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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Some kind of hell
    Gender
    Male

    Default GitP Prestige Class Contest XXXIV: Items of Power

    Items of Power

    ---

    It's a bling thing, mister!

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

    Giant in the Playground PrC Contest XXXIV

    The contest begins with the posting of this thread and will run through midnight of Sept 20th.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of Sept 30th.

    Rules

    1) You will be creating an 'original' prestige class. You will be making a class that centers around the use of a single class-specific item. This item can be a brand new magical item (weapon, armor, rod, staff, ring, or wondrous item, but not a scroll/potion or multiple scrolls/potions as those are completely consumed after a use) or an existing item that you will be expanding upon the capabilities of beyond their simple use. Examples of this include but are not limited to: A paladin-prestige class that improves upon the abilities of their holy avenger, a necromancer who can throw more than skeletons from a robe of bones, a brawler who uses paired rings of the ram in battle, or wizard order known for their ability to 'grow' a magical staff of arcane power from a simple quarterstaff. As I said and will reiterate again: make a class centered around the use of a magical item (either existing or your own new creation), make it central to the class and expand upon the use of it. Pathfinder or 3.5 only, please specify which it is at the top of the class. You may use any WotC or Paizo product to make your class. Go make yourself a class and good luck!

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

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

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

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

    6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Additionally, do not post your work outside of the contest until such a time as the voting for the contest has been posted. Such entries will be disqualified.

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


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

    And here's helpers if you need it!

    (Fax Celestis' Prestige Class Creation Thread)
    (Djinn_In_Tonic's What to make and How to make it special!)
    Last edited by ErrantX; 2012-08-25 at 03:01 PM.
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

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

    My extended homebrew signature!

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Some kind of hell
    Gender
    Male

    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    PRESTIGE CLASS NAME



    Quote of Some Kind by a member of the class!

    A general description of whatever the class is!

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

    ENTRY REQUIREMENTS
    :
    :
    :
    :
    :

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

    Hit Dice: dx

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

    1st|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    2nd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    3rd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    4th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    5th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    6th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    7th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    8th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    9th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability[/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

    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

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

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/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]
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

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

    My extended homebrew signature!

  3. - Top - End - #3
    Bugbear in the Playground
     
    bindin garoth's Avatar

    Join Date
    Jan 2011

    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    DIMENSIONAL WEAPONEER



    "Do not attempt to put a Portable Hole inside the Glove of Storing. If you do............. Stuff happens. Just like when you mix a bag of holding and a portable hole." Instructional booklet that comes with the Glove of Storing

    So you're the new recruits huh? Buncha weaklings is what you are!

    I'm Allen Ragard, the teacher at this here guild. Here you'll learn how to make the most of your Gloves of Storing. What'd you say boy?

    A Glove of Storing is useless? Wrong! Drop and give me twenty! Anyway, as I was saying.

    Most use the Glove of Storing for simple weapon storage. But it can do so much more! Imagine an entire arsenal of weapons at your fingertips, just begging to be used. Got a foe with a shield? Take your spear and pierce that thing! The foe has really tough hide? Pull out that huge greatsword of yours, and chop him up! Trying to capture the foe? Pull out your net or harpoon, and reel him in!

    Unfortunately, most don't even try to learn the proper use of a Glove of Storing, so we're still a pretty small group. But, as we've decided, it time to spread this wisdom onto others, thus why I'm here in this guild teaching you folks here today! Do you understand me?

    BECOMING A DIMENSIONAL WEAPONEER

    Dimensional Weaponeers usually come from fighters, warblades, and other martially inclined classes. Rarely, however, a spellcaster, such as a wizard, will enter, although it usually takes them longer to meet the requirements for the class.

    ENTRY REQUIREMENTS
    BAB: +4
    SKILL: Tumble 8
    Special: The character mus possess a Glove of Storing, and held onto it for at least a month.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentrate (Con), Craft (Int), Jump (Str), Knowledge(History), Knowledge(Local), Listen (Wis), Spot(Wis), Tumble (Dex)
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Class Advancement

    1st|+1|+0|+2|+0|Custom Weapons, Weapon Enhancement, Dimensional Gallery |

    2nd|+2|+0|+3|+0|Exotic Weaponry, Advancement |
    +1 of previous Class Abilities

    3rd|+3|+1|+3|+1|Feat of Weapons|

    4th|+4|+1|+4|+1|Custom Weapons|
    +1 of previous Class Abilities

    5th|+5|+1|+4|+1|Teachings of the Weapons|

    6th|+6|+2|+5|+2|Feat of Weapons|
    +1 of previous Class Abilities

    7th|+7|+2|+5|+2|Custom Weapons|

    8th|+8|+2|+6|+2|Weapon Tactics|
    +1 of previous Class Abilities

    9th|+9|+3|+6|+3|Feat of Weapons|

    10th|+10|+3|+7|+3|Custom Weapons, Weapon Assault|
    +1 of previous Class Abilities
    [/table]

    Weapon Proficiencies: Dimensional Weaponeers gain proficiency with all simple and martial weapons.

    Dimensional Gallery(Su): At level 1, a Dimensional Weaponeer becomes bonded with a Glove of Storing, and learns how to unlock it's true power. As long as they possess any Glove of Storing, they may store a number of weapons equal to 2 + their class levels. They may also store shields and wands in here too.

    Dimensional Enhancement(Su): Because of the number of weapons a Dimensional Weaponeer usually carries, they have found a way to keep their weapons enhanced. At level 1, all weapons they draw from their Dimensional Galley gain a +1 enhancement bonus to attack and damage rolls for the remainder of the encounter. This enhancement bonus disappears 1 round after the weapon leaves the Dimensional Weaponeer's hands. This bonus also increases by +1 every odd level after level 1. If the weapon already had an enhancement bonus, use whichever is better. Any special weapon abilities the weapon already possessed remain on the weapon.

    Custom Weapons: The weapons used by a Dimensional Weaponeer are truly unique. At level 1, whenever a Dimensional Weaponeer draws a weapon from their Dimensional Galley, they gain one of the abilities below. At levels 4, 7, and 10, they may chose an additional ability from the list below and apply it to the weapon. All special abilities last for the remainder of the encounter, and disappear 1 round after leaving your hands, provided you don't pick it up again within that time frame. Unless stated otherwise, an ability can only be chosen once. A Dimensional Weaponeer always has access to all of the special abilities below, and may assign any special ability to a weapon, regardless of what special ability was assigned to that weapon below.

    Note: Wands and Special Abilities Wands may be used with the special abilities below, however, the spell contained in the wand must deal damage, and either require an attack roll, or create a weapon that can use the special abilities below. All other wands cannot benefit from the abilities below. All special abilities with a * beside them can be applied to wands, provided they meet any requirements of the ability.
    Spoiler
    Show

    -Thown*: The weapon gains the Throwing and Returning qualities. Wand Note: This may only be used with wands that generate weapons or make melee touch attacks. If the wand would normally make a melee touch attack, it instead makes a ranged touch attack when thrown.

    -Mystic Ammo: This weapon automatically generates ammo when being fired. Weapons that needed to be reloaded do not have to be reloaded.

    -Elemental: Your weapon now deals additional elemental damage. Chose one of the following :Acid, Cold, Electric, or Fire. Your weapon now deals an additional amount of damage on each hit equal to your highest Mental Ability Modifier (Intelligence, Wisdom, or Charisma) or 1 + 1/2 of your class levels (rounded down), whichever is higher.

    -Bleeding Attack*: This effect only works for piercing and slashing weapons. A foe hit with an attack from this weapon bleeds from their wound, suffering an additional amount of damage equal to your base weapon damage plus your class levels one round after being hit by an attack. A foe may only suffer this damage once per round.

    -Enormous Strength*: These weapons seem to be heaver at their tips. These weapons deal 2x your strength modifier damage for weapons wielded in one hand, and 2.5 times your strength modifier damage for weapons wielded in both hands. Wand Note: this only affects wands that create weapons. In this cast, if strength would be replaced by another ability score for attack and damage rolls, replace all references above with the said ability score.

    -Forced Shot*: Ranged weapons with this ability are easier to wield for those with strength, and use your Strength modifier instead of your Dexterity modifier for attack rolls.

    -Invisibility*: Weapon with this ability are completely invisible to everyone except you. You gain a +2 to attack rolls with this weapon, and the first time in an encounter that a foe is hit with a weapon that has this ability, they are treated as being flat-footed.

    -Burst*: Weapons with this ability are temporarily supercharged with power. On the round that a weapon with this ability is drawn from the Dimensional Gallery, it deals an additional number of d6's worth of damage equal to 1 plus 1/2 of your class levels (Of the same damage type that the weapon normally does). However, weapons with this ability disappear as quickly as they come, and are returned to your Dimensional Gallery at the end of your turn. Furthermore, they can not be drawn for the remainder of the encounter. This ability may only be applied to one weapon per encounter.

    -Weapon Growth*: Weapons with this special ability appear larger than usual. A weapon with this ability is treated as being one size category larger for the purposes of damage only. This may be chosen multiple times, to a maximum of Colossal size. Wand Note: This may only be applied to wands who create weapons.

    -Sharpened*: This ability can only affect piercing or slashing weapons. Weapons with this ability have their critical threat range increased by 2. This stacks with other abilities that increase critical threat ranges, however, this ability is only applied after all other abilities are applied. Wand Note: This may be applied to any wand whose spell deals damage other than bludgeoning damage.

    -Heavy*: This ability only affects bludgeoning weapons.Weapons with this ability have their critical threat range increased by 2. This stacks with other abilities that increase critical threat ranges, however, this ability is only applied after all other abilities are applied. Wand Note: This only apply to wands whose spells deal bludgeoning damage.

    -Shockwave*: This ability only affects melee weapons. Weapons with this ability are infused with arcane energies, releasing shockwaves with every swing. Treat the weapon as having +5ft reach, on your turn only. The reach increases by 5ft for every three class levels you possess. Wand Note: This only applies to wands whose spells create a melee weapon or makes a melee or melee touch attack.

    -Line Shot*: This ability only affects ranged weapons. Weapons with this ability extend 10ft past your target, hitting any foe behind your target. You use the same attack roll and damage rolls you used against the original target, although no precision damage can be applied to the roll for any target after the first. Wand Note: This applies to any wand whose spell creates ranged weapon or makes a ranged or ranged touch attack.

    -Burst Shot*: This ability only affects ranged weapons.Weapons with this ability allow your weapons to cause small bursts when they hit. Instead of rolling an attack roll, target a 10ft burst area. All within the area take damage as if hit by your weapon, minus any precision damage you may have done. They are entitled to a reflex save for half, with a DC equal to 10 + your class levels + the ability modifier you would normally use for the attack roll with ranged weapons. Wand Note: This only applies to wands whose spells create a ranged weapon, or make a ranged or ranged touch attack.

    -Smasher*: Weapons with this ability can ignore any unusually toughness a target possesses. Weapons with this ability ignore Hardness, and ignore one-half of the target's DR.

    -Forcing Blows*: Weapons with this ability have a great deal of force behind their attacks. All foes hit with attacks from this weapon must succeed on a Fortitude saving throw (DC = 10 + Class levels + Your Strength Modifier) or be pushed back 10ft. If this would cause a foe to hit a wall, they suffer an additional amount of damage equal to your Strength modifier.

    -Shielding Weapons*: Weapons with this ability are abnormally wide, allowing them to be used to defend their master. These weapons give their master a shield bonus equal to their enhancement bonus.

    -Supercharged*: This ability only affects wands, as noted above. Wands with this ability only use half a charge whenever a spell is cast from it. If any ability is used that would spend more charges from a wand, subtract those a normal from the number of charges the wand has. If a wand is put back into the Dimensional Gallery, then any half charges it possesses are lost.

    -Poisoned*: A weapon with this ability comes out of the Dimensional Gallery poisoned. The first foe hit by a weapon with this ability must succeed on a Fortitude save (DC = 10 + Class Levels + your Constitution modifier) or take 1d6 temporary Strength or Dexterity damage, chosen at the time the weapon is drawn. This effect lasts for a number of rounds equal to your class levels, after which it heals at a rate of 1 point a round. A foe may only be under once of these effects at a time, if the foe is his with this again, refresh the duration, and use the higher of the two damage rolls.

    -Entangling Shot*: The weapon only affects weapons that make ranged or ranged touch attacks. Once per round, when a foe is hit by a ranged attack, the ammo warps, entangling the creature. The foe must succeed on a Reflex save (DC 10 + Class levels + The Ability Score used to make the attack roll) or become entangled for 1d4 rounds. Multiple uses of this do not stack, it does, however, reset the duration. Wand Note: This only affects wands whose spells create ranged weapons, or make ranged or ranged touch attacks.

    -Spell-Bound Weapon*: Weapons with this ability are normally used by spellcaster to help their spells get past spell resistance. Every time a foe is hit by a weapon with this effect, their spell resisitance (if any) is reduced by one, to a maximum of 1 plus 1/2 of your class levels (round down). This penalty lasts for 5 rounds, although it is renewed once a foe is hit by a weapon with this effect.

    -Force Weapon*: Weapons with this ability become made up of pure force rather then steel. Weapons with this effect become force effects, dealing force damage and ignoring the ethereal miss chance that ethereal creatures normally have. Wands with spells that normally deal elemental damage now deal force damage.

    -Phasing Assault*: This ability cause weapons to partially fade into the ethereal, allowing them to ignore some of an opponents armor. Foes with an Armor or Shield bonus are halved versus weapons with this ability. This only affects wands who generate weapons.

    -Friendly Shield*: This ability only affects shields or weapons with the Shielding Weapon ability. The shield generates a magical shield around allies within 10ft of yourself. All allies within this effect gain half of your shield bonus.


    Exotic Weaponry(Ex): Those who use the Dimensional Gallery learn to use many weapons. They may either become proficient with one exotic weapon of their choice, or gain the ability to take 10 on UMD checks with wands only.

    Advancement(Ex): Dimensional Weaponeers come from all different backgrounds, and don't forget their previous abilities. Chose one of the abilities below. Starting at level 2, Dimensional Weaponeers may add 1/2 of their class levels to their previous class for the ability chosen.
    Spoiler
    Show

    {table=header]Ability | Restrictions
    Soulbinding | Counts towards binder levels for abilities, level, and number of vestiges bound. And for the binding check to bind them.
    Spellcasting | Only for caster level, spells per day, and spells known.
    Mysteries | Only for caster level and mysteries known. Mysteries still change into spell-like or supernatural abilities when appropriate.
    Invocations | Only for caster level and invocations known. Eldritch blast and similar abilities do count as invocations, however this does not advance breath effects.
    Breath weapon(s)| This advances every breath weapon you have, at the same rate you previously had. If you possessed breath effects, this advances those too.
    Meldshaping | Only for Meldshaper level, essentia, Soulmelds shaped and bound.
    Truenaming | Advances all utterences known from all types, and absolute limit (if possessed).
    Hexblade’s Curse | Save DC and penalties are advanced. This also advances any variations due to fixes, see the Teachings of the Weapons ability for examples.
    Familiars| Treat as original class for Familiar bonuses.
    Animal Companion | Treat as original class for animal companion bonuses.
    Rage | Advances rage bonuses and uses per day.
    Unarmed Strike | Advances unarmed strike damage.
    Aura | Advances Aura(s) bonus
    Bardic Music | Advances bonuses, new songs known, and number of uses per day.
    Spellshaping | Advances shaper level, formulas known, and formulas readies (or granted).
    Maneuvers | Advances Initiator level, number of maneuvers known and readied (or granted), and stances known.
    Favored Enemy | Advances Favored enemy bonuses and for gaining new favored enemies.
    Combat Style | Advances feats gained from Combat Style.
    Bonus Feats | Treat as previous class levels for gaining new bonus feats
    Turn/Rebuke Undead | Treat as previous class for turning level.
    Sneak Attack | Treat as previous class for number of sneak attack (or skirmish or sudden strike) dice rolled.
    Psionics | Treat as previous class for manifester level, power points, and powers known.
    Ki Pool | Treat as previous class for amount of Ki in Ki Pool. This also advances the Ghost Step, Ghost Strike, Way of the Elements, and Ki Strike class features, if possessed.
    Limit Break | Treat as previous class for number of limit breaks known, and maximum amount of points stored in pool.
    Inspiration Points | Treat as previous class for number of Inspiration points possessed. This ability also advances the Arcane Dilettante class feature, for the highest spell level cast and number of spells per day, if the class feature is possessed.[/table]

    DM Note: There are many homebrew systems not included in this, if a player has a hombrew system not covered by this, then you can work with the player to determine what exactly is advanced.


    Feat of Weapons(Ex): Dimensional Weaponeers have learned little tricks to making the most of their weapons. Whenever you draw a weapon from your dimensional gallery, choose one of the columns below. You benefit from the feat group listed in that column as long as you wield that weapon. You do not need to meet a feat's prerequisites to gain it's benefits. The name of the column is what type of weapon it is normally used for, although it does not have to be used that with particular weapon(s). None of these feats count towards the prerequisites of other feats or classes. In addition, you can only benefit from one of these columns at a time, even if you have more than one weapon out. This ability improves at levels 6 and 9, giving you access to the higher level feats of each column (still only one column at a time).
    Spoiler
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    {table=head]Level|Two weapons|Two-handed|Ranged|One-handed|Sword and Shield|Wands

    3rd|Two-Weapon Fighting|Power Attack|Precise Shot|Spring Attack|Shield Specialization|Reckless Wand Wielder

    6th|Improved Two-Weapon Fighting|Leap Attack|Rapid Shot|Bounding Assault|Improved Shield Bash|Wand Mastery

    9th|Greater Two-Weapon Fighting|Cleave|Manyshot|Rapid Blitz|Agile Shield Fighter|Double Wand Wielder
    [/table]


    Teachings of the Weapons(Ex & Su): By level 5, a Dimensional Weaponeer has learned to combine their previous class abilities with their Dimensional Gallery. Chose one of the class abilities below, this must be an ability your previously possessed. You gain all benefits of that particular ability, however, once chosen, this ability may never be changed.
    Spoiler
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    Soulbinding(Su): All weapons drawn from the Dimensional Gallery are empowered by the Void, giving them the Ghost Touch ability. Furthermore, as they draw a weapon from their Dimensional Galley, they may select one Vestige that they have not bound for the day. That Vestige is bound to the weapon, requiring no binding check. You may then select one ability the Vestige would normally grant, you gain the benefits of this ability for the remainder of the encounter. After the encounter, the bind ends. This ability may only be used once per encounter.

    Spellcasting(Su): All weapons drawn from your Dimensional Gallery gain the Spell Storing special weapon ability. Furthermore, whenever you draw a weapon from your Dimensional Gallery, you may store a spell in the weapon as a free action by sacrificing a spell slot whose level is at least one half (rounded up) the level of the spell stored.

    Meldshaping(Su): Whenever you draw a weapon from your Dimensional Gallery, you may temporarily sacrifice the effects of any soulmeld you have shape, and gain the affects of the following. The soulmeld warps into a copy of the weapon drawn, made up of pure incarnium. Whenever you may any sort of attack with the weapon you drew, you may make an attack with this weapon as a free action. The weapon deals the base damage of the weapon draw, plus the Dimensional Enhancements class ability. Any ammo needed for the attack is automatically generated. This attack does not need to target the same foe who was attacked. Furthermore, by investing essentia, you gain the use of your custom weapons class ability. For every essentia invested, this weapon gains one custom weapon ability. The cap for essentia invested is the normal for soulmelds at your character level, and cannot be enlarged by any means. Should the weapon drawn by dropped, this incarnium weapon also disappears. Should the weapon be thrown, however, it disappears one round later.

    Mysteries(Su): Whenever a foe is dealt damage or affected by a mystery, a small portal is opened through their shadow, through which you can attack. For 5 rounds after a foe is harmed or affected by a mystery you cast, you may attack it will melee weapons freely, even if the foe would normally be out of range (as long as it is still within 50ft). These attacks travel through an opponents shadow, even if he is not currently casting a shadow, for the connection through the plane of shadows is strong. The attack ignores 1/2 of an opponents Dexterity modifier to AC (Min 0), due to the unique angle the attack comes from, and deals an amount of bonus damage equal to the level of the mystery used to trigger this affect (Min 0).

    Aura(Ex or Su): All allies affected by any current aura(s) you are projecting have the bonus(es) granted by the aura increased by 1. Furthermore, chose one ability from you Custom Weapon class ability that you are currently benefiting from. All allies affected by your aura(s) gain the benefits of this ability, as long as the weapon they are currently wielding would normally be a valid target of the special ability. The affect chosen can be changed as a move action.

    Bardic Music(Su): Any weapon you draw from your Dimensional Gallery gains the benefits of the Harmonizing special weapon ability. You may also start another Bardic Music affect while the Harmonizing weapon carries a Bardic Music effect, however the second Bardic Music requires 2 Bardic Music uses to take effect instead of the normal amount, and halves the amount of rounds the Harmonizing weapon can carry the effect.

    Breath Weapon(Su): Once per round, whenever you make an attack with a weapon from your Dimensional Gallery, you may emit a wave of energy as a free action. This wave of energy damages all within 5ft of yourself, dealing 1d4 damage (of the same type as your breath weapon, if you have multiple chose one each time this takes effect) for every 1d6 damage you breath weapon would normally deal. A Reflex save (DC = 10 + Class levels + Constitution modifier) halves the damage.

    Truenaming(Su): You get a +2 bonus to all Truespeech skill checks. Furthermore, once every 5 rounds, as a free action, you may say the Truename of your weapon as a free action to in order to increase the damage that weapon deals on its next attack equal to a Truespeack check made as part of this free action.

    Spellshaping(Su): You gain the Spellshape Channeling class feature of the Spellshape Champion, with the following changes. This ability may be used with melee or ranged weapons. Furthermore, it benefits from all enhancement bonuses and special abilities (including abilities from the custom weapon class feature) that the weapon had. Replace the base weapon's damage with the amount of damage that would normally be dealt with a normal spellshape attack. If the character was already a Spellshape Champion with the Spellsoul weapon ACF, you instead gain the following benefits:
    Spoiler
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    All of your weapons from your Dimensional Gallery count as Spellsoul Weapons. Unlike normal, count all of your class levels in this class as Spellshape Champion levels for determining the bonuses gained from your Spellsoul weapon. In addition, once per encounter, you may activate an ability gained from your Spellsoul weapon without sacrificing a readied formula, instead use the level of your highest level formula readied to determine the benefits gained.


    Maneuvers(Ex): Any weapon drawn from their dimensional gallery is treated as if it was a discipline weapon for all of the schools they possess maneuvers in. Furthermore, the weapon gains the Martial Discipline special ability, of one school of their choosing. If the weapon already possesses the ability, it instead must be a Martial Discipline weapon of a different school. Finally, once per encounter, they get this ability to unleash an assault on their foes, and use 2 strike maneuvers as a full-round action. Each strike, however, must have an initiating time of a standard action or less. Furthