Unbound
    Combat: You are a factotum and an Incarnate. Use tricks and strange abilities. Maybe you have ranks in Iajutsu focus. Maybe you have the right item and the right skill at the right time. Whateva.
    Advancement: Honestly, after this class, you could get back in to Incarnate or take... Tome of Battle classes are nice for multiclassing. Join some strange PrC?
    Resources: Good luck with that. There isn't an overarching organization of Unbound unless there is one associated with a church... which there probably isn't. Use your adventuring party.

    Unbound in the world
    Glowing and unpredictable, there's no one I'd rather have on my side for skulduggery than Ralph.
    Daily Life: A typical day for an Unbound starts with a swordfight before breakfast. Then a good breakfast... can't adventure on an empty stomach. Then go steal a dragon's horde and wrap up the day by banishing an outsider. Just for kicks.
    Notables: Ralph was known for his mockery of fighters for their lack of fighting prowess. When they mobbed him he balanced, tumbled, and climbed away.
    Organizations: There aren't any. Factotums tend to congregate in adventuring parties, and Incarnates can be gregarious or solitary. The combination of the two tends to be unstructured.

    NPC Reaction
    They are unlikely to know what to think. If one can make the knowledge checks to recognize soulmelds, the factotum abilities are still confusing. Even if one becomes familiar with the abilities of an Unbound, said abilities can change tomorrow.

    Unbound in the game
    It is very similar to a gestalt of Incarnate and Factotum, but each side is 3 levels behind and the Factotum does not get Cunning Surge. Flexibility will be high but a lack of specialization means it shouldn't be too powerful in one area.
    Adaptation: It would be possible to make this Factotum/Totemist instead, but the fluff grates a bit.
    Encounters: An Unbound isn't a great solo combatant or BBEG but is a strange NPC to meet or part of an adversarial party.

    Sample Encounter
    Oh no! Suddenly, a glowing dude and three minotaurs! Roll for initiative!

    Epic Destiny: Soul of Improvisation


    Some people refuse to be tied down to one archetype. These folks expand their abilities until they can pretend to do almost anything. It might not work for long, and it might not be as powerful as a real specialist, but the ability to always do something is nothing to sneeze at.

    To start the Soul of Improvisation epic destiny a character must have the Enlightened Soul class feature.

    21:Careful study of Incarnum has borne fruit: you can finally bind soulmelds as well as people who walk a narrower path. You gain access to all chakra binds which a 20th level Incarnate would have access to, as well as the Totem bind. This does not give you extra chakra binds, it only opens new ones. It does not include other special class specific binds, for example the Mind bind.

    24:Your mastery of incarnum grew slower than a more dedicated adherent, but you now surpass those who follow only one tradition. Your class soulmeld list is now the sum of the Totemist, Incarnate, Soulborn, and Unbound soulmeld lists.

    27:Discontent with your mastery of traditional meldshaping, you experiment with soulmelds and discover even greater power. Your careful study and incredible luck have led you to a previously unknown chakra bind, called the Mind bind. This is like the Totem bind in that you cannot shape soulmelds to it but you can bind soulmelds to it.

    30:Buoyed by souls, calling on your own broad experience, you can emulate even Epic powers of others. You may select any feature of any other Epic Destiny besides a 30th level ability. You have this ability. You may select another ability the next in-game day. You then have that ability instead.

    Additional Mind Binds
    Spoiler
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    Adamant Pauldrons: Mind Bind
    You are more unshakeable than magical automata.You gain all of the immunities of the Construct type:
    Spoiler
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    Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects, not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain, immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless), not at risk of death from massive damage, you do not eat, sleep, or breathe.


    Arcane Focus: Mind Bind
    You are no legendary Archmage. However, you can fake it.You may apply metamagic to your Arcane Dilletante spells. You can apply a total level adjustment of metamagic equal to the amount of essentia you have invested in this soulmeld, and you do not need to have the metamagic feats you are applying. You may modify one Arcane Dilletante SLA per encounter this way. In addition, the shaped and essentia effects of the Arcane Focus apply to your Arcane Dilletante spell like abilities.

    Crystal Helm: Mind Bind
    Even psionic powers are within your ken now.You gain a manifester level equal to three quarters of your meldshaper level. Gain power points as a psion of that level, using Int for bonus power points. You know one psionic power from the Psion general list or from a Psion specialty of each level which your manifester level allows you to manifest, with a maximum power level of nine. In addition, make a list of additional powers you might want, in order. Each point of essentia grants you an additional power from that list. For example, a 27th level Unbound with a meldshaper level of 25 might choose Deja Vu, Elfsight, Eradicate Invisibility, Mindwipe, Incarnate, Suspend Life, Ultrablast, and Recall Death as his known powers, and then put Breath of the Black Dragon, Psionic True Seeing, and Co-Opt Concentration on his extra power list. If he invests two essentia in the Crystal Helm he can also manifest Breath of The Black Dragon and Psionic True Seeing.
    Special: This bind cannot be shaped via Unbound Soul, it must be bound how soulmelds are normally bound.

    Disenchanter Mask: Mind Bind
    Sometimes an obscure means of dispelling is the best approach.As a standard action, you may attempt to dispel a number of effects equal to the amount of essentia you have in this soulmeld. The range on this ability is line of sight. For the CL check for dispelling, use your meldshaper level. This works similarly to a targeted Dispel Magic except there is no cap on caster level to the dispel check and it can only dispel one effect per dispelling, unlike the targeted version of Dispel Magic used on a person. For example, with three essentia in this soulmeld you could attempt to dispel your opponent, his boots, and his sword. You could only dispel one of his flying, his haste, or his stoneskin spells because you only targeted him once.
    Spoiler
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    This could lead to a lot of rolling. It is also, at first blush, pretty useful: it's a free chain dispel with no CL cap. However, Disjunction has been available for ten levels. The major advantage is that this is dispelling which is not a spell or psionic.


    Dread Carapace:Mind Bind
    Sages and scholars do not know how to replicate the reflective properties of the Tarrasque's hide. They should ask you.Any ray, line, cone, or magic missile(as the spell) which would affect you has a 10% chance of being reflected back to the original caster. Each point of essentia in this soulmeld increases the chance by 10%.

    Lifebond Vestments:Mind Bind
    Souls do not die, they simply pass on. You can call them back.You gain the ability to cause the effect of a True Resurrection. This effect takes a minute to cast. It does not cost diamonds, as a True Res normally does. It does inflict two points of constitution burn on you each time you use it, if the con burn is resisted or ineffective due to immunities the True Res does not work.

    Necrocarnum Mantle:Mind Bind
    Undead souls can provide a useful shield against a number of effects. You gain all of the immunities of the Undead type:
    Spoiler
    Show

    Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    Not at risk of death from massive damage.
    You do not breathe, eat, or sleep.


    Necrocarnum Touch:Mind Bind
    Undead souls hunger for the energy of life. You can feed them.Your touch deals a negative level, if you wish. If you have sufficient BAB for a second iterative attack you may make two attacks with this ability as a full round action. You may not make more than two attacks per full round action with this ability. For every two points of essentia invested in this soulmeld your touch deals an additional negative level. The negative levels persist for a number of hours equal to your meldshaper level.

    Rage Claws: Mind Bind
    Even blind anger has its uses.If you are dealt enough hit point damage to kill you, you do not die immediately. You may continue to act normally for a number of rounds equal to your intelligence modifier. When this time runs out you die as normal. You may not have your hit points restored by any method while you are in this state. Spells which raise the dead (Revive, Raise Dead, Resurrection, etc) treat you as dead i.e. a valid target.

    Riding Bracers: Mind Bind
    You can steer your mount better than you can move yourself. Perspective has its advantages.You automatically succeed on all Ride checks.
    Spoiler
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    This seems pretty useless, until you realize that Mounted Combat lets you use Ride instead of AC for 1 attack/round against your mount. It's still of dubious use, but...


    Sailor's Bracers: Mind Bind
    The chorus of salty sea dogs guiding your hands and informing your intuition has become infallible.You automatically succeed on all Profession(Sailor) checks and any ship which has you as part of its crew or as captain has its speed multiplied by ten.

    Shadow Mantle: Mind Bind
    The methods of stealth and avoidance are innate to you now.You gain Hide In Plain Sight which means you can hide yourself without cover and in plain view of people. In addition, you gain the benefits of the feat Darkstalker from Lords of Madness. The bonus to Listen from this soulmeld also applies to Hide and Move Silently.

    Sighting Gloves: Mind Bind
    Legendary archers adjust your grip, your aim, now breathe... release. They are peerless, and now you are as well.All range increments of any ranged weapon you use are doubled, and you no longer take range penalties to hit for any ranged attack.

    Soulspark Familiar:Mind Bind
    For most meldshapers, a soulspark familiar is a novelty. You have made one which is... more substantial.You gain a Soulspark as a creature which follows you and obeys your orders. It cannot stray more than 120' from you or the soulmeld unshapes. ML is an abbreviation for meldshaper level, its statistics are as follows
    Spoiler
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    True Soulspark
    Tiny Outsider(Alignment[same as yours], Incarnum, Native)
    Hit Dice: ML
    Initiative:
    Speed: 20', 30' fly
    Armor Class:17+ML/2 (+2 size,+ML/2 dex, +5 natural )
    Base Attack/Grapple: ML/ML-7
    Attack: Soul Blast +(3ML/2+3 ) for (1d12+ML+5)
    Full Attack: Soul Blast +(3ML/2+3 )/+(3ML/2+3+ )-5/+(3ML/2+3+ )-10/+(3ML/2+3+ )-15 for (1d12+ML+5)
    Space/Reach: 2.5'/0'
    Special Attacks: Soul Blast
    Special Qualities: Amorphous, DR (ML/2)/Alignment[opposite of yours], evasion, incarnum shroud
    Saves: Fort Ref Will
    Abilities: Str 13, Dex 10+ML, Con 16+(ML/2), Int 6, Wis 13, Cha 21
    Skills: Chosen by master, (ML+3)*6 skill points, class skills as incarnate
    Feats: Improved Initiative, Lightning Reflexes, Weapon Focus (Soul Blast), additional feats chosen by master

    Soul Blast: Ranged attack with range of 5' which does not provoke. Can be used for iterative attacks for a True Soulspark.
    Amorphous: Immune to crits, foes gain no benefit by flanking it.
    Incarnum Shroud: Can use essentia to boost offense (+essentia to attack and damage, as insight bonus), defense (+essentia to AC and saving throws), healing (essentia*2 fast healing). Essentia comes from meldshaper.


    Spellward Shirt: Mind Bind
    Magic is your shield, your tool, and now your plaything.If any spell is negated by your Spellward Shirt (either by the SR or the spell immunity effect of the Heart Bind), you may redirect it to target its caster as a free action which may be taken out of turn.

    Thunderstep Boots: Mind Bind
    Fee fie fo fum!At the end of a charge, you may produce either a cone or a spread of sonic damage. You are not affected by this sonic damage despite being its origin. The cone is 20' long with an additional 10' per point of essentia in this soulmeld. The spread is 10' in radius with an additional 5' per point of essentia. In either case, the sonic damage does 5d12 points of sonic damage to all creatures and objects in the area besides the originator of the effect. Each point of essentia increases the damage by 1d12 and if at least three points of essentia are in the soulmeld everyone affected by the damage must also make a Fort save of DC 10+Int Mod+Essentia invested or be dazed for one round.

    Wormtail Belt: Mind Bind
    Purple worms swallow people whole. Why shouldn't you?As a standard action, you may make a melee touch attack against an opponent who is within your reach. If it hits, you make opposed grapple checks. If the opponent fails, he/she/it is swallowed whole. It lands in a gullet which has hp equal to your maximum hp divided by two, AC equal to your AC without armor or shield bonuses, and which does 4d10+1.5*Str Mod + 1d6 acid damage. The acid damage is increased by 1d6 per point of essentia in this soulmeld, and in addition each point of essentia gives the gullet DR 1/-. Each creature swallowed lands in its own gullet. If a creature does enough damage to escape it lands in any square adjacent to the Unbound who used this soulmeld on them in the first place. If a creature dies it also lands next to the Unbound who swallowed it. Teleport effects do not help one escape the gullet, it is effectively a pocket plane. Interplanar travel can work, but such a spell or ability requires a caster level check against the Unbound's meldshaper level +10.
    Last edited by Glimbur; 2014-04-13 at 04:33 PM. Reason: Fixing Table

  8. - Top - End - #8
    Ogre in the Playground
     
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    Default Re: GitP PrC Contest XXVII: Epically Destined

    Unrepentant Pact-Bound Hunter


    Image by Genzoman

    I hate you. With every breath I take, I fill my soul with loathing for you. If I could scribe every inch of my flesh with words that explained how much I loathe you, I would come up miles short. May my heart be a blade that pierces your heart; may my hate be your downfall.

    I know that there is no saving my soul; but at least you won't be better off.


    Everyone hates; its a simple fact of our fallibility as mortals. When someone hates someone for far too long, it is called a grudge; these are facts that we all know by heart, within our hearts. A fact that less people know is that hate carries a power of its own, and for those already without a soul, this draws some attention... after all, the one who owns you could decide that you can't use your power to revel in your foes downfall...

    And we can't have that, can we?

    BECOMING AN UNREPENTANT PACT-BOUND HUNTER
    Training is unnecessary; all that it takes is that you HATE enough. We aren't talking a simple everyday hate; the path that you take will ultimately leave you as completely unforgiving and uncompromising, a blade to strike the hearts of those who have done you wrong, whether they believe they have done so or not.

    ENTRY REQUIREMENTS
    Alignment: Any non-Good
    Special: Favored Enemy Class Feature, Eldritch Blast 2d6, must have gone through a lengthy ritual designed to void your pact with dark forces.
    BAB: +4
    Skills: Survival 8 ranks, Sense Motive 5 ranks, Spot 8 ranks, Listen 8 ranks

    Class Skills
    The Unrepentant Pact-Bound Hunter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int) Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha) and Use Rope (Dex).
    Skills Points at Each Level: 6 + int

    Hit Dice: d6

    Unrepentant Pact-Bound Hunter
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Hateful Heart, A Pact With Oneself, Purity of Hate|+1 level of existing invoking class

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Burst of Hatred (Bane)|+1 level of existing invoking class

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Find the Hated Enemy (Feel Their Fear), Heart of Spite 1/encounter|+1 level of existing invoking class

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Those Who Aid My Enemies Are Enemies Themselves|+1 level of existing invoking class

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Burst of Hatred (Heart-Seeking)|+1 level of existing invoking class

    6th|
    +6
    |
    +2
    |
    +2
    |
    +5
    |Hate Made Flesh, Heart of Spite 2/encounter|+1 level of existing invoking class

    7th|
    +7
    |
    +2
    |
    +2
    |
    +5
    |Find the Hated Enemy (None Can Hide)|+1 level of existing invoking class

    8th|
    +8
    |
    +2
    |
    +2
    |
    +6
    |Burst of Hatred (Thinaun)|+1 level of existing invoking class

    9th|
    +9
    |
    +3
    |
    +3
    |
    +6
    |Heart of Spite 3/encounter|+1 level of existing invoking class

    10th|
    +10
    |
    +3
    |
    +3
    |
    +7
    |Murder Unjustified and Undue|+1 level of existing invoking class [/table]

    Weapon Proficiencies: An Unrepentant Pact-Bound Hunter gains no new armor or weapon proficiencies.

    Hateful Heart (Ex): An Unrepentant Pact-Bound Hunter has reached beyond the pitiful amount of hate a ranger may muster with their Favored Enemies, truly transforming them into a dagger in the heart of their foe. Once a level in Unrepentant Pact-Bound Hunter has been taken, select a single creature type that will be your Chosen Foe. From now on, treat your ranger level as being your ECL+your levels in this class to determine the number of Favored Enemies you have and the bonuses to each; however, instead of gaining new Favored Enemies, you gain a new invocation of the highest level you can normally choose, and increase the bonus to your Chosen Enemy by +2.

    A Pact with Oneself (Ex): An Unrepentant Pact-Bound Hunter is not content to be a simple tool for another; their brilliant hate manifests itself in a completely different way. From this point onward, you may select spells from the Ranger spell list as invocations, following the following table; however, these spells retain their original casting time. In addition, you may select spells from the Assassin spell list as if your Invoking level was 5 less than normal. In return for this, you can no longer learn invocations from the Warlock list, due to the breaking of your pact; however, you may gain Warlock blast Shapes and Essences of up to the highest level you can use with the Extra Invocation feat, due to your hate manifesting itself through channels that used to be familiar to you. Any spell that designates a weapon instead applies to your Eldritch Blast.

    One exception to this is if the Warlock has been Baptized; they still may take any Invocations that are part of the Baptism, as the process of Baptism fundamentally alters the nature of the Warlock.

    {table=head]Level of Spell|Grade of Invocation

    1st|Least

    2nd|Lesser

    3rd|Greater

    4th|Dark[/table]

    Purity of Hate (Ex and Sp): An Unrepentant Pact-Bound Hunter is not bound to pathetic requirements like they were when they were barely leashed dogs; they may be of any non-Good alignment. In addition, they may use their Eldritch Blast as an attack action a number of times per round as the number of attacks you would gain from BAB.

    Burst of Hatred (Sp) An Unrepentant Pact-Bound Hunter has formed a pact with their deep, bottomless hate, and have learned to reform their Eldritch Blast to a more suitable form.
    At 2nd level, when you use your Eldritch Blast against a Chosen Enemy, you may elect to either deal normal Eldritch Blast damage or deal xd6 damage, where x is equal to your Favored Enemy bonus against your Chosen Enemy. This choice is taken before any Eldritch Essences or Blast shapes are chosen.
    At 5th level, you may choose to make your Eldritch Blast as a Full Round Action; if you choose to do so, you can treat any Chosen Enemies you can sense (able to see, Blindsense, Tremorsense, or the like) as if you have both Line of Sight and Line of Effect to them. This allows you to attack your Chosen Enemies through walls and the like.
    At 8th level, any Chosen Enemy you slay with your Eldritch Blast has their soul removed from their body, and stored within yours. As a result, they cannot be resurrected by any means, including Wish, Miracle, or True Resurrection, without your being adjacent to the body and being willing to allow the spell to affect the creature. You may have a number of stored souls equal to your Charisma modifier.

    Find the Hated Enemy (Su): An Unrepentant Pact-Bound Hunter has abilities beyond that of any natural hunter while stalking those that they hate.
    At 3rd level, you automatically know whether a Chosen Enemy was within (Charisma Modifier*5) ft of your current position within the last (class level) hours, and have a general sense of which direction they were traveling at the time, and how much time they spent in that area.
    At 7th level, you gain Blindsight out to (Charisma Modifier*5) ft, which can only sense Chosen Enemies.

    Heart of Spite (Su): Nothing brings an Unrepentant Pact-Bound Hunter more joy than to spite his enemies; once per encounter, at 3rd level, you may cause any Favored Enemy struck by your Eldritch Blast to have to roll a Will Save against a DC of (10+your Favored Enemy bonus+Charisma Modifier), or lose the use of one of their Extraordinary, Supernatural, or Spell-like abilities for a number of rounds equal to your Charisma Modifier; you may select an ability for them to lose when you use this ability; if they don't have that ability, a different one is chosen at random. You gain an additional use of this ability at 6th level and every 3 levels after that.

    Those Who Aid My Enemies Are Enemies Themselves (Ex): You hate, but your hate is rather discriminate; you hate one type of creature above all else. But what of their allies? They are just as worthy of Hatred. At 4th level, you may treat any creature a Chosen Enemy considers an ally as a Chosen Enemy themselves, for the purpose of the actual bonus and for the purpose of abilities keyed of your Chosen Enemy; however, your bonus against them is only 3/4 of your normal Chosen Enemy bonus. You must be aware of the connection between the different creatures to use this ability.

    Hate Made Flesh (Ex): The grudges and hates that sustain and power an Unrepentant Pact-Bound Hunter have reached unimaginably high heights; some might even say epic. After you take the 6th level of this class, you are treated as if you are under the affect of Delay Death (PHB) and and Beastland Ferocity (SpC) as long as you are fighting a Chosen Enemy, and for Charisma Rounds thereafter.

    Murder Unjustified and Undue (Su): Unrepentant Pact-Bound Hunter's care nothing for justice and restraint; those pitiful concepts have long been subsumed by their shear hate. At 10th level, you gain the following abilities.

    -Your attacks against your Chosen Enemies deal 50% Vile damage.
    -SR 10+ECL+Chosen Enemy Bonus against spells and spell-like abilities used by Chosen Enemies; this applies to all spells they cast at any point with 10' of you, even if the spell does not normally allow SR.
    -Immunity to Mind Affecting and Compulsion effects; any attempt to use these types of effects cause the caster to be targeted with a Geas (CL equal to ECL) to hunt down and kill your Chosen Enemies.
    -You gain miss chance against your Chosen Enemy equal to (5*Chosen Enemy Bonus).
    -You may no longer use any social skills on your Chosen Enemy, and anyone attempting to use social skills on you within 60ft of a Chosen Enemy that you know about gains a penalty to their check equal to your Chosen Enemy Bonus.

    PLAYING AN UNREPENTANT PACT-BOUND HUNTER
    Quite basically, you focus on your Favored Enemies, which means that you are primarily a damage dealer; however, you can use a couple spells drawn from a nice list to bolster your usefulness in other ways.
    Combat: Damage dealing is pretty much your forte, with Invocations like Hunter's Eye increasing damage potential, along with pretty strong debuffs, such as Heart of Spite or Murder Unjustified and Undue.
    Advancement: After this point, most Unrepentant Pact-Bound Hunters follow a path that allows them to hurt their Chosen Enemies even more, which is to say, practically any path, though a path such as stealing hellfire to make your foes pay seems to be popular.
    Resources: Hatred leaves nearly no room for cooperation, and the isolated nature of your powers leave most Unrepentant Pact-Bound Hunters with only their own resources to draw on.

    UNREPENTANT PACT-BOUND HUNTERS IN THE WORLD
    I'm only glad he doesn't hate me...

    Thankfully, your kind are rare. You tend to be rather... destructive of the areas you pass through if you happen to encounter a Chosen Enemy.
    Daily Life: Wake up. Locate some Chosen Enemies. Kill them. Laugh. Eat Breakfast. Do whatever the hell you want.
    Notables: She Who Hates (NE Lesser Tiefling Warlock 3/Ranger 2/Unrepentant Pact-Bound Hunter 10) was supposedly the first humanoid to ever walk this path; her hate for humans nearly ended in the slaughter of every inhabitant of a large kingdom.
    Organizations: There are no known organizations that focus on Hunters, though evil armies do tend to love to get their hands on them.

    NPC Reaction
    Unrepentant Pact-Bound Hunters live in veil of hate, loathing, hate, sadistic glee at the pain of their enemies, and did I mention hate? Their exploits are legends in their own times, told to children to get them to behave. They are seen as monsters of the worst sort... among the race they have as a Chosen Enemy.

    UNREPENTANT PACT-BOUND HUNTERS IN THE GAME
    Against Chosen Enemies, this class will end combats quickly, through shear damage dealing potential; against others, this class just brings to bear unlimited Ranger and Assassin spells, which is nice, but not too overly powerful.
    Adaptation: They could be staunch defenders of nature, by simply replacing the names of abilities, and replacing the Hateful Blast (Thinaun) with something more appropriate.
    Encounters: Players who aren't Chosen Enemies should be ignored or even be mostly safe from the Hunter; if they are Chosen Enemies (and why wouldn't they be?), they should get ready to fight someone who focuses specifically on killing their kind, who has some very nasty tricks. And if they are friends with a Chosen Enemy? Their lives are forfeit.

    Sample Encounter
    Players can come across Unrepentant Pact-Bound Hunters practically anywhere, especially if the Hunter is hunting them...
    EL 15: You see a slight, petite woman, who would be quite pretty, if it weren't for the fact that her eyes reflect nothing but deep, enduring, bitter hate. She raises a hand, and grins.


    She-Who-Hates
    NE/Female/Lesser Tiefling/Warlock 3/Ranger 2/Unrepentant Pact-Bound Hunter 10
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed (+7 Dex)
    hp 102 hp (2d8+13d6+45)
    Fort +12, Ref +16, Will +15
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +11, Grp +
    Atk OptionsEldritch Blast 6d6 (12d6+12 damage against Chosen Enemies)
    Combat Gear
    Invocations Known
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 9, Dex 24, Con 17, Int 16, Wis 15, Cha 30
    SQ
    Feats
    Skills
    Possessions

    Slayer of the Execrable

    Spoiler
    Show

    Art by Genzoman


    People think of hatred as if it were a mere spectrum; what they don't realize is that it can be thought of more as a endless cycle. Hatred begets hatred, destroying anything that could be considered loving about a person. Enter the Slayer of the Execrable, a being so consumed with their own hatred that they begin to lose any form of Empathy that they may have; we hate, they LOATHE. Their hatred often begins from a single source, which eventually flows out, tainting all it touches.

    Requirements: Favored Enemy Class Feature with a bonus of at least +10, Must have slain at least 100 of your Favored Enemies of each type you have as a Favored Enemy, at least a quarter of which must be noncombatants and at least 5 of which must be infants. Must be Evil (duh.)

    {table=head]Level|Benefit
    21st|None Escape
    24th|Contagious Hatred
    27th|Unknowable Hatred
    30th|May Their World Burn[/table]

    None Escape (Su): A Slayer of the Execrable has achieved status as a true and dire threat to his enemies, so much so that his mere presence near them is like an illness. Whenever a Slayer of the Execrable kills a Favored Enemy, every creature that is a Favored Enemy that can see the attack must make a Will save against 10+1/2 Slayer of the Execrable's Hit Dice+Favored Enemy Bonus or come down with Dread Wasting, a pure manifestation of their belief that the Slayer is going to kill them next, no matter how impossible it would be for the Slayer to attack them next (this means this ability includes people scrying the area, dreaming of the area, etc). A successful save means that that person is immune to the Dread Wasting of that particular Slayer of the Execrable for 24 hours.
    Spoiler
    Show
    Dread Wasting
    Infection DC: Contact 10+Favored Enemy Bonus
    Incubation: 1d4 days, the last of which the disease can be spread.
    Damage: 1d6 Wisdom Burn
    Special: Creatures that are not one of the Slayer of the Execrable who originally caused the disease's Favored Enemies are immune to this disease. This disease is supernatural in nature, and as such ignores resistance to normal diseases, only being stopped by immunity to magical diseases. As long as at least 1 point of the Wisdom Drain remains, only epic magic may remove this disease; even resurrection will leave the Wisdom Burn and disease in place.


    Contagious Hatred (Su): Hatred begets itself, and feeds itself, and a Slayer of the Execrable has an obscene amount of hatred to begin with. At 24th level, all of the Slayer of the Execrable's Favored Enemy Bonuses increase by 2, and in addition, they gain a special aura with a radius of 1 mile/Favored Enemy bonus; calculate this radius independently for each Favored Enemy they have.
    -For every minute that the Slayer of the Execrable speaks with anyone, that person's starting attitude towards the Slayer of the Execrable's Favored Enemies is one grade lower. This lasts one week, or until they leave the aura, whichever comes sooner.
    -Every settlement within the radius of the Slayer of the Execrable's aura has their attitude towards the Slayer of the Execrable's Favored Enemies reduced by one grade for every week they remain within that radius. This lasts for one year.
    -Creatures reduced to at least Unfriendly are automatically behave as if they were Friendly towards the Slayer as long as the Slayer is fighting with a Favored Enemy; if they are reduced to Hostile, they are behave as if they were Helpful, and so on. This lasts until there are no surviving Favored Enemies within sight (or other equivalent sense.)
    As an example, if a Slayer with Favored Enemy (Gnomes) +10 spoke to
    someone for 2 minutes, that person's initial attitude towards any Gnomes they meet within the next week is hostile. Note that this effect even affects Favored Enemies themselves; if the same Slayer of the Execrable lives above a hidden city of Gnomes for two weeks, every Gnome will be treated as Hostile towards any gnome they don't already know.
    DM's Note
    Spoiler
    Show
    This aura should start to show its effect with xenophobia and general dislike towards any given Favored Enemy type, slowly ramping up to irrational hatred. Visualize the attitude of the former Confederate states after the American Civil War towards African Americans; that is about how bad this gets. This ability is fully capable of resulting in wars and pogroms, with people a year later looking back, and going "what have we done?"


    Unknowable Hatred (Ex): Hatred can go beyond the level of emotion, to become someone's whole personality, their entire reason to live, and their very means to twist an enemy's strength against itself. At 27th level, a Slayer of the Execrable gains immunity to mind affecting abilities, and is treated as having the Hivemind ability, shared with all of their Favored Enemies within a 100 ft radius; their Favored Enemies do not gain any of the benefits of this ability. Essentially, this means that a Slayer is incapable of being flanked or flatfooted unless all of his Favored Enemies within 100 ft are as well. Additionally, they are treated as if they were one of their Favored Enemies if it would be beneficial; for example, if there is a door that can only be opened by Dwarves, and the Slayer has Favored Enemy (Dwarf), they can go through the door as if they were a Dwarf. Finally, as long as an actual member of one of their Favored Enemies is within 100 ft, the Slayer of the Execrable cannot be killed in any manner; they still lose hit points, but cannot be killed in that manner (they also stay conscious and fully capable of taking their full compliment of actions, no matter how far into the negatives they may be.). If killed in any other manner, they simply get back up after 1 round, free of any negative conditions affecting them.

    May Their World Burn (Sp): What do mortals know of hatred? Certainly nothing like this. Once per Favored Enemy, a Slayer of the Execrable may perform a ritual, requiring that they capture and slowly kill one of their Favored Enemies over the period of a week. After the ritual is completed, every member of the tortured creature's extended family is irrevocably slain, as their souls are forced to follow their family member. This ritual ignores spell resistance and does not allow a save, works across planar boundaries, only ignoring family members that are not themselves Favored Enemies; a family member is any creature that shares blood relations with the creature, or a creature that was adopted into that creatures familiar unit. This ritual may only be applied to a member of any given Favored Enemy once.

    Final Destiny: You are the Bogeyman; though your body may have died, you are immortalized in legends everywhere. Your name is spoken as a curse, and you have gone down in the annals of history as the worst monster to have ever worn a "civilized form". The wars and pogroms you cause write your name in blood and screams across the landscape, and you will eternally exist as an echo in the voices of those who hate those that you hated.
    Last edited by Amechra; 2012-04-10 at 12:26 PM.

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

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    Jun 2008

    Default Re: GitP PrC Contest XXVII: Epically Destined

    ANATHEMA


    “Before all things there was balance, and all was silent. Life intruded, and all was lost. Your quest for justice and peace is for naught. Life begets chaos. Life begets noise. I will silence it all, and order will be restored.” – The Watcher, Anathema to Life

    Necromancers twist negative energy to a number of applications, the most famous of which typically being their undead and other life-draining magics. Many never bother to investigate this phenomena beyond learning the spells powered by it, but there exists a vein of those who sought the source of their power and touched the most base form of its existence. They discover negative energy is more than harmful to life.
    It is the antithesis of existence itself.
    Much more so than simple ‘energy’ the primal form of what so many necromancers take for granted is destruction in its purest form. Motes of this twisting nether have escaped to the planes before, and it is these minute particles that cause the holes in the multiverse known as Spheres of Annihilation.
    Many seekers stop their investigations immediately upon discovering this. Tampering with such a volatile thing is dangerous, to say the least, and has lead to the deaths of many trying to tap into it. There are a few, however, who found a way to control it, acting as a vessel, channeling this primal form of negative energy to the world they exist in, and it begins to suffuse their entire being. Their magic is fundamentally altered, and those with the tenacity and sheer courage to finish what they began become something utterly new.
    They are Anathema. That which is abhorred by existence itself.

    BECOMING ANATHEMA
    Those who dabble frequently with negative energy are those who have the opportunity to begin the path to becoming Anathema. Dread Necromancers and wizards or clerics with necromantic proclivity are the most likely entrants. There is a certain level of dedication required, however, as the nature of the forces they dabble with are not to be taken lightly. Becoming a vessel for the pure essence of destruction isn’t something those dedicated to higher moral standards can typically justify.

    ENTRY REQUIREMENTS
    Spellcasting: Must know at least 3 Necromancy spells that do not animate or create undead. Must be able to cast at least 3rd level spells.
    Alignment: Any non-Good
    Feat: Tomb-Tainted Soul
    Special: Must have spent a year studying the base nature of negative energy. This does not need to be uninterrupted, but an extensive period of study is required to begin the path of the Anathema

    Class Skills
    The Anathema’s class skills are... Bluff, Concentration, Craft, Decipher Script, Disguise, Hide, Intimidate, Knowledge (arcane), Knowledge (religion), Profession, and Spellcraft.
    Skills Points at Each Level: 4 + Int

    Hit Dice: d8

    ANATHEMA
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Anathemic Vessel, Nihil Touch|---

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

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +1
    |Anathema of Earth|+1 level of existing spellcasting class

    4th|
    +2
    |
    +4
    |
    +1
    |
    +1
    |Comsumption|+1 level of existing spellcasting class

    5th|
    +2
    |
    +4
    |
    +1
    |
    +1
    |Eradication Field, Annihilation Vessel| ---

    6th|
    +3
    |
    +5
    |
    +2
    |
    +2
    |Anathema of the Planes|+1 level of existing spellcasting class

    7th|
    +3
    |
    +5
    |
    +2
    |
    +2
    |Devouring|+1 level of existing spellcasting class

    8th|
    +4
    |
    +6
    |
    +2
    |
    +2
    |Hungering Grasp|+1 level of existing spellcasting class

    9th|
    +4
    |
    +6
    |
    +3
    |
    +3
    |Anathema of Life|+1 level of existing spellcasting class

    10th|
    +5
    |
    +7
    |
    +3
    |
    +3
    |Abolishment|--- [/table]

    Anathemic Vessel: Your body has become home to a mote of primal negative energy. This pure entropic force suffuses your entire being, fundamentally altering your magic. The nether grabs hold of your spells, releasing itself with their energy. For the purposes of feats and items, all your spells are considered Necromancy spells.

    Additionally, your Necromancy spells (those that were originally necromancy, that is) are even more fully laced with the entropic energies, quickening their destructive power. Any time a creature is targeted by one of your Necromancy spells, it takes untyped damage equal to your caster level, regardless of whether it makes any requisite saves or not.

    Finally, due to the virulent nature of the negative energy you now control, animating undead is easier, but they cannot be maintained as long, dissolving quickly into nothingness as the energy animating them rips them apart. Any spell that creates or animates undead can be cast as a standard action without the material component (the corpse is still required) but the duration is changed to 1 minute/caster level.

    Nihil Touch (Su): The darkness lurking within Anathema hungers. It wants to consume everything around it, but the Anathema keeps it contained. His body serves as more than prison, however, but also as channel. Opening a link to the world allows the devouring force within him to perform its natural function, serving as a potent weapon to the Anathema.

    This is a ranged touch attack that does 1d10 untyped damage + 1 per 3 character levels. This can be used as a standard action, or as part of a touch spell or other touch attack. This attack ignored damage reduction and hardness, and can be used to sunder.

    Ablation Field (Su): The very presence of Anathema is destructive to the world in which they exist. A field of destruction surrounds them, gradually eating away at their surroundings, but especially hungry for life. As a free action, Anathema can extend or dispel a 15’ radius field centered on themselves. All other creatures that begin their turn within the field that are not Anathema take untyped damage equal to their hit die.

    Anathema of Earth (Su): As his power grows, existence itself begins rejecting Anathema. It begins simply, with the world in which he lives. As he walks, he finds the ground doesn’t want him stepping on it. As he fights, he discovers the wood, stone, and metal of his enemies’ weapons doesn’t want to pierce him. He is Anathema, and his world responds in kind. Clever practitioners, however, take advantage of this hatred and embrace it.

    Anathema gain a fly speed of 30’ with poor maneuverability. Additionally, against attacks with mundane weapons, you gain a 10% miss chance.

    Consumption: Negative energy as the world knows it is far beneath Anathema. Those undead and mages that consider themselves safe find that they are only guarded from the tamed, tempered form the energy now takes. Anathema, however, wield something completely different, and the magics that exist simply have no answer to it.

    Necromancy spells cast by Anathema ignore immunities and protective wards (such as Death Ward, undead immunities/healing, etc.) except protection from Death Effects.

    Eradication Field: A small increase in potency of purely destructive energy can make a large difference in the world around it. Anathema with such power are said to wander through the forest, killing trees and flowers as they pass. Birds drop out of the air, dead, as the ground they walk on boils and dissolves. Your Ablation Field is empowered, dealing twice the damage it once did. Additionally, a creature entering the field must make a Fortitude save (DC 13 + Anathema’s highest mental ability modifier) or be Nauseated for one round. A creature who makes its save, or who has been nauseated by the Anathema’s field, is immune to that Anathema’s Eradication Field for 24 hours.

    Annihilation Vessel: As an Anathema welcomes more and more of the destructive energy into his being, it begins chewing at his physical body, but at the same time, making it irrelevant. As more and more of his mortality slips away, this lack becomes a defensive strength for those with the power. Anathema of this level no longer need to eat, drink, or sleep (though they still need to meditate at least 2 hours to refresh spells and such) and are immune to magical sleep and fear affects.

    Anathema of the Planes (Su): Reality continues to reject Anathema, as his powers have grown, so too has the response of that which surrounds him. Now, it has escalated beyond simply the land on which he walks, but to the plane in which he exists. Every instant it can, it will allow Anathema to leave it, even if it is only temporary.

    As an Immediate Action once per round, Anathema can teleport up to 20 feet. Additionally, as a standard action, can gain resistance 10 against one energy type (each use changes the energy type he has resistance to).

    Devouring: More fully united with the energy he so treasures, the Anathema becomes more and more capable of piercing magical wards that would seek to stymie his attacks. His Necromancy spells now ignore Spell Resistance.

    Hungering Darkness (Su): Negative energy consumes more than just magic, of course. Using it to its full effect against fleshy beings, however, takes more unity and finesse than is available to lower Anathema. Now, however, small releases for particular purposes are simple. The Anathema’s natural attacks and attacks with his Nihil Touch inflict a negative level (his Consumption ability applies.)

    Anathema of Life (Su): The Anathema can hardly be called “alive” anymore. His being is almost entirely suffused by negative energy, and he relishes in the impending transformation. Anathema of this level are immune to death effects, energy drain, and ability damage. They are also no longer healed by positive energy, but gain Fast Healing 5.

    Abolishment: The Anathema has become little more than a cogent collection of negative energy, if even that. He is no longer considered alive. He simply is. It is possible to strike him, if altogether futile. He can no longer be killed via hit point damage, though he still suffers the other effects of negative hit points. No longer a welcome member of any world, he gains Outsider traits. At this point of ascension, releasing negative energy offensively is trivial. The Anathema can cast Disintegrate as a Supernatural ability, considered a Necromancy spell for all purposes.

    PLAYING AN ANATHEMA
    The basic nature of all things is nothingness. All existence is an intrusion, unwelcome in space. What you have embraced is the essence of that nothingness. It eats at things and you now house it within your being. Embrace the nihilism. Those worthy of continuing their consciousness will find a way. The reason you were given a physical body was to lose it. Return the universe to its initial silence.
    Or, perhaps the power is all you needed. A foe stood in your way so great, that nothing else has been effective. Your studies lead you to something dark. Something frightening, but it is what you need. You hate to take on this burden, but you carry it anyway. Your own abilities frighten you, but they will be even more frightening to your foes. Do what you must to accomplish what you must. Lose yourself to save them all.
    Combat: You are heavily casting oriented. Remain at a distance if you can, wearing away at your enemies until nothing remains. Your Ablation or Eradication Field ability may be enough to keep enemies away from you, if not, you should be able to escape to the sky or teleport away to keep the distance a safe one.
    Advancement: Further magical study in whatever you had mastered before this is always a good idea. Another prestige class that might make up for the time you lost studying the primal negative energy may be called for.
    Resources: Anathema have very little to call on. They are typically friends to few, and gain little from their new abilities.

    ANATHEMA IN THE WORLD
    ”This… creature appeared. Blacker’n I’ve ever seen, constantly screaming about “noise” or something. I had the right mind to get out of there, but those that didn’t… well, there’s nothing left.” – Dane Thane, blacksmith, survivor of the Watcher

    Anathema are feared, and for good reason. Their abilities are inherently destructive, and most of their motives are far from noble. People are typically afraid of even their appearance, as the energy roiling within them often leaves Anathema disfigured and scarred, barely holding back this energy that wants to remove their every atom from existence.
    Daily Life: No two Anathema share the same routine. Some might adventure, seeking artifacts to further their knowledge, and power to end all things. Some might focus on a great obstacle they must overcome. All Anathema, however, must always keep in mind what they are keeping deep within themselves, so as to prevent losing themselves to it in a way they deem unfavorable.
    Notables: No one is really sure where The Watcher came from or why he called himself such. When he appeared, however, people remembered him. His obsession was silence, and the only way he saw to reach true quiet was to eradicate life. He got a good start, but eventually, a demigod stepped in and The Watcher was, fortunately, stopped before he could gain any more power and overwhelm the quasi-deity.
    Organizations: Anathema do not form organizations. A true organization is against the philosophy of most, in fact. Creating something instead of destroying it? Bringing things together instead of ripping them apart? Nonsense.

    NPC Reaction
    Fear. Fear and suspicion, if not outright hostility. Anathema are not a friendly thing to meet, even if their goals are noble in some way. You don’t want them engaging in combat anywhere near you. The most powerful Anathema are almost always met with outright hostility, as they have become something hated by the existence of the universe itself. How can mortal minds not follow?

    ANATHEMA IN THE GAME
    Anathema are focused on wearing things down until they stop. The typical protections against most save-or-dies still function, but saves of the things they encounter will still be relevant in a big way.
    Adaptation: The base negative energy concept can be adapted to pretty much any other idea of a source of destruction. Perhaps they worship a deity that grants them the powers to destroy things, or they forged a particularly dark pact for their powers.
    Encounters: NPC Anathema will almost always be seen as villains by PCs of the Good/Neutral persuasion. Encountering an Anathema will usually happen when he is on a hunt for something or another. Knowledge, power, or simply more lives to do away with.


    MALEDICTION


    It is hard to call these “creatures.” A Malediction is a force. A presence. Destruction follows in their wake, because that is their nature. Everywhere they go is plagued with death and loss. Where once a burgeoning metropolis stood, now lies a void, barren, lifeless, and empty. Such is Malediction.

    Requirements: Must not be living, but not truly dead (Undead or those with the Abolishment class ability can qualify.) Alignment must be any Evil. Character level 21st.

    {table=head]Level|Benefit
    21st|Cursed Nature
    24th|Lifeless
    27th|One with the Void
    30th|Pestilential Presence[/table]

    Cursed Nature: The nature of a Malediction is a dark one, forged of blackness and steeped in cursed energies. They suffuse every part of his being, altering what is within, and comes from him. All spells a Malediction casts are considered Necromancy spells for all purposes. Additionally, all spells he casts can, at his option, inflict a number of negative levels on its targets equal to the spell’s level. These negative levels ignore immunities that would otherwise prevent them. Finally, all natural attacks he possesses inflict two negative levels on a hit, also ignoring all immunities.
    Lifeless: Death has long since become a vestigial term for the Malediction. Lacking life, death cannot be a concern. Malediction are immune to lethal and nonlethal damage. Any effect that would kill them instead scatters their consciousness for 24 hours. Your consciousness reforms either at the place you died, or at a location set out beforehand. You can change this location once per level.
    One with the Void (Ex): You can thin your own coherency, embracing the nothing between all things until your form vanishes entirely. In this form, you are unable to affect anything other than yourself, and you can move your movement speed. As you do not truly exist in this state, this movement does not provoke attacks of opportunity, and you can move in any direction (including “flying” though if a Malediction does not possess a fly speed, upon reforming, he would fall), through any object. Shedding and adopting your form is a standard action that does not provoke attacks of opportunity.
    Pestilential Presence (Su): All things wither in the face of a Malediction. As a free action, Malediction can extend or retract an aura of destruction centered on themselves with a radius of 30ft. All things in the aura at the beginning of their turn must make a Fortitude save (DC 20 + the Malediction’s highest mental ability score modifier) or lose half of their hit points (rounded up). This damage ignores damage reduction and hardness.
    Last edited by Hyooz; 2011-05-30 at 02:13 PM.

    Current Contest Entries:

    Prestige Class Contest: In the Shadows -The Ghost Wyrm

    Base Class Contest: Altar of Naught - The Nihilist

    Monster Competition: Beings of Legend - The Omni Template

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  10. - Top - End - #10
    Troll in the Playground
     
    NineThePuma's Avatar

    Join Date
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    Default Re: GitP PrC Contest XXVII: Epically Destined

    Tainted Assassin


    Quote of Some Kind by a member of the class!

    A general description of whatever the class is!

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

    ENTRY REQUIREMENTS
    Alignment: Any nongood.
    Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks
    Taint: Character’s taint score must be 6 or more.
    Special: Character must make a Faustian Pact.

    Class Skills
    The Tainted Assassin's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device(Cha), and Use Rope (Dex).
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    TAINTED ASSASSIN
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Taint Suppression, Tainted Death, Sneak Attack +1d6

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Uncanny Dodge

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Camouflage

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Sneak Attack +2d6

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Evasion

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Stealth Mastery

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |Sneak Attack +3d6

    8th|
    +6
    |
    +2
    |
    +6
    |
    +2
    |Improved Uncanny Dodge

    9th|
    +6
    |
    +3
    |
    +6
    |
    +3
    |Hide in Plain Sight

    10th|
    +7
    |
    +3
    |
    +7
    |
    +3
    |Sneak Attack +4d6[/table]

    Weapon Proficiencies: Tainted Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

    Taint Suppression (Ex): While a tainted assassin is likely to accumulate a high taint score over the course of her life, this taint is not immediately obvious to onlookers. A tainted assassin’s taint manifests in mental effects—insanity, rage, and nightmares—and in internal physical effects. If a tainted assassin is split open, the character’s internal corruption is obvious: Her body is full of bloody pus and strange growths, even internal limbs. If a tainted assassin enters a tainted area, her corruption immediately manifests externally as well. Barring these two conditions, it is impossible to detect a tainted assassin based on appearance.

    A tainted assassin no longer applies her taint score as a penalty to her Constitution, and only applies one-half her taint score as a penalty to her Wisdom.

    Tainted Death (Ex): If a tainted assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (tainted assassin’s choice). While studying the victim, the tainted assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the tainted assassin or recognize the tainted assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the tainted assassin’s class level + the tainted assassin’s taint score) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the tainted assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Regardless, the target gains 1 point of taint per level of the tainted assassin. Once the tainted assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
    If a death attack is attempted and fails (the victim makes her save) or if the tainted assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

    Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every 3 levels (1st, 4th, 7th, 10th, etc). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

    Uncanny Dodge (Ex): Starting at 2nd level, a tainted assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

    Camouflage (Ex): A tainted assassin of 3rd level or higher can use the Hide skill in any sort of terrain, even if the terrain doesn’t grant cover or concealment. He cannot attempt to hide while being directly observed, but does not need cover to avoid being spotted.

    Evasion (Ex): At 5th level and higher, a tainted assassin can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the tainted assassin is wearing light armor or no armor. A helpless tainted assassin does not gain the benefit of evasion.

    Stealth Mastery (Ex): At 6th level, a tainted assassin has become so used to being stealthy, it comes naturally. When making a skill check with one Hide or Move Silently, she may take 10 even if stress and distractions would normally prevent her from doing so.

    Improved Uncanny Dodge (Ex): At 8th level, a tainted assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the tainted assassin. The exception to this defense is that a rogue at least four levels higher than the tainted assassin can flank him (and thus sneak attack him).
    If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

    Hide in Plain Sight (Ex): While in any sort of terrain, a tainted assassin of 9th level or higher can use the Hide skill even while being observed.

    Level Advancement: The power of taint is seductive. Once a character has tasted its attractions, it is hard to resist. Whenever a tainted assassin gains a new level and wishes to advance a level in some other class, she must succeed on a Will saving throw (DC 10 + taint score). If she fails the saving throw, she must advance her tainted assassin level. If she succeeds on this saving throw, she can advance a level in some other class.



    PLAYING A TAINTED ASSASSIN
    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..

    TAINTED ASSASSINS 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.

    TAINTED ASSASSINS IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: The Tainted Assassin class
    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

    Child of Taint

    A picture can go here too!

    Some fluff here...

    Requirements: 21st Level, Taint score of 15 or higher, Taint Suppression class feature, Evil Alignment

    {table=head]Level|Benefit
    21st|Taint Adaptation, Tainted Touch
    24th|Aura of Taint
    27th|Steal Taint
    30th|Tainted Possession [/table]

    Taint Adaptation (Ex): The Child of Taint has adapted to the effects of taint, and their form has adapted to take advantage of the dark power inherent in it. The Child of Taint no longer applies her taint score as a penalty to her Wisdom score, and applies one-half her taint score as an untyped bonus to her Constitution. She is forevermore treated as an outsider with the (Evil) subtype, rather than as a humanoid (or whatever the Child of Taint’s creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the Child of Taint can still be brought back from the dead as if she were a member of her previous creature type. The Child of Taint can suppress the physical signs of being Tainted at all times.

    Tainted Touch (Su): Any damage dealt by a Child of Taint is considered Vile Damage. Additionally, for every ten points of damage the target of the attack takes, they gain a point of Taint.

    Aura of Taint (Su): A Child of Taint creates an area of taint around themselves based on their taint score. A circle surrounding the Child of Taint with a radius equal to one half their taint score in squares) is treated as a ‘Tainted Place’ for all purposes. This ability can be suppressed as a swift action by making a will save (DC 10+the Child of Taint’s Taint Score), and will remain suppressed for a number of minutes equal to the Child of Taint’s character level.

    Steal Taint (Su): As a Full Round Action, a Child of Taint can rip the taint from his surroundings, healing an amount of damage equal to his taint score plus his character level. Creatures other than the Child of Taint with taint scores that are within the Child of Taint’s Aura of Taint have their taint scores reduced to 0, but take constitution and wisdom damage equal to twice their (now former) taint score.

    Tainted Possession (Su): If a Child of Taint is killed, her spirit jumps to the closest living thing, and attempts to possess it. If two targets are within the Child of Taint’s Aura of Taint, the one with the higher taint score is targeted first.
    The target makes a will save (DC 10+1/2 the Child of Taint’s character level+the Child of Taint’s taint score); if it fails, the life force of the target is thrown out of its body and her life force occupies the host body. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, taint score, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. If the target succeeds in its saving throw, the Child of Taint targets the next closest in range (with the highest taint score).
    If there is no one in range, or everyone in range has succeeded in resisting possession, the Child of Taint’s spirit may become a ghost or possess a Gem or Crystal worth at least 100 GP. In either case, she may try to possess anyone who enters the range of their Aura of Taint.
    Regardless of the end result, being slain causes the Child of Taint’s Taint Score to be reduced by half or by 10 points, whichever is higher. This cannot result in her taint score falling below 1

    Immortality: Malevolent Spirit
    The Child of Taint is now a never ending threat to all that is good, spreading taint wherever it goes. The mightiest of mortal heroes might slay you, but you will simply return, again and again, until the entire world is corrupted. Perhaps, you might be sealed away for a time, but you are now truly immortal, and you cannot be defeated, only set back.
    Last edited by NineThePuma; 2011-05-14 at 12:21 AM.

  11. - Top - End - #11
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    Default Re: GitP PrC Contest XXVII: Epically Destined

    Herald of the Twilight


    Image by Grungefm

    There is a power beyond which man can understand. Since time before time, magic was forbidden. No one is sure why this taboo came into place. Some believe that it is because those with the power will come to abuse it. Others just think that magic is shunned because it is more than what any normal human can hope to do. The real reason? My predecessors. The Heralds of Twilight, the wielders of Shadow Magic. The bringers of the apocalypse.

    There is a power beyond that which has mortal bounds. Power beyond what even the gods can do. In ancient times, this power was unleashed. It tore on the edges of reality, unraveling the strands of time, distance, fate. Until it was sealed. This power was known as Shadow Magic. If it were to be left alone, then nothing would still stand. Life, death, the afterlife, the planes themselves would all be unraveled into the chaos which is the far realms, before it, too, would be annihilated. To prevent this ultimate end, an ancient race, whose name was lost to time, sacrificed their entire plane to prevent this final end, which they dubbed the Twilight. In this act, the plane and source of shadow magic would be destroyed, and the power locked away. The prison came to be known as the planet Zaaman-Rul, where the power could not do any harm. While it could seep into the universe, it could not spread, and the Twilight could not happen. But then the unthinkable happened. The inhabitants of the planet tore the world asunder when they called the moon down upon the surface of the planet, destroying the prison which held the magic. In an attempt to save life, one of the races of the plane, the Serpentes, sacrificed their life to make a web of energy surrounding the planet, keeping the Shadow Magic at bay, and allowing life to continue to life on the planet. However, the damage was done. The energy of the web has been slowly failing over time, and shadow magic has begun to seep through. And as the power seeps across the plane, it calls some of it's inhabitants to itself, coercing them into using it, and thus facilitating it's release, and the coming of the Twilight.
    Fluff drawing on arguskos's Zaaman-Rul setting.

    Becoming a Herald of the Twilight
    Only one with great durability and magical skill are called to become Heralds of the Twilight. In order to survive the rigors of casting but a single spell of Shadow Magic is enough to tear the mortal body asunder. Therefore, the Shadow only calls to those who have trained their bodies to endure. In order to weave even a single strand of shadow magic into a usable form, one must master magic the highest level of common magic, having a keen mind as well as an enduring body. However, even the keen mind of the most powerful archmage in the body of the indestructible Tarrasque could not even summon forth a single strand of shadow magic. Shadow Magic is anathema to life, and not even the most depraved individual may manifest a connection to it, as his very body would destroy itself in the attempt. In order to wield Shadow Magic, one must die.

    ENTRY REQUIREMENTS
    Alignment: Any nongood
    Base Fortitude Save: +5
    Base Attack Bonus: +5
    Spellcasting: Must be able to cast third level spells
    Skills: Spellcraft 10 ranks
    Feats: Skill Focus (Spellcraft), Improved Toughness
    Special: Must be dead.

    Class Skills
    The Herald of the Twilight's class skills (and the key ability for each skill) are... Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (All, taken individually) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)
    Skills Points at Each Level: 2 + int

    Hit Dice: d12

    Herald of Twilight
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Life in Death, Shadow Casting, Dark Pool|+1 level of existing Arcane spellcasting class

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Dark Tutors, Shadow Armor|See Text

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Shadowed Casting, Burning Darkness|+1 level of existing Arcane spellcasting class

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Durable, Bonus Seed|See Text

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Aura of Darkness|+1 level of existing Arcane spellcasting class

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Dark Infusion, Invulnerable|See Text

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Aura of Darkness|+1 level of existing Arcane spellcasting class

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Unstoppable|See Text

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Aura of Darkness|+1 level of existing Arcane spellcasting class

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Immortal, Bonus Seed|See Text [/table]

    Weapon Proficiencies: A Twilight Herald gains no proficiency with any weapons or armor.

    Life in Death
    When a prospective Herald of Twilight is slain, they feel a voice from within the dark portions of their souls. They are offered a choice- to remain dead, and free to proceed to their final rest, or to get another lease on life. A new body, reforged from the old, free from destiny and fate, and one gifted with powers beyond their wildest imaginings. Should they refuse the offer, they are indeed free to proceed to their final rest- but they will never be offered the opportunity again. If they accept, their transformation begins. Shadow Magic, from the core of the shattered planet Zaaman-Rul, inundates their body, suffusing it with the power to weave and handle it, and repairing it for the soul of it's new servant. Just one round after the demise of the newly appointed Herald of Twilight is shown, the lance of blackest energy strikes the immobile corpse, allowing it to keep functioning even after it's death, reforming and altering the husk in mere seconds. Then, as the shadows fade away, the new Twilight Herald is once more given life, restored as by a True Ressurection spell, and they have their spell slots restored as if they had a full night's worth of sleep. Thus, the Herald is reborn.

    This ressurection is not without it's cost, however. The Herald is a mockery of the natural order, anathemical to life. And life is anathemical towards him. All creatures of the plant and animal types' starting attitude towards this character worsen by two steps, and the character suffers a penalty to all ride and handle animal checks equal to their class level + 3. His presence disrupts natural flora; his steps leave dead plants in their wake, giving survival checks made to track the character in any place with a large number of plants a +5 circumstance bonus. Finally, the sunlight itself is disruptive to the character; as long as the light of the natural sun touches him, he is treated as Sickened and Fatigued. However, this penalty can be easily circumvented by wearing long, hooded cloaks and or similar things, or staying within shaded areas. When this character dies, his soul is forfeit to the black entity that gave him his new life. The character can not be brought back to life through the normal means- at least, not with the power already acquired. While they can be brought back to life- something their dark master encourages, and sometimes outright forces them to do, doing so causes the character to no longer fulfill the prerequisites they have for this class, and as such they lose all class features. They may only regain their class features if they manage to regain the state that was once given to them- an arduous task, to be sure. In order to do so, an Ex-Herald must ritually slay himself within a large, ornate pentagram made of black onyx, costing in the vicinity of five thousand gold pieces to construct. As the Ex-Herald dies once more, this black onyx ignites, allowing a sliver of shadow energy to pierce into this world and once again restore it's awesome power to it's champion, restoring the Herald's former powers. This ritual destroys the black onyx, burning the seal onto the floor forever- a sure sign for any pursuers that the Herald is once again at large.

    Spellcasting
    At every odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Herald of Twilight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    At every even numbered spell level, you gain an increase in caster level, the number of spells your character know, and the highest level spell they can cast or scribe in their spellbooks as if they had also gained a level in an arcane spellcasting class to which you have belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained, including spells per day. If you would gain the ability to cast spells of a new level each day, you may cast spells if your ability modifier is high enough to gain bonus spells of that level. This bonus applies to all arcane spellcasting classes you had before becoming a Herald of Twilight.

    Shadow Casting
    A Herald of Twilight's first and most devastating ability is his power to call upon the Shadow to cast spells. However, such an act is not one that is easy to master, or survive, or even access in the first place. When the Herald of Twilight gains this ability, he selects one Epic Spellcasting seeds from the following list: Animate Dead (You may not animate more HD of undead than your own HD; extra undead created are immediately destroyed), Afflict, Compel, Delude, Destroy, Dispel, Energy, Heal (Negative version only), Slay. Every three Herald of Twilight levels later gained allows the Herald to gain one additional seed. When the Herald of Twilight is at or below 1/2 their maximum hit points, the Herald may access this power. When the Herald attempts to cast a Shadow spell, they resolve the attempt in a similar manner to casting an Epic spell. When casting a Shadow Magic spell, the first seed he learned is always the base seed of the spell. After that, the Herald must apply a number of Seeds and Epic Spell factors so that the total spellcraft DC is equal to or greater than 5x the Herald's character level plus the number of points in the character's Dark Pool class feature. After this, the Herald may apply any mitigating factors he wants from the following list:
    {table=head] Factor | Spellcraft DC modifier
    Backlash 1d6 points of damage (max d6 = caster’s HD ×2)*| -1
    Burn 100 XP during casting (max 20,000 XP)|-1
    Change from target, touch, or area to personal|-2
    Decrease damage die by one step (d4 minimum) |-5
    Backlash 1 point ability burn to stat of caster's choice*|-1[/table]
    *The caster cannot somehow avoid or make him or her self immune to backlash damage. If backlash damage kills a caster, no spell or method exists that will return life to the caster’s body without costing the caster a level—not even wish, true resurrection, miracle, or epic spells that return life to the deceased. Spells that normally penalize the recipient one level when they return him or her to life penalize a caster killed by backlash two levels. Please note that the backlash damage is only applied after the spell has finished resolving. (Credit to WotC here.)

    The mitigating factors may decrease the DC below 5*your character level. After applying all factors, the character makes a spellcraft check against the final modified spellcraft DC generated above, using his primary spellcasting ability modifier rather than his intelligence on this check. He may not apply bonuses gained from one-time use items, spells, or similar temporary things on this check, but he may apply a bonus granted by a permanent magic item on this check. Doing so destroys the item after the check is made. The caster can never take 10 on this check. If the caster succeeds, the Shadow spell resolves as normal. If he fails, however, the spell goes awry. The spell targets the caster of the spell, if applicable, or is otherwise centered on the caster, and the caster takes a number of points of backlash damage equal to the final DC of the spell in addition to the normal effects and the backlash damage from the mitigating factors. If the character manages to reroll this check, by using a luck reroll or some similar trick, he still suffers this backlash damage, but the spell otherwise works as intended. Using this ability adds a number of points to a character's Dark Pool equal to the final spellcraft DC of the cast spell. Casting a shadow spell is always a full-round action, regardless of the casting time of the base seed or other applied mitigating factors. The effects occur immediately after the character is finished with the action, rather than at the start of their next turn. The character cannot have their spell disrupted when using this ability. However, if the character is forced to make a concentration check, they resolve it as if they were casting a 10th level spell. If they fail the check, they take a number of points of backlash damage equal to the amount they failed the check by. This damage does not prompt an additional check. Using Shadow Magic is a dangerous and imprecise art, even to the most skilled practitioner; it is for this reason that Heralds of the Twilight only use this ability in desperate situations, for the power they call upon may well destroy them rather than their foe. However, when used properly, it can also rain death upon whoever stands in the Herald's way, often in ways more painful than possible, annihilating any who stand before him.

    Dark Pool
    Shadow Magic, when it is given to a person, does not merely come when called- it surrounds the caster for days after it is invoked, appearing as a dark nimbus around the character, fluctuating with the character's power use. After using a class feature, it subtracts a certain number of points to your Dark Pool, and can influence the functioning of some class features. There are only two ways to gain points into your Dark Pool: By invoking Shadow Magic, or by drawing it from it's source through force of will. Whenever you invoke Shadow Magic, you add a number of points to your dark pool equal to the spellcraft DC you attempted. In addition, once each day as an immediate action, the character may attempt to draw shadow magic to themselves, adding a number of points to their Dark Pool ability up to their spellcraft rank. When they do, they must attempt a spellcraft check (DC = 10+ the number of points in the character's dark pool+the number of points the character is trying to add). The character may not add bonuses from spells, magic items, or other similar methods of boosting this check. They may, however, get a bonus from a Bard's Inspire Competence class feature, assuming the bard has at least 5 ranks in spellcraft himself. If the character succeeds, the points are added to the pool as normal. If they fail, they take a number of d6 points of backlash damage equal to the number of points they attempted to add.

    Dark Tutor
    The dark power of Shadow Magic, and the Herald's skill in weaving it causes the relative ease of learning lesser spells to become apparent. At second level, the Herald of Twilight gains an Insight bonus equal to their class level on all Spellcraft checks.

    Shadow Armor
    Shadow Magic does not allow its practitioners to die. When the corrupting powers of Shadow Magic scour the flesh of it's channeler, it subtly influences that person, allowing them to become more durable and allows them to survive more. This begins to manifest at second level, as the flesh of the caster begins to become dark and hard, giving the caster a bonus to natural armor equal to their half their class level. In addition, the character can channel some of the energy of their Dark Pool to enhance the protection of the armor. As an immediate action, the character may remove any number of points from the Dark Pool class feature, up to a maximum of their ranks in Spellcraft. They gain a deflection bonus to their armor class until the beginning of their next turn equal to the number of points removed.

    Shadowed Casting
    At third level, the Shadow Magic surrounding the Herald begins to seep into their regular magic, dealing a number of untyped points of damage equal to the number of points in the Herald's Dark Pool (Maximum caster level+class level) to the target of each of the Herald's spells. This ability automatically applies to all spells cast at a target other than the caster, even harmless ones (which now allow a save). If the Herald is only one of the targets of the spells, each other target suffers damage, but the Herald does not.

    Burning Darkness
    The Shadow Magic within a herald's mind is enough to make any mortal man mad. When lesser spellcasters attempt to influence your mind with any spell with the [Mind-Affecting] descriptor, they take a number of points of damage equal to the number of points in your Dark Pool class feature, and you gain a bonus on the save equal to your primary spellcasting modifier. This damage also applies to any creature that senses you or attempts to communicate with you through telepathy. This damage applies each round the contact is maintained.

    Durable
    The slow progress of the Darkness rebuilding your flesh has reached a new stage now. You gain Damage Reduction/- equal to half your class level as your flesh and bones begin to be replaced with shadow energy, keeping them functioning even after damaged to the point where your flesh would otherwise begin to fail. In addition, as a swift action, you may remove a number of points from your Dark Pool class feature equal to or less than your ranks in Spellcraft to bolster your interior structures, gaining an insight bonus to Strength or Constitution equal to half the points expended for one round. You may not add a bonus to an ability score greater than your class level.

    Aura of Darkness
    At 5th level, and every two levels thereafter, the shadow energy around you begins to exude a presence on the world. This manifests differently for each Herald, giving each a number of options for how the power would manifest. You may activate or deactivate an aura as a swift action. You may have more than one aura active at a time.
    • Aura of Disruption- Each creature within 10ft/class level gains spell resistance equal to 10+your character level. If they already had spell resistance, it is changed to this amount.
    • Aura of Power- Each spell cast within 10ft/class level is automatically empowered, as the spell, without an increase in spell level. However, spells within this area take a full round to cast, or an additional round if the spell already had a casting time of 1 full round action or more.
    • Aura of Madness- An area around you with a radius of 10ft/caster level functions as a Wild Magic Zone.
    • Inhibiting Aura- Each spell cast within 10ft/class level of you decreases all numeric, variable components by 50%. However, the action required to cast a spell is reduced by one. For example, a spell with a casting time of a standard action is cast as a move action, a spell cast as a full round action becomes a standard action, etc.
    • Absorbing Aura- Each time you or another creature within 10ft/class level of you attempts to cast a spell, they must succeed on a concentration check with a DC equal to the number of points in your Dark Pool class feature.


    Dark Infusion
    At 6th level and higher, whenever you prepare or spontaneously cast a spell, you may tap some minor quantity of Shadow Magic into it, turning it into a more powerful spell that you know. When you use this feature, you may prepare or cast a spell as any other spell that you know. When you cast the spell, subtract a number of points equal to your Dark Pool class feature equal to twice the difference of the level of the spells. This can't be a negative number. Using this ability to cast a spontaneous spell does not increase the spelll's casting time.

    Invulnerable
    The Shadow Magic's reconstruction of your body has become quite extensive by now, replacing major organs with constructs of dark magic, and rendering your body immune to many forms of influence. Whenever you would be affected by a critical hit or a sneak attack, there is a 10% chance per class level that you are unaffected by the attack. In addition, whenever you would become paralyzed or stunned, you are instead Slowed for a round. You are immune to poison, sleep effects, paralysis, stunning, disease, death effects, nonlethal damage, and fatigue. Any effect that makes you exhausted only inflicts penalties as if you were fatigued. In addition, when you would take hp damage, you may remove a number of points from your Dark Pool class feature up to the number of ranks you have in spellcraft. You are not affected by the damage for a number of rounds equal to the points expended.

    Unstoppable
    Your reconstruction as a servant of Shadow Magic is nearly complete. Most of your body is now made of solid Shadow Magic, which quickly repairs itself if damaged, with little remnant of your original flesh still within your body. You gain Fast Healing equal to 1/2 your class level. In addition, as a swift action, you may expend a number of points from your Dark Pool class feature up to the number of ranks you have in Spellcraft. You are affected by Freedom of Movement for a number of rounds equal to the number of expended points.

    Immortal
    You are now just a figment of solidified Shadow Magic, and as such you are now completely immortal and indestructible, a permanent blight on the world, and one who will lead to the eventual Twilight. The only thing that can harm you is your own power, and even that will not completely destroy you. It will merely deform you for a while. But you will endure. You now treat all non-backlash damage as nonlethal for the purposes of healing and how it affects you, but you are not immune to it. If you are somehow killed, your body instantly is reintegrated with the Shadow Energy gathered around you. You may expend a number of Dark Pool points equal to twice your ranks in Spellcraft to instantly rematerialize your body anywhere within 1 mile per rank of spellcraft you have. You may add points to your Dark Pool class feature once per day, as normal, during this time. Any effect that would steal your soul prevents the use of this ability.

    Playing a Herald of Twilight
    The moment you become a Herald of Twilight, you have gained access to a dark and dangerous power, the use of Shadow Magic. Such an option is always at your command, should you be desperate enough to use it, and your connection to Shadow Magic has made you a durable combatant. You have a wide variety of class features to use at your disposable, making you a versatile being, and when all else fails, you have the power to annihilate those who stand in your way.
    Combat: You always have a variety of options to act on during your turn, be it hammering down upon your enemies with your blade, altering the battlefield to your advantage with your magics, or positioning yourself to use your auras to devastating effect. As you progress down this path, however, you need to be wary of how you spend your Dark Pool points. You can only gain so many in a day, and you have a limited number of them. They also, at higher levels, have a greater influence if they are not expended. A Herald of Twilight must take care when using this powerful force, to make sure that they do not over-exert their powers.
    Advancement: While progressing down your path as a Herald of the Twilight, you have a variety of options on what you can do. Many Heralds choose to invest their feats into Luck feats, helping to reduce the chance of destroying themselves with their Shadow Magic, and also granting them an advantage in adding points to their Dark Pool rather than injuring themselves while doing so. Other than that, many Heralds choose to gain feats that enhance their combat prowess or increase their spellcasting capability, much as they would have before taking this class. After a Herald of the Twilight has finished progressing down their path, there is often not enough room in their careers as adventurers to accomplish much. However, those that do have room to continue often choose to advance their melee combat and spellcasting arts at the same time, often becoming Abjurant Champions or Eldritch Knights.
    Resources: Heralds of Twilight often suffer a lack of resources at their disposal. While some manage to join adventuring groups and achieve backing from their allies there, the vast majority are shunned by society. Even without revealing their forbidden powers, the corruption of their body by Shadow Magic often reveals them for what they are, causing almost, if not all, Heralds of Twilight to lack for allies, resources, or both. While they can hire out their services as sell-swords and mercenary spellcasters, they often lack both allies and respect, leaving them bereft of any resources save what they have by means of their skill.

    Heralds of Twilight in the World
    Yeah, he came through here. It would be hard to miss him. Wherever he went, the dogs started barking at him, the crops would die, and the cloak didn't do him any favors, either. And... when I think about what he did in Darkworm Forest... I still wet my bed at night.

    Heralds of Twilight are generally not well received. In rural areas, Heralds not only destroy livelyhoods by merely walking around, but their approach is also heralded by a large number of bad omens, such as hostile wolves, missing sheep, and dogs barking at nothing there. And to top it all off, the Heralds wear hoods in daylight, walking in their own constant area of shadow, marking them as different from others. Much of this is mitigated in large cities, when people don't really notice the blackened steps and there are fewer animals to attack. Heralds in cities sometimes try to fit in, though they often have problems. Their aversion to the sunlight is still just as potent as it was before, and it can manifest in strained social relationships. However, wherever they go, no matter how hard they try, their nature is revealed. And when it is, it usually resolves in the destruction of the Herald, the town... or both.
    Daily Life: Most Heralds spend their days wandering, or searching for an adventuring group to take them in. While some do try to integrate into society, relationships with others are often strained at best, or most often outright hostile after the Herald's nature is revealed. Other than that, they mostly wander the wilderness, be it in a dungeon in the arctic or a jungle out to kill them, searching for ways to improve the power they paid so much for.
    Notables: There are few records of Heralds of Twilight, as they are often stricken from the records of history by wise priests, attributing the events they cause to random magical phenomenon. However, the history of one Herald is unable to be struck from history, though it is often obscured: Shara'khal, the first Herald. A student of magic obsessed with death, and finding ways around it, it was he who set the basics for the ritual of lichdom. After he was convinced the ritual was complete, he performed it, and if he succeeded, he would have been the first and last lich. However, a dark force intervened, conjured by the ritual as a residual effect. Rather than let Shara'khal succeed, it told him that the ritual failed, and offered him the choice or service or damnation. Shara'khal accepted the offer, gaining much more power than any before or since. Until thousands of archmages united to end his reign, he nearly took over the entire planet of Zaaman-Rul, far in the depths of prehistory. After his death, his legacy was hidden from future generations, in an attempt to prevent anyone from recovering his power. Unfortunately, they could not erase the legacy entirely... the Shadows had permanently gained a channel into the world, and It intends to use it...
    Organizations: Heralds of Twilight don't naturally gravitate to any organizations; outcasts as they are, wielding power greater than that of any companions they could find, they are often left to wander on their own. However, there are a few places where Heralds can find a place. Adventuring guilds, much like adventuring parties, accept just about anyone into their ranks, no matter how odd that person is as long as they're willing to wield a sword for the organization. In addition, should more than one Herald of Twilight exist at the same time in the world (a disturbing prospect, to be sure), the dark influence of Shadow Magic will inevitably draw them towards each other through it's subtle manipulations, gathering it's power into one place, and greatly weakening the barrier preventing it's release.

    NPC Reaction
    Heralds of Twilight, as mentioned before, are generally unnerving at best to NPCs, and a horror to be killed immediately at worst. Their shady manner and aversion to the natural world don't help, but should the Herald's true power be revealed, most NPCs would either view the character as a cosmic horror, needing immediate destruction, or as a threat, and something to be dispatched before it gains further control over it's powers. Either way, should the Herald's powers be uncovered... their destruction is the goal of most, if not all of the NPCs in the setting.

    Heralds of Twilight in the Game
    Heralds of Twilight are not something to be added lightly to a game. Putting this class into a player's hand grants them the ability to avert potential disasters, if the player abuses their Shadow Casting power, the game can grow to be unenjoyable to the other players, as the Herald consistently outperforms them in everything they do, and then slows down the game with the constant rest needed. DMs with players who abuse this power are encouraged to take actions to show the player the costs of abusing it; making stat drain permanent, or making hit points claimed by backlash damage from Shadow Casting spells irrecoverable until the character abstains from using it for a while can help to balance out the different in power somewhat, though it is still an extremely powerful mechanic. If you wish to limit the power in the hands of the players, then this class may be best excluded from your game, or NPC only. However, if you are wish to give the players an instant panic button, then this class can be a valuable addition to the party.
    Adaptation: The Herald of Twilight need not be the servant of a dark force in your game. They may, alternatively, be risen prophets given great power by previously unknown gods, or a group of people devoted to holding back the power of Shadow Magic, using it only as a last resort to keep themselves alive.
    Encounters: Members of this prestige class should not often be encountered by player characters; their Shadow Magic class feature, unless somehow disabled, can destroy the entire party if they are unprepared. As such, the players should only fight Heralds at the climax of an adventure, given ample time to prepare for for the Herald's inevitable use of Shadow Magic, and fighting them in a suitably dramatic environment.

    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

    Twilight Apostle

    A picture can go here too!

    A long time past, the Herald of Twlight had already passed on from a mortal being into a manifestation of shadow energy. However, for the most powerful amongst the ranks of the Heralds, the journey is not over. Shadow energy constantly tries to pervade the essence of the world, seeking deadlier shapes and more obscure power as it encompasses our world. These experiments are seen in the flesh of the Twilight Apostle, as they transform into an entity made solely to destroy the world. Many have been sealed away, but some are still active... waiting for the perfect chance to destroy the multiverse, waiting for the time to free their brethren, and waiting for the time to reveal themselves to the world at large. But the time has not yet come... yet.

    Requirements: Ability to weave Shadow Magic

    {table=head]Level|Benefit
    21st|Shadow's Boon, Beyond Mortal Spheres
    24th|Ascended Form
    27th|Powers from Beyond
    30th|Completion[/table]

    Shadow's Boon (Su): At 21st level, as a being composed of pure shadow energy, you have learned to sculpt the energy that forms you, idealizing your form. You may apply 1/2 your primary casting stat's ability score modifier as an enhancement bonus to each of your other stats. In addition, you gain the power to shape your body into a weapon; you are treated as having two primary natural Claw attacks that each do 1d10+1.5* your strength modifier damage, and a secondary natural Bite attack that deals 1d8+your strength modifier damage. If you deal damage with any of these weapons, the hit person must make a fortitude save (DC = 10+1/2 character level+casting stat modifier) or gain one negative level. The DC to remove the negative level is the same. Any creature slain by this damage cannot be brought back to life, as their life force has been drained into the darkness that is Shadow Magic; nothing can escape there, unless the Shadow Magic wishes it to.

    Beyond Mortal Spheres (Ex): You are treated as under the constant effects of a Freedom of Movement spell; your form transcends the material plane, and effects that inhibit your movement only in the multiverse that you manifest in fail to effect an ascended being like yourself. In addition, you are unaffected by any planar traits, such as gravity, time (though you appear to act in the same time frame as the beings in that plane), magic-dead zones, and similar traits.

    Ascended Form (Ex or Su): You have achieved mastery over your form, and have the power to sculpt a new body for yourself, manifesting exactly as you envision it. You may sculpt yourself a new body at will; when you do so, however, you dissociate into shadow energy, and you can neither effect the material plane (or any other plane), nor can that plane or anyone on it effect you. Sculpting your body takes 1 day to complete, and when you manifest it, you can add any of the following traits as you wish. Your form has the same starting stats that your original form had.
    • Telepathy: You gain telepathy out to a radius of 100ft/point of casting modifier bonus, the benefits of the Mindsight feat, and the ability to detect thoughts on any being within the area constantly, as if you had been studying them for three rounds (no save).
    • Huge: Your size increases one size category, and your new form gains a +2 bonus to strength and a -2 penalty to dexterity. You may select this as many times as you want.
    • Wings: You gain a 100ft fly speed with perfect maneuverability.
    • Aquatic Adaptations: You gain a 100ft swim speed, a +16 racial bonus on all swim checks, and you automatically get a result of 20 whenever you would roll a swim check.
    • Fast: You gain a +30ft racial bonus to any one movement speed you possess.

    In addition, you may select one of the following powers to accompany your form:
    • Ghost: You may become ethereal or incorporeal at will as a swift action, and you may become corporeal or remanifest on the material plane as a free action as well. Whenever you pass through an object, that object's hardness is halved, and any living being you pass through gains 3 negative levels (which cannot be regained by fortitude saves; they must be removed by magic).
    • Swarm: You may, at will, as a swift action, create 2d4+1 swarms of a spiders, bats, rats, locusts, centipedes, scorpions, or any other similar swarm that the DM sees fit to include in this list, anywhere within 5ft/character level. Created swarms are nonmagical and cannot be dispelled; they were created from energy stored within Shadow Magic, and then changed to become a part of this world. All creatures created within the swarm are inherently loyal to you; not even magical compulsion can wrest control of them from you. Even swarms you did not create will obey any order you give; however, you cannot command them while they are under the magical control of someone else. In addition, as a full-round action, you may merge yourself with any swarms within 50ft, becoming a part of them. While within the swarm, you can cast spells, activate items that you had on your person, and so on as if you were still solid; however, you may not be targeted as an individual unless each swarm you merged with is destroyed. If they are, you too die.
    • Shapechanger: You may change forms at will; you gain the ability to use Polymorph at will as a swift action, but you may only affect yourself with the effect.
    • Form of madness: Your form is too horrible for the mortal mind to imagine; whenever a creature encounters you, it must make a will save (DC = 10+1/2character level+casting stat modifier) or be panicked for 3d4 rounds. On a successful save, the creature is merely frightened for 1d4+1 rounds.

    Powers from Beyond: At 27th level, the Shadow magic that composes your body has attuned itself to the form of power that you specialize most in, be it magic of the chord of epic spellcasting, or augmentations to your physical prowess. Choose one of the benefits below:
    • Martial prowess: You are constantly affected by a number of spells of third level or below whose total level does not exceed 9. These are treated as Ex abilities.
    • Spellcasting Mastery: Select one spell of 7th level or lower from any spell list. You may cast that spell at will as a standard action as a spell-like ability. You may circumvent any material components of the spell, but not any XP components of the spell. In addition, at the start of each day, select two spells of fourth level or below. You may case these spells at will as a swift action for the day.
    • Epic Seed:
      You gain the power to, at will as a full-round action, cast a Shadow Magic spell with a base Spellcraft DC of 40 using only the seed you selected as your first seed. You need not roll to succeed in the check, and you may not apply any mitigating factors to the spell. In addition, you gain one of the special abilities below, depending on which seed you chose:
      Animate Dead: You may cast Plague of Undead and Create Greater Undead at will as supernatural abilities.
      Afflict: You gain an aura with a radius of 10ft/casting stat modifier that causes all enemy creatures within the radius to suffer a -6 penalty to all attack rolls, damage rolls, skill checks, and saving throws.
      Compel: You may use Mass Suggestion at will as a supernatural ability.
      Delude: You are surrounded by a constant Mirage Arcana of your making at all times, out to a duration of 10ft/casting stat modifier. You may change the illusion at will as a free action. Creatures don't get a saving throw to disbelieve the effect unless they would take actual damage from the illusion; in which case, if they fail a saving throw (DC = 20+casting stat modifier) they take damage as if the illusion was real.
      Destroy: You can use Disintegrate at will as an attack action.
      Dispel: The area around you is treated as an Antimagic Zone for all enemy casters unless they succeed on a will saving throw (DC = 10+1/2 character level+casting stat modifier).
      Energy: Energy spells and effects you create ignore energy resistance and deal 3/4 damage to any creature immune to the energy type; you gain an immolating aura that deals damage equal to your character level to all enemies within 10ft/casting stat modifier of you at the start of each of your turns.
      Heal: You may use Harm at will as an attack action.
      Slay: Creatures with HD less than 3/4 your caster level die when they approach within 100ft of you.


    Completion: You are now complete. You have achieved mastery over Shadow Magic energies, and are now truly a disciple of Shadow, gaining powers that mock the supreme beings of this multiverse. You gain a divine rank of 1, with a portfolio and domains of your choice. However, you do not gain a salient diving ability with your rank; instead, you gain the Malefic properties Anathemic Secrecy and one other of your choice (Elder Evils, page 14). You also may gain a sign (Elder Evils, page 7) if you so choose.

    Immortality: Twilight
    You are now the true child of shadow magic. You are an immortal being, free from the meddling of gods and free to wreak havoc amongst the planes. But you have literally all the time in the multiverse and more to accomplish your goal; not to mention, hurrying your efforts may result in defeat for you and your master, and possibly your imprisonment or, worse, the destruction of Shadow Magic. Thus, you content your time to wait and scheme for the end times, when you and your brethren shall come down upon the multiverse and end it, creating the final end of the multiverse. Until then... there is no more need to involve yourself in mortal affairs. So why bother?
    Last edited by DMofDarkness; 2011-05-31 at 05:44 AM.
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  12. - Top - End - #12
    Bugbear in the Playground
     
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    Apr 2008
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    Default Re: GitP PrC Contest XXVII: Epically Destined

    The Chained Devil Defiant

    "I was sentenced unfairly. I will not return. I will not empower a broken system. I am my own man."
    – Quoivendus of the Chorum Encaged.

    It happens more often that you might think: an innocent (give or take a few sins) soul is found guilty of a heinous act performed during their life and condemned to eternity in the Nine Hells. Except that the soul in question never did such a thing. Whether through active diabolical malevolence or error in the cosmic bureaucracy hundreds, thousands, perhaps millions of souls have fallen into the Hells in such a situation over the course of the history of the multiverse.

    Most such unfortunates become resigned to their fates, the despondency of the Hells creeping into their essential nature. But some – those with wills which would shatter adamantine, those who never backed down from any challenge, those who have mastered conflict on the deepest, most spiritual level, those who know how patently unjust their condemnation was – sometimes they are enlightened from without and gifted with the knowledge of the Broken Link Shatters the Chain, a ritual that can tear its practitioner from the grasp of Hell and back into the breathing, material world of the living.

    But Hell does not give up its prizes so easily – the Broken Link Shatters the Chain only severs a condemned soul’s restraints from its moorings. And so every soul who escapes in this manner still has their chains with them, chains alive with the menace of Baator that have become part of their very bodies. And it is because of this that such escaped souls are named by eldritch scholars the Chained Devils Defiant – for as far as the rest of multiverse is concerned, the escapees are naught but the worst villains in existence trying to escape a righteous punishment.

    Well, except for who or whatever bestows the revelations about the Broken Link Shatters the Chain.

    Becoming A Chained Devil Defiant
    Obviously, becoming a Chained Devil Defiant is not a pleasant experience, nor is it even possible to set out to become one. The process of dying, being found guilty of a truly despicable act, beginning the decreed sentence in Hell and then possessing the singular will and outrage to have the Broken Link Shatters the Chain revealed to you is not easy in the slightest.

    Requirements
    Alignment: Any non-lawful.
    Base Attack Bonus: +10
    Skills: Concentration 13 ranks, Escape Artist 4 ranks, Knowledge (the planes) 4 ranks, Survival 6 ranks.
    Feats: Endurance and Iron Will.
    Maneuvers: Knowledge of one martial strike and one martial stance of 3rd level or higher, or knowledge of one martial strike of 5th level or higher.
    Special: Must have died and been found guilty of monumental evil that you did not commit, leading to incarceration in Hell which you escaped through use of the Broken Link Shatters the Chain.

    Class Skills: Balance, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Knowledge (the planes), Martial Lore, Profession, Swim and Tumble.
    Skill points per level: 4 + Intelligence modifier, minimum 1.

    HD: d12

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Chain-Scarred, Vengeful Ravaging +1d6
    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Frenzied Chain Form
    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |The First Link Buckles
    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Vengeful Ravaging +2d6
    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Hungering Chain Atemi
    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |The Second Link Cracks
    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Vengeful Ravaging +3d6
    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Moral Disdain
    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |The Third Link Shatters
    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Shattered Chain Form, Vengeful Ravaging +4d6 [/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|1|0|0
    2nd|0|1|0
    3rd|1|0|1
    4th|0|0|0
    5th|1|1|0
    6th|0|0|1
    7th|1|0|0
    8th|0|1|0
    9th|1|0|1
    10th|0|0|0[/table]

    Class Features
    All the following are class features of the Chained Devil Defiant.

    Weapon and Armour Proficiencies: Chained Devils Defiant gain no new weapon or armour proficiencies.

    Maneuvers: At 1st, 3rd, 5th, 7th and 9th levels, a Chained Devil Defiant gains new maneuvers known from the Black Heron, Iron Heart or Penitent Martyr disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Chained Devil Defiant levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At 2nd, 5th and 8th levels, you gain additional maneuvers readied per day.

    Stances Known: At 3rd, 6th and 9th levels, you learn a new martial stance from the Black Heron, Iron Heart or Penitent Martyr disciplines. You must meet the stance’s prerequisites to learn it.

    Chain-Scarred Body (Ex): A Chained Devil Defiant is a strange creature – a soul that has escaped Hell and returned to the mortal coil without necromantic or resurrection magic. Their new forms are strange things, twisted by baatezu tortures into inhuman shapes.

    At first level, the Chained Devil Defiant’s type changes to Outsider (native, augmented). Their appearance changes into something wholly unique, and recognising their original race requires a Spot check with a DC equal to 10 + the character’s Hit Dice. They also gain a +2 natural armour bonus.

    Finally, all Chained Devils Defiant retain the chains that bound them in Hell. Four barbed chains sprout from various places on their body (arranged as the player wishes) that continually writhe and move of their own accord. In combat, they may be utilised as natural weapons that are otherwise identical to a spiked chain, though they require no hands to wield.

    Vengeful Ravaging (Ex): A Chained Devil Defiant does not forgive those who support and empower the system that sentenced them to Hell, and strikes out at such opponents with a vicious fury. At first level, a Chained Devil Defiant deals +1d6 damage on any attack made against any of the following:

    • An outsider with an alignment subtype
    • An extraplanar construct with an alignment subtype.
    • A cleric who worships a god, demon prince or Lord of the Nine.
    • A cleric who worships no deity, but possesses an alignment domain.


    The Chained Devil Defiant’s lust for vengeance only grows more potent over time: the damage dealt by this class feature increases by 1d6 at 4th, 7th and 10th levels.

    Frenzied Chain Form (Ex): The Baatorian shackles of a Chained Devil Defiant still hunger and writhe, and at 2nd they learn how to bring these armaments better under their control through sheer will and from that mastery create a unique martial stance. They may take a swift action to lose the benefits of their current stance to gain the benefits of this one. Whilst in this stance, any enemy who begins their turn within your chain attack’s reach automatically takes base chain damage (2d4 for a Medium Chained Devil Defiant) and must make a Fortitude save (DC 10 + 1/2 class level + Strength modifier) or take 1d4 Dexterity damage. This stance is considered to belong to the Black Heron and Penitent Martyr disciplines.

    The First Link Buckles: Hell changes those it claims, and a Chained Devil Defiant still bears the mark of Baator on her soul-flesh. Thanks to the Broken Link Shatters the Chain, however, they can approach these changes on their own terms. At 3rd level, a Chained Devil Defiant’s unique form alters further. The Spot DC to discern their original race increases by 5, and they increase two of their ability scores by 2. In addition, the Chained Devil Defiant gains one of the following abilities:

    • Gaze of the Pit (Ex): The Chained Devil Defiant gains the ability to see perfectly in darkness of any kind, even that created by a deeper darkness spell.
    • Scarhide (Ex): The natural armour bonus granted by the Chained Devil Defiant’s Chain-Scarred Body class feature improves to be equal to their Constitution modifier or +3, whichever is higher.
    • Hell-Weathered Form (Ex): The Chained Devil Defiant gains fire resistance 10, and adds their class level as an inherent bonus on saves against poison.
    • Insidious Whispers (Ex): The Chained Devil Defiant adds their class level to any Charisma-based skill checks.
    • Shades of Hell (Ex): The Chained Devil Defiant adds their class level to any Hide or Move Silently checks. In addition, all attacks made against them gain a 5% miss chance.


    Hungering Chain Atemi (Su): At 5th level, a Chained Devil Defiant masters his shackles well enough to utilise them in a more proactive manner, gaining access to a unique martial strike. This strike must be recovered and readied to use, just like any maneuver, and is considered to belong to the Black Heron and Penitent Martyr disciplines.

    Initiating this strike is a standard action. As part of this strike, you make a normal melee attack with each of your chain attacks. If at least one attack hits, the target must make a Fortitude save (DC 17 + Con modifier) or gain 1d4 negative levels until the end of the encounter. Each additional successful hit you made as part of this strike after the first increases the save DC by 2.

    The Second Link Cracks: Hell continues to further mark you as its prize, and your body warps further and further from your previous shape. At 6th level, one of the ability score increased by the First Link Buckles increases by 2. In addition, the Chained Devil Defiant gains two abilities from the First Link Buckles class feature, or one of the following abilities:

    • Gnarled Scarhide (Ex): Requires the Scarhide ability. The Chained Devil Defiant’s natural armour bonus is now equal to 2 + their Constitution modifier or +4, whichever is higher.
    • Hell-Blasted Form (Ex): Requires the Hell-Weathered Form ability. The Chained Devil Defiant’s fire resistance increases to 25, and they become immune to poison. They also gain acid and cold resistance 5.
    • See To The Soul (Su): Requires the Gaze of the Pit ability. The Chained Devil Defiant gains an innate true seeing effect, as the spell, with a caster level equal to their character level. The effect can be dispelled, but the Chained Devil Defiant can simply reactive it on their turn as a free action.
    • Sin Hidden in Sin (Ex/Sp): Requires the Shades of Hell ability. The Chained Devil Defiant’s miss chance increases to 10%. In addition, they may use deeper darkness at-will as a spell-like ability.
    • The Voice Insidious (Su): Requires the Insidious Whispers ability. The Chained Devil defiant gains telepathy out to 100ft, allowing them communicate mentally with any creature they share a language with.


    Moral Disdain (Ex): At 8th, a Chained Devil Defiant’s contempt for those who empower the system they despise allows none of them to their body or will. The Chained Devil Defiant gains a bonus on saving throws against the spells and spell-like abilities of creatures affected by the Vengeful Ravaging class feature equal to their class level, and constantly benefits from the effects of a mind blank spell against such creatures.

    The Third Link Shatters: The mark of Baator has forced the Chained Devil Defiant’s soul-flesh into its physical apotheosis. At 9th level, both ability score increases granted by the First Link Buckles increase by 2, and the Chained Devil Defiant gains a +2 bonus to a third ability score. In addition, the Chained Devil Defiant gains two abilities from the Second Link Cracks class feature, or one of the following abilities:

    • Flesh Transcends Form (Ex): Requires the Gnarled Scarhide ability. The Chained Devil Defiant’s natural armour bonus is now equal to 4 + their Constitution modifier or +6, whichever is higher. In addition, their natural armour bonus is now effective against touch attacks and attacks by incorporeal creatures.
    • Vitriolic Fury (Su): The Chained Devil Defiant’s hatred is now so caustic and empowered with supernatural energy that all extra damage dealt by their Vengeful Ravaging class feature is considered vile damage.
    • Heart of Darkness: Requires the Sin Hidden in Sin ability. The Chained Devil Defiant’s miss chance increases to 20%. Furthermore, they take no penalty on Hide or Move Silently checks for moving at full speed.
    • Hell-Sundered Form (Ex): Requires the Hell-Blasted Form ability. The Chained Devil Defiant’s fire resistance is replaced with immunity to fire. In addition, the acid and cold resistance increase to 10.
    • The Command Insidious (Sp): Requires the Voice Insidious ability. The Chained Devil Defiant may use greater command at-will as a spell-like ability. 1/day, they may use dominate monster as a spell-like ability on any creature currently under the effects of one of their greater commands.


    Shattered Chain Form: It has taken a long time, and the journey has left its scars, but the Chained Devil Defiant has broken Hell’s claim on their soul through sheer bloody-mindedness, and with that freedom has some realisation and enlightenment which, when internalised and studied results in this unique martial stance.

    The Chained Devil Defiant may take a swift action to lose the benefits of their current stance to gain the benefits of this one. Whilst in this stance, the Chained Devil Defiant may make iterative attacks with their chain attacks. In addition, any target struck by four or more of the Chained Devil Defiant’s successful chain attacks in one turn must make a Will save (DC 19 + Charisma modifier) or take 3d4 Wisdom damage from the secrets whispered into their mind by the sentient chains.

    Playing a Chained Devil Defiant
    A Chained Devil Defiant is a combatant and a master of the Sublime Way. Whilst the class can add a few other tricks to their repertoire, it is in combat that they truly shine.
    Combat: A Chained Devil Defiant is unlikely to heavily change their combat style upon entering the class, though they are liable to become more brutal and risky in combat, and will often head after targets upon whom they can utilise the Vengeful Ravaging class feature.
    Advancement: The First Chain Buckles, the Second Link Cracks and the Third Link Shatters class features offer a number of paths of advancement for a Chained Devil Defiant, allowing you to create your own unique hell-twisted entity. It also worth noting that any character that completes the class will be on the very cusp of epic levels, providing them with a bevy of new options for them to pursue.
    Resources: Due to their unique status in the multiverse, a Chained Devil Defiant is not likely to receive help from many beyond himself, his associates and any other members of the class.

    Chained Devils Defiant in the World
    "Metal. Iron. Can’t…breathe. Everywhere. No escape. Trapped. TRAPPED! OUT! OUT!"
    - Sir Bartimeus Kallandr, survivor of a crusade on the Chorum Encaged
    As far as the multiverse is concerned, a Chained Devil Defiant is a creature that is defying the natural order of things and merely delaying their inevitable fate. On the planes they are generally reviled once their nature becomes known, and only in Sigil can they expect any measure of peace – mainly because the Lady of Pain seems indifferent to them. On the Material Plane, however, life is somewhat easier for them. Here, only scholars, clerics, paladins, arcanists and the truly faithful have much chance of identifying a Chained Devil Defiant for what they are and persecuting them for it.
    Daily Life: The life of a Chained Devil Defiant is rarely easy. Even if they find somewhere where the locals don’t know or care what they are, celestials are still likely to send strike teams to enact “justice” on a defiant soul, and the baatezu will always try to reclaim what they have lost. A quiet life is thus highly unlikely, and many Chained Devils Defiant stay on the move to avoid attracting planar attention as much as possible.
    Notables: Quoivendus of the Chorum Encanged (CN male human warblade 10/bard 10/chained devil defiant 10), the founding member of that order (see below) is the most well-known Chained Devil Defiant amongst their own number – to others, he’s just another Chained Devil Defiant. Since his escape from Baator, Quoivendus has accomplished much. Some say he managed to slay the god who brought the false charges against him, and that he managed to survive the attentions of the full might of both sides of the Blood War for a full day after a plane shift went awry. Quoivendus denies both with a slight smirk from his metallic, vaguely avian head but there is little doubting that his combat skill is truly exceptional.
    Organizations: The Chorum Encaged, founded by Quoivendus some decades ago, is a organisation with but a few tasks: provide direction to new Chained Devils Defiant, work on artistic distractions from the reality their lives, and research the nature of the being who reveals the knowledge of the Broken Link Shatters the Chain to the Chained Devils Defiant. The Chorum meets in an old ruined temple to a dead god they have renovated for their purposes, and frequently have new Chained Devils staying their until they’re on their feet. Experienced Chained Devils cannot expect much aid from the Chorum – though food, lodgings and access to their library and tutors can be provided if the Chained Devil in question is willing to aid them in their pursuits.

    NPC Reaction
    The average denizen of the Material Plane will treat a Chained Devil Defiant based on their evaluation of their unique appearance, and thus a likely to be at least somewhat uneasy around them. Those in the know will try to drive them out of town or condemn them in sermon. Still, this treatment is better than that which they receive on the planes, where every celestial, demon, devil and inevitable wants to kill them in order to restore things to how they should be.

    Chained Devils Defiant in the Game
    The Chained Devil Defiant is a class that excels at combat, but one should be particularly aware of the impact their ability score bonuses can have on a character and a game. Depending on how they are assigned, a Chained Devil Defiant can enhance his strengths considerably, or cover his weakness very competently or even, when combined with some of the abilities gained throughout the class, turn those weaknesses into new strengths.
    Adaptation: Not every setting possesses Baator as a plane. In such a case, the Chained Devil Defiant can be made to work again by giving them a different location of imprisonment. Even if the setting has Baator or another hell-like plane, you may wish to move the origin of the Chained Devils. In the Forgotten Realms, they could be souls freed from the Wall of the Faithless, rather than those condemned to Hell for a sin they did not commit. In Eberron, they may have been entrapped not on another plane, but in Khyber by the Cult of the Dragon below and altered by those mad individuals and their aberration allies.
    Encounters: This is a place to describe what sort of encounters PCs will have with NPC versions of your class.

    The Unchained Soul

    Freedom should be the right of all creatures, but not even the most democratic of mortal societies is truly free. They are still held by constraints they cannot escape - gravity, time, death, the limited size of the multiverse. Few are equipped to even attempt to slip those constraints forever. Why, that'd be as impossible as denying one's rightful place in the afterlife and escaping elsewhere! Of course, this fails to take into account the Chained Devils Defiant and the otherwise enlightened who have returned from beyond death's borders. Once you have escaped death itself, all restraints begin to seem surmountable.

    And with the right perception of reality, they are.

    Requirements: 21st level, any non-lawful alignment, must know the Shattered Chain Form stance or have returned from death by some means and possess Wisdom 29.

    {table=head]Level|Benefit
    21st|Steps Unrestrained
    24th|Mortality Unchained
    27th|Journeys Unbound
    30th|Morality Uncaged[/table]

    Steps Unrestrained (Ex): Having slipped free of the most base restraints of the world - physicality and gravity - nothing can now cease the unchained soul's movement. At 21st level, she is considered to permanently possess the benefits of a freedom of movement spell as an extraordinary ability, and gain immunity to any effect that would halt or otherwise impede her movement. In addition, her base land speed quadruples, and she gains a fly speed with perfect maneuverability equal to their land speed. So unrestrained is the unchained soul's motion that they may also take a single additional swift action each round, though this additional swift action cannot be used to cast a spell through any means.

    Mortality Unchained (Ex): Having escaped death once, the unchained soul finds it child's play to deny the grave again. At 24th level, the unchained soul gains Fast Healing 5 per five character levels. Even if she is slain, death no longer has any hold on her soul. After a week, she reappears at any location of her choosing on her home plane, alive and in perfect health.

    Journeys Unmeasured (Ex): Unlike others, the unchained soul can see the invisible barriers the bar one location from the next. She may also utterly ignore them, if she wills it. At 27th level, the unchained soul may take a move action to use greater teleport and plane shift at-will as extraordinary abilities. She never arrives off-target when using these effects, and may take a number of creatures along with her equal to her Wisdom modifier.

    Morality Uncaged (Ex): Philosophers and members of Sigilian Factions like to pretend that alignment and belief drive the multiverse. The unchained soul sees the truth: that these concepts are but another mere restraint on the minds of lesser entities. At 30th level, the unchained soul permanently and irrevocably loses her alignment - she is now beyond such petty concepts, able to see the cosmos beyond and behind the conceptual building blocks of the multiverse. She becomes immune to any effect that varies in potency depending on its target's alignment, such as blasphemy, chaos hammer or smite evil. If she possesses any such abilities herself, she may use them on any target at full potency, regardless of their actual alignment - an unchained soul paladin's smite evil works just as well on a celestial as it does a fiend. Additionally, once per encounter she may speak the secret underlying truths of reality. Any targets within 60ft that can hear her must make a Will save (DC 10 + character level) or be stunned for 1d4 rounds, and confused as per the spell for 2d4 rounds thereafter. Any target, regardless of whether they save or not, can remember what the unchained soul reveals to them after the fact. The unchained soul may freely exempt any creatures within range from the effects of her revelation.


    Immortality: Beyond All Cages
    Most sages hold that the planes are infinite, but you gleefully prove them wrong as you journey beyond them, past even the Far Realm and cavort in the Multiverse-That-Is-Not, your nature changing all laws and restraints fall from you forever. If your ever deign to return, you come back more than mortal, but not a god, not an outsider, not an eldritch abomination - you refuse to be bound by a category, becoming a wholly unique and immortal force within and beyond the planes.

  13. - Top - End - #13
    Ogre in the Playground
     
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    Default Re: GitP PrC Contest XXVII: Epically Destined

    LIVING AVATAR


    ”Only a deity could defeat you, you say ? Well then I’m in luck, for my god is always in me and he will be delight in destroying you for your transgression.”
    Said Grest, Living avatar of Hextor with a dark smirk

    Among those dedicated to a deity, there a some that aspire to better serve them. They spend their lives in the service of their deity, following their deity order to the letter and often specializing in a particular aspect of their deity power. In this way, or in other, they are often reward and become powerful. Able to serve their deity even further, but they remain just that servant. Some are dedicated to their deity in a whole different way, they wish to become one with their deity, to be directed conduit of their power and to add their own, limited but useful, power to their deity power. They are willing to forgo their mind, body and soul and give them to their deity. They are Living Avatar !

    LIVING AVATAR
    The most common living avatar are Cleric, because they are often the most dedicated to their deity. Archivist who revere a deity of knowledge have been know to take the path of living avatar. Shugenja generally pray to the element directly but some follow the teaching of a deity with an elemental affinity and they may become Avatar. Favored soul are strangely rare because they have a more instinctual understanding of their deity goal and often lack a more detailed knowledge of the faith. Druid and Spirit shaman who follow with fervor a nature deity may also become Avatar. A few paladin serving under some warrior deity have become Living Avatar, but they cannot gain all the benefit of the class.

    ENTRY REQUIREMENTS
    Race Same as deity (such as dwarf for Moradin)
    Alignment Same as your deity
    Skills: Knowledge (religion) 13 ranks, Concentration 13 ranks, Knowledge (the planes) 6 ranks
    Feats: True BelieverCD p86 / MiC p222, Any two DomainCC p54 feats (that correspond to domain your deity can grant), FaithCD p86, Variant rule feats or InitiateCoR p23, CoV p30, DM p20, PGTF p80, RoD p154 feats or a combination of the two.*
    Spellcasting: Able to cast 4th level divine spell
    Special: Must worship an actual deity and not a concept or a cause. This deity must be of a least rank 1.
    Special: Must have visit your deity home plane and entered in contact with it or at least on of its direct servant.
    *Dm note: You could allow a player to replace one of the two feat with a feat linked to a particular deity such as Yondalla’s SenseRoW p152

    Class Skills
    The Living Avatar's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), 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|Spellcasting

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Deity Domain (+1), |+1 level of existing divine spellcasting class

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

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Divine Rapture (1/day)|+1 level of existing divine spellcasting class

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Divine Gift|+1 level of existing divine spellcasting class

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Deity Domain (+2)|+1 level of existing divine spellcasting class

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Divine Rapture (2/day)|+1 level of existing divine spellcasting class

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Divine Support|+1 level of existing divine spellcasting class

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

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Divine Rapture (3/day)|+1 level of existing divine spellcasting class

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Deity Domain (All), Divine Avatar|+1 level of existing divine spellcasting class
    [/table]

    Weapon Proficiencies: You gain proficiency with your deity favored weapon.

    Spellcasting: At every Living Avatar level, you gains new spells per day (and spells known, if applicable) as if you had also gained a level in whatever divine spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. This essentially means that you adds the level of Living Avatae to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If you had level in more than one divine spellcasting class before you became a Living Avatar, you must decide to which class you adds each level of Living Avatar for the purpose of determining spells per day.

    Deity Domains: Your connection to your deity as begun to increase this give you more versatility in how to use the power this deity granted you. At first level you gain access to one of your deity domain. You gain the granted power of that domain and cast the spell from that domain as normal. (See Complete Divine p 20 for rule on extra domain). In addition your living in Living Avatar count as cleric level to determine the effectiveness of your domain granted power (so if a domain would grant you a new class skill, this skill would become a Living Avatar class skill). However you lose access to any domain not granted by your deity that you may have gained in other way and you cannot gain access to any other domain later. At fifth level you gain access to one additional of your deity domain in the same way and at tenth level you gain access to all the domain your deity granted, no matter how many that may be.
    Note: You cannot exchange the domain gain in this way for Domain feat, as describe in Complete Champion p 53. And you cannot either gain Domain feat corresponding to domain your deity do not grant.

    Spontaneous Domains: At second level, you gain the Spontaneous DomainsCC p62 feat as a bonus feat even you do not meet the feat prerequisites.

    Divine Rapture (Su): Your link to your deity as reach new height, your deity can now influence you directly. Starting at third level you can once per day, as a swift action, enter into a state of divine rapture for a number of round equal to your class level. In this state you relinquish control of your body to your deity, this come with several benefit but also a number of restriction as follow:
    You gain a +1 sacred bonus to your caster level, your spell that deal damage (of any type), now deal divine damage instead, you do not need a divine focus to cast your divine spell, you gain immunity to mind-affecting effect and act as if under the effect of a True seeing spell. During this rapture you can only attack, be it with weapon or with spell, creature with an alignment opposed to that of your deity. For example a Living Avatar of Heironous (LG) could attack only attack Chaotic or Evil creature (if your deity is True Neutral, the opposed alignment are LG, CG, LE and CE). You can only cast beneficial spell, define as spell that heal, remove a condition or effect, enhance an ability score or give a bonus, on creatures with an alignment within one step of your deity alignment. While in this state you cannot run away from an enemy, you must fight either until the rapture end and then flee or until you are defeated. At the end of the rapture you are dazed for one round and you are fatigued for one hour.
    DM Note: If you are using faith feat and the player posses at least one, at your discretion divine rapture could grant one temporary faith point.

    Divine Gift: The bond with your deity is now even stronger and granted you more versatility with the power granted to you. At fourth level, you gain some benefit depending on the way you cast spells as follow:
    If you cast prepared spell, you can now prepare one additional domain spell of each spell level per day in place of a standard divine spell, or you could leave the spell slot open to use with your Spontaneous Domain feats.
    If you cast spontaneous spell you can instead add all the spell from one of the domain you have access to your list of spell know, this is in addition to your normal number of spell know.
    At eight level you gain this ability a second time, this mean that prepared caster can prepare a total three domain spell of each spell level per day and that spontaneous caster add all the spells of two domains to their spell know.

    Divine Support (Ex): Your connection to your deity is now nearly impossible to block. Starting at seventh level, you gain the ability to cast your divine spell while in an Anti-Magic Field (or similar effect), do to so you need to succeed on a concentration check, made as part of the casting, with a DC equal to 10 + caster level of the field + twice the level of the spell. If you fail on this check you lose the spell.

    Divine Avatar (Ex, Sp and Su): At tenth level you have really become an avatar of your deity. Your type become Outsider and you gain the alignment subtype of your deity if any. You can still be brought back from the dead as if you were still a creature of your previous type. You also stop aging at this point and you cannot dies of old age, this is an extraordinary ability. In addition you can now use Plane shift as a spell-like ability at will with a caster level equal to your character level (the save DC is Wisdom based), but only to travel to your deity home plane and back to the material plane, also you appear precisely where you want to go instead of 5 to 500 miles from your intended destination. Finally you gain one supernatural ability chosen from the list below:
    Spoiler
    Show


    • Avatar Arcana
      Prerequisite: Int 25
      Benefit: Choose a number of spell taken from the Sorcerer/Wizard spell list equal to your intelligence modifier. Those spell must be of a level equal or inferior to ¾ your intelligence modifier.
      You can now prepare (or select as spell know) these spell and cast them as you would any other spell, they are considered divine spell when you cast them.

    • Avatar Blast
      Prerequisite: Cha 25
      Benefit: You can use this ability a number of times per day equal to 3 + your Charisma bonus. The ray created can extend up to 200 ft. Targets the ray strikes take 1d8 points of damages, plus 1d8 points of damage per point of Charisma bonus you have. There is no saving throw, but you must make a ranged touch attack to hit a target. You can make the ray look, sound, smell, and feel like anything you desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic.

    • Avatar Blessing
      Prerequisite: Selected ability score 30
      Benefit: Choose one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You must have a score of at least 30 in the selected ability. Once per day, as a standard action, you can grant one mortal a +4 enhancement bonus to that ability that lasts for one day.

    • Avatar Celerity
      Prerequisite: Dex 25
      Benefit: You can act as if hasted for 10 rounds per day. The duration of the effect need not be consecutive rounds. Activating this ability is a free action.

    • Avatar Damage Reduction
      Prerequisite: Con 25
      Benefit: You gain Damage Reduction 10/epic.

    • Avatar Dodge
      Prerequisite: Dex 25
      Benefit: Any physical attack or individually targeted spell directed at you has a 33 percent miss chance.

    • Avatar Healing
      Prerequisite: Con 25
      Benefit: You gains fast healing of 10.

    • Avatar Possession
      Prerequisite: Cha 25
      Benefit: You can possess one willing mortal within 30 ft of you. When you posses a mortal your body (and all your equipment) disappear, you no longer possess a physical body in this state. You can stay in possession for a number of hours per day equal to your Charisma modifier. While possessing a mortal you can only be detect by spell or effect that detect possession. You do not control the mortal but it generally follow your order. You can only use purely mental action in this state and you can only cast spell (if you are able to do so as mental action) only on the possessed mortal. You can end the possession any time as a free action. When the possession end you reappear within 5 ft of the possessed mortal.
      Note: You can draw on all the possessed mortal’s memories, and you can senses what the mortal senses.
      While you are in possession, the mortal’s abilities are unchanged, except as noted below.
      -Type: Outsider
      -Ability Scores: Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points lower than your (or remain as the mortal’s scores if they are higher).
      -Saves: Fortitude and Reflex same as the mortal; Will adjusted if necessary for the mortal’s new Wisdom score.
      -Skills: The mortal can use its own skills and your skills. If the mortal and you have the same skill, use the skill of whichever has more ranks in the skill. Use the mortal’s effective ability scores to determine skill modifiers.

    • Avatar Recall
      Prerequisite: Int 25
      Benefit: Chose one portfolio of your deity, you can now recall every even that pertain to that portfolio than has happen during the past 100 years on the material plane.

    • Avatar Sense
      Prerequisite: Wis 25
      Benefit: Chose one of your sense. The ability can extend a sense’s range to 500 ft, or it can allow the sense to ignore one type of physical or magical blockage. The enhanced sense can penetrate 10 feet of a physical barrier or 100 feet of a less tangible barrier (such as fog or smoke).

    • Avatar Size
      Prerequisite: None
      Benefit: As a free action you and your equipment can grow or shrink by one size categories, minimum fine, maximum colossal. you can stay at the chosen size indefinitely. This ability does not stack with itself, or with other size changing effect, meaning that you cannot use it multiple time to grow or shrink by more than two size categories.
      This change in size include a change in ability score, natural armor, bonus or penalty to attack and to armor class and damaged dealt by your weapon as describe in the Monster Manual p 291.

    • Avatar Skill Focus
      Prerequisite: 23 ranks in the selected skill
      Benefit: You receives a bonus of 10 when using the skill selected.

    • Avatar Spell Resistance
      Prerequisite: None
      Benefit: You gain Spell Resistance 32

    • Avatar Strength
      Prerequisite: Str 25
      Benefit: If required to make an opposed roll involving Strength (including grapple checks), you receives a divine bonus of +15 on its roll.

    • Avatar Truth:
      Prerequisite: Wis 25
      Benefit: You knows when anyone (other than a deity) deliberately lies. This ability works like the discern lies spell, except that it works continuously and applies to any creature you can perceive.

    • Avatar Wound
      Prerequisite: Str 25
      Benefit: The affected weapon deals damage to a creature such that a wound it causes deals 1 point of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).
      Notes: The ability functions only when you personally attacks with a physical weapon. The ability works with a ranged weapon, but not if someone else uses the weapon. You can apply the ability to any one weapon or natural weapon, but not to a spell, spell-like ability or supernatural ability.



    PLAYING A LIVING AVATAR
    Living Avatar play like most other divine spellcasting class but the additional domain grant you more versatility. The divine rapture ability make you more powerful but you must remain aware that it cannot be used against all enemy and not all your allies can benefit from your spell in this state. If you’ve reach the last level you must carefully chose an ability that suite your play style.
    Combat: Your first priority when combat began is to determine the alignment of your foe, in some case it’s easy to determine, like against animal or demon, in some case it’s much harder, against most humanoid. there are multiple way to do so, the fastest is to either make a knowledge check, but this won’t be effective against all creature. Or to use a spell such as detect evil. Once you know the alignment of your foe you can choose to enter into rapture or not. In any case you most likely have access to the spell from all your domain and must choose which one is the most appropriate for the situation, if none are you still have access to your normal far of divine spell.
    Advancement: For feat you’ll want some that enhance your spellcasting, such as metamagic feat or reserve feat. For class you’ll want to continue in a class that advance divine casting. The Divine Manifestation Epic Destiny could also be interesting to pursue.
    Resources: You have access to all the resources of your faith, all member of your church respect you for strong link to your deity. You are often push to position of power in those church.

    LIVING AVATAR IN THE WORLD
    It was awe inspiring, he was suddenly glowing with divine light, I could barely look at him.

    Most people who encountered a living avatar perceive him a simply an unusually powerful cleric, but if they get to see them in action particularly in rapture they may see the difference.
    Some people compare Living Avatar with Proxie, a specific form of divine servant, and they are right that they is many similarity between the two. But a Proxie is a servant invested with more power while an Avatar is a worshiper that give power to his deity and become part of it.
    It is not unusual for a Living Avatar to have an important position in his church, as such they are often very well respected.

    Daily Life: Living Avatar spend their day praying to their god, accomplishing religious ritual, participating in their church organization and on mission from their deity.
    Notables: Most deity possess or possessed a Living Avatar at the some point.
    For example Prien is the most well know of St. Cuthbert Living Avatar. He is a man, that is getting quite old but he doesn’t seem to be aging. He is currently the head of the church. He liberate a country from a Slaad invasion and he contribute greatly to spreading the church faith.
    Deriel is another well know Living Avatar, of Ehlonna, she’s an elf druid, she live in the middle of an immense savage forest and protect it from all intruder. She renowned for uncovering a circle of Blighter and killing them all.
    Few evil creature become Living Avatar, because while it does offer power it also mean losing one identity. And most often they would prefer taking the place of their deity instead of becoming part of it. Still at least one is well know, an orc warlord, Living Avatar of Gruumsh, is name was lost long ago but he is often called the one-eyed servant. He is remembered for the savage destruction of an entire elf kingdom.
    Organizations: Nearly all Living Avatar are member of their respective church, on occasion they may also be member of organization such as the Eternal LibraryCC p12, for follower of Boccob, or the Guardian of the GreenCC p68, for follower of nature god.

    NPC Reaction
    Living Avatar of good god generally provoke feeling of awe and worship. On the other hand Living Avatar of evil deity have people terribly afraid of them.

    LIVING AVATAR IN THE GAME
    Living Avatar as the potential to be a very strong class and could potentially overshadow other member of the party. Only responsible player should be allowed to use this class. Enter as consequence and they should be apparent in the setting, worshiper of the same deity should show great respect toward the living avatar. On the other side of the equation deity opposed to that of the living avatar, particularly evil one, should put plan into place to have the player eliminate before he become too powerful. This does not mean that the dungeon master should constantly sent assassin against the player but simply an opportunity to create the occasional encounter and perhaps help advance the plot.
    Adaptation: The class could be adapted in two way, for setting without real god, like eberron, the class could be changed so that for example the character become the focal point of all the worship of that deity in the setting. He could hear prayer in his sleep for example. In that case the dungeon master may which to restrict the class so that only one Living Avatar of a given deity can exist at one time.
    The class can also be adapted for psionic use, the divine mindCP p9 class in particular. Simply replace domain with mantle. Replace the spontaneous domain feat with the Mantle FocusCP p55 feat and use Divine Gift work as if the character was a spontaneous caster.
    Encounters: Good and neutral living avatar will most likely be encountered as head of their church and should be treated like any other important member of society. An Evil living avatar could be a fearsome adversary, perhaps at the head of an underground cult or controlling with an iron fist a theocratic country.

    Sample Encounter
    An orc warlord and his army as recently destroyed an elf kingdom and it seem that he now want to conquer the human kingdom, the PC are hired by the king to tries and stop him.
    Ideally they should only encounter One-Eyed at the very end of the campaign after defeating almost his entire army. To make thing more interesting I recommend giving One-Eyed a number of Orc barbarian as body-guard and perhaps a few other as support.
    EL 21: One-eyed strategy is simple, activate his anti-magic field and use his ability that allow him to cast spell despite it. If he doesn’t have useful spell left, he can simply rage and enter into the fray.

    One-Eyed Servant (32 points buy)
    Spoiler
    Show

    CE Large Male Outsider (Chaotic, Evil, Orc)
    Cleric of Gruumsh 8/Eye of Gruumsh 2CW p31/Living Avatar 10/Eye of Gruumsh +1
    Init +1, Senses: Darkvision 60ft, Listen +7, Spot +7
    Languages Common, Orc, Abyssal, Infernal
    ------------------------------------------------
    AC 25, touch 13, flat-footed 24 (-1 size, +1 dex, +9 armor, +3 natural, +3 deflection)
    hp 226 hp (21 HD)
    Fort +23, Ref +11, Will +15
    1/day: +2 insight to one save
    Immunities Critical Hit
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +27/+22/+17(+2 against elf) (2d6+25 (+2d6 against elf) /*3) If strength devotion plus Slam +20 (3d6+24)
    Melee +1 Anarchic Unholy /+1 Orc Double Axe +27/+22/+17 (2d6+25 (+2d6 against Lawful or Good target, +4d6 against Lawful Good target) /*3) If strength devotion plus Slam +20 (3d6+24)
    Melee Touch +25 (Varies)
    Ranged +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +18(+2 against elf) (2d6+20 (+2d6 against elf) /*3)
    Space 10 ft Reach 10 ft
    Base Atk +15, Grp +29
    Epic attack bonus +1
    Atk Options Blind-fight, Power Attack
    Spells Prepared/Know (CL 21th, Cl 22th for Chaos, Evil and Force spells)
    9th: Any three domain spells
    8th: Anti-Magic Field, plus any three domain spells
    7th: Ethereal Jaunt, Waves of Exhaustion, plus any three domain spells
    6th: Eyebite (DC 23), Harm (DC 23), Heal (DC 23), plus any three domain spells
    5th: Mass Cure Light Wound (DC 22), Pocket caveCoR p33, Wall of Stone (DC 22), plus any three domain spells
    4th: Cure Critical Wound (DC 21), Freedom of Movement (DC 21), Greater Magic Weapon (DC 21), Poison (DC 21), plus any three domain spells
    3rd: Bestow Curse (DC 20), Blindness/Deafness (DC 20), BloodspearCoR p29, Dispel magic, Invisibility Purge, plus any three domain spells
    2nd: Aid, Battle LineCoR p28 (DC 19), Death knell (DC 19), Hold person (2) (DC 20), plus any three domain spells
    1st: Bane (DC 19), Divine Favor, Doom (DC 18), Endure Elements (DC 18), Shield of Faith (DC 18), plus any three domain spells
    0: Create Water (2), Guidance (2) (DC 17), Purify Food and Drink (2) (DC 17)
    Spontaneous Casting: Inflict spell
    Spontaneous Domain: 3/day/spell level cast domain spell (Chaos, DominationCD p86, Evil Strength and War)
    Domain power: Strength (1/day as a free action gain a +18 enhancement bonus to Strength for 1 rounds)
    Initiate of Gruumsh: 1/day cast a prepared cure spell or spontaneous inflict spell as a swift action and five spell are add to cleric spell list.
    Holy Warrior: Gain a bonus on weapon damage roll equal to highest level war domain spell available (the statistic above assume a 9th level spell)
    Spell-like Abilities Abilities (CL 21th, Wisdom based)
    At will: Plane Shift (DC 15+wis) (Gruumsh home plane and back to material plane only)
    1/day: Strength Devotion (swift action: bypass hardness with melee attack, gain 2d6(M) or 3d6(L) slam attack, melee attack count as adamantine, +1 use per rebuke undead expend)
    Supernatural Abilities Rebuke Undead (1/day, check: +0, dmg: +6), Divine Rapture (3/day, 10 rounds), Avatar Size (+1 or -1 size category)
    Extraordinary Ability: Command the Horde, Rage (1/day, 9 rounds)
    -----------------------------------------------
    Abilities Str 30, Dex 12, Con 22, Int 14, Wis 25, Cha 6
    SQ Light Sensitivity, Swing Blindly, Deity Domain, Divine Gift (+2 domain spell per level per day), Divine Support, Divine Avatar, Irresistible Domain
    Feats
    1st: True BelieverCD p86, 3rd: Exotic Weapon Proficiency (Orc double-axe), 6th: Weapon Focus (Orc double-axe), 9th: Initiate of GruumshCoR p24, 12th: Power Attack, 15th: Holy WarriorCC p60, 18th: Practice SpellcasterCD p82
    Domain granted feat: War: Weapon Focus (Spear), Domination: Spell Focus (Enchantment)
    Feat granted by giving up domainCC p53: Strength DevotionCC p62
    Other bonus feat: EoG 1: Blind-fight, LA 2: Spontaneous DomainCC p62
    Epic Destiny Divine Manifestation
    Skills Balance -2, Climb +7, Concentration +29, Craft (weaponsmithing) +14, Escape Artist -2, Hide -2, Intimidate +8, Jump +1, Knowledge (religion) +25, Knowledge (the plane) +8, Move Silently -2, Spellcraft +6, Sleight of Hand -2, Survival +7 (+9 when on other planes), Tumble -2, Swim +4
    Possessions Spear Of RetributionMiC p59 (+1 BerserkerMiC p29 Elfbane Returning Spell Storing spear + relic power), +1 Anarchic Unholy /+1 Orc Double Axe, +1 Heavy Fortification Mithral Full Plate Armor, Headband of Wisdom +6, Belt of Giant Strength +6, Gloves of Dexterity +4, Amulet of Health +4, Cloak of Resistance +5, Ring of Protection +3 (Total: 302162)

    Raging stat:
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    AC 21, touch 8, flat-footed 20 (-1 size, +1 dex, +9 armor, +3 natural, +3 deflection, -4 raging)
    hp 268 hp (21 HD)
    Fort +25
    Melee +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +31/+26/+21(+2 against elf) (2d6+31+1d8 (+2d6 against elf) /*3) If strength devotion plus Slam +24 (3d6+30)
    Melee +1 Anarchic Unholy /+1 Orc Double Axe +31/+26/+21 (2d6+31 (+2d6 against Lawful or Good target, +4d6 against Lawful Good target) /*3) If strength devotion plus Slam +24 (3d6+30)
    Melee Touch +30 (Varies)
    Ranged +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +18(+2 against elf) (2d6+30+1d8 (+2d6 against elf) /*3)
    Grp +33
    Extraordinary Ability: Rage (0/day, 11 rounds)
    Abilities Str 38, Con 26
    Skills Climb +11, Concentration +31 (impossible while raging), Jump +5, Swim +8


    Medium size:
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    CE Medium Male Outsider (Chaotic, Evil, Orc)
    Init +2
    AC 25, touch 15, flat-footed 23 (+2 dex, +9 armor, +1 natural, +3 deflection)
    hp 184 hp (21 HD)
    Fort +21, Ref +12
    Melee +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +24/+19/+14(+2 against elf) (2d6+19 (+2d6 against elf) /*3) If strength devotion plus Slam +17 (3d6+18)
    Melee +1 Anarchic Unholy /+1 Orc Double Axe +24/+19/+14 (2d6+19 (+2d6 against Lawful or Good target, +4d6 against Lawful Good target) /*3) If strength devotion plus Slam +17 (3d6+18)
    Melee Touch +22 (Varies)
    Ranged +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +20(+2 against elf) (2d6+16 (+2d6 against elf) /*3)
    Space 5 ft Reach 5 ft
    Grp +21
    Extraordinary Ability: Rage (1/day, 7 rounds)
    Abilities Str 22, Dex 14, Con 18
    Skills Balance -1, Climb +3, Concentration +27, Escape Artist -1, Hide -1, Jump -3, Move Silently -1, Sleight of Hand -1, Tumble -1, Swim +0


    Small size:
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    CE Small Male Outsider (Chaotic, Evil, Orc)
    Init +3
    AC 27, touch 17, flat-footed 24 (+1 size, +3 dex, +9 armor, +1 natural, +3 deflection)
    hp 163 hp (21 HD)
    Fort +20, Ref +11
    Melee +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +23/+18/+13(+2 against elf) (2d6+16 (+2d6 against elf) /*3) If strength devotion plus Slam +16 (3d6+15)
    Melee +1 Anarchic Unholy /+1 Orc Double Axe +23/+18/+13 (2d6+16 (+2d6 against Lawful or Good target, +4d6 against Lawful Good target) /*3) If strength devotion plus Slam +16 (3d6+15)
    Melee Touch +22 (Varies)
    Ranged +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +21(+2 against elf) (2d6+13 (+2d6 against elf) /*3)
    Space 5 ft Reach 5 ft
    Grp +15
    Extraordinary Ability: Rage (1/day, 6 rounds)
    Abilities Str 18, Dex 16, Con 16
    Skills Balance +0, Climb +1, Concentration +26, Escape Artist +0, Hide +0, Jump -5, Move Silently +0, Sleight of Hand +0, Tumble +0, Swim -2


    Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

    Rebuke Undead (Su): An evil cleric rebukes or commands undead.
    A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

    Cleric Domain: One-eyed as chosen War as is Cleric domain, he give up access to the strength domain to gain the Strength DevotionCC p62 feat

    Spontaneous Casting: The cleric can "lose" any prepared spell that is not a domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "inflict" in its name).

    Command the Horde (Ex): See the Eyes of Gruumsh ability

    Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -4 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), 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. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
    A barbarian can fly into a rage only once per encounter.

    Swing Blindly (Ex): See the Eyes of Gruumsh ability

    Ritual scarring (Ex): See the Eyes of Gruumsh ability

    Deity Domain: One-eyed gain acces to the Chaos, DominationCD p86, Evil and Strength domain.

    Divine Rapture (Su): See above for detail, 3/day for 10 rounds gain a +1 bonus to caster level, spell deal divine damage, not need for divine focus, benefit of True seeing, Immunity to mind affecting effect. Attack only Good or Lawful creature, help only Ce, CN or NE creature.

    Divine Gift: See above for detail.

    Divine Support (Ex): See above for detail.

    Divine Avatar (Ex, Sp and Su): See above for detail, One-eyed as chosen Avatar Size as his supernatural ability. For combat he generally become Large and this is taken into account in the statistic block above.

    Irresistible Domain (Ex): See below

    ---------------------------------------------------------------

    DIVINE MANIFESTATION


    Your dedication to your god is finally rewarded. Your link to your deity is now so strong that using the power grant to you has become second nature for you. By cultivating this connection even further you can become one with your deity and forever live as one of his facet.

    Requirements: Must worship a deity and be of the same alignment as that deity, Knowledge (religion) 23 ranks, Ability to cast 4th level divine spell, Access to at least two domains

    {table=head]Level|Benefit
    21st|Irresistible Domain
    24th|Divine Fortitude
    27th|Instinctive Domain
    30th|Full Manifestation[/table]

    Irresistible Domain (Ex): At 21st level, you gain several benefit when casting domain spell, first they automatically ignore any form of spell resistance, they cannot be countered, they function normally even in an anti-magic field or wild magic area. Finally for the purpose of dispelling by creature beside yourself or your deity your domain spells benefit from a +10 bonus to their caster level.

    Divine Fortitude (Ex): At 24th level, your link with your divine patron is so strong that you begin to exhibit some divine trait. You now receives maximum hit points for each hit die, you gain a +13 natural armor bonus (this stack with any other natural armor bonus you may possess), you are immune to polymorphing, petrification and any other attack that alter your form (you may still use shape-changing power on yourself), you are immune to energy drain, ability drain, or ability damage, you are immune to mind-affecting effect and you gain resistance to fire 5.

    Instinctive Domain (Ex): At 27th level, you gain the ability to cast domain spell as a swift action instead of their normal casting time. If you wish you can still cast them with the original casting time.

    Full Manifestation (Ex): At 30th level, you have become one with your deity. You gain a pseudo divine rank of 1, this work nearly exactly like a normal divine rank, all the benefit are detailed below. The only real difference with another deity is that you cannot have any worshiper, you are considered to be a part of your deity.

    Pseudo Divine Rank 1
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    • Type: Upon gaining the Full manifestation ability you can chose to become an Outsider with all the change that this would imply. If you do so you also gain the alignment subtype corresponding to your alignment.
    • Speed: You can move much more quickly than a mortal. Your base land speed depends on your form (biped or quadruped) and your size, as shown on the following table. If you base land speed from before gaining your pseudo divine rank is better than the one on the table you can use this one instead. If your form or size change you use the corresponding speed accordingly unless the effect that change your form or size say otherwise.
      {table=head]Size|Biped1|Quadruped1
      Fine| 20ft | 60ft
      Diminutive| 30ft | 70ft
      Tiny| 40ft | 80ft
      Small| 50ft | 90ft
      Medium| 60ft | 100ft
      Large| 80ft | 120ft
      Huge| 100ft | 140ft
      Gargantuan| 120ft | 160ft
      Colossal| 140ft | 180ft
      [/table]
      1: Or any form with two or fewer legs. 2: Or any form with three or more legs.
      Note: Use the Biped column for burrow and swim speeds regardless of form. Use half the value in the Biped column for climb speeds. Use twice the value in the Quadruped column for fly speeds if you are capable of flying.
    • Armor Class: A field of divine energy encompasses you, granting you a +1 divine bonus to Armor Class. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks. Your natural armor bonus, from Divine Fortitude, increase by 1, to a total of 14. You also have a deflection bonus to your AC equal to your Charisma bonus (if any).
    • Attack Roll: You gain a +1 divine bonus on all attack roll. You do not automatically fail on a natural attack roll of 1.
    • Bypassing Damage Reduction: If you are an outsiders with alignment subtypes, your natural attacks, as well as any weapons you wield, are considered aligned the same as you for the purposes of bypassing damage reduction
    • Saving Throws: You gain a +1 divine bonus on all attack roll. You do not automatically fail on a natural saving throw roll of 1.
    • Checks: You gain a +1 divine bonus on all skill checks, ability checks, caster level checks, and turning checks.
    • Synergy Bonuses: For every 20 extra ranks you have in a skill, your synergy bonus from the skill (if any) increases by +2.
    • Energy Immunities: You are immune to electricity, cold, and acid, to to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration.
    • Damage Reduction: You gain Damage reduction 15/epic.
    • Spell Resistance: You gain spell resistance 33.
    • Salient Divine Abilities: You do not gain any Salient divine abilities.
    • Immortality: You are naturally immortal and cannot die from natural causes. You do not age, and you do not need to eat, sleep, or breathe. The only way for you to die is through special circumstances, usually by being slain in magical or physical combat.
    • Senses: You have incredibly sensitive perception. Your senses (including darkvision and low-light vision, if you have them) extend out to a radius of one mile. Perception is limited to the senses you possesses. You cannot see through solid objects without using your remote sensing ability or some sort of x-ray vision power.
    • Lesser Remote Sensing: As a standard action, you can perceive everything within a radius of one mile per rank around any of your deity holy sites, or other objects or locales sacred to the deity. This supernatural effect can also be centered on any place where someone speaks your name or title for up to 1 hour after the name is spoken, and at any location when an event related to the deity’s portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield or an area otherwise blocked by a deity. Remote sensing is not fooled by misdirection or nondetection or similar spells, and it does not create a magical sensor that other creatures can detect. You can extend your senses to two locations at once and still sense what’s going on nearby.
      Once you chooses a remote location to sense, you automatically receives sensory information from that location until you chooses a new location to sense, or until it can’t sense the location.
    • Divine Aura: Your presence can deeply affect mortals. All divine aura effects are mind-affecting, extraordinary abilities. Mortals can resist the aura’s effects with successful Will saves; the DC is 11 + your Charisma modifier. Deities are immune to your divine aura. Any being who makes a successful saving throw against your aura power becomes immune to your aura power for one day. Divine aura is an emanation that extends around you in a radius of 10 feet. You can choose to dismiss or reapply your aura as a free action.
      You can make worshipers of the same deity as you, beings of your alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until you dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. You can choose from the following effects each round as a free action.
      -Daze
      Affected beings just stare at you in fascination. They can defend themselves normally but can take no actions.
      -Fright
      Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from you makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
      -Resolve
      Your allies receive a +4 morale bonus on attack rolls, saves, and checks, while your foes receive a -4 morale penalty on attack rolls, saves, and checks.
    • Communication: You can understand, speak, and read any language, including nonverbal languages. You can speak directly to any beings within one mile of you.
    • Lesser Remote Communication: As a standard action, you can send a communication to a remote location. You can speak to any of your deity worshipers, and to anyone within one mile away from a site dedicated to your deity, or within one mile away from a statue or other likeness of your deity. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, your voice can seem to issue from the air, the ground, or from some object of your choosing (but not an object or locale dedicated to another deity). In the latter case, anyone within earshot of the sound can hear it. You can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies, but it’s usually some visible phenomenon. Your communication power can cross planes and penetrate any barrier. Once communication is initiated, you can continue communicating as a free action until you decides to end the communication. You can carry up to two remote communications at one time.



    Final Destiny: Divine Manifestation
    You are now a part of your deity, nearly indistinguable from it, but not simply another avatar or proxie an extension of your deity will and power. You will always remain a part of the cosmos, able to influences the lives of thousand of creature. You will forever further the goal, noble or cruel, of deity and forever lives by it’s side.
    Last edited by zagan; 2011-05-19 at 05:31 AM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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

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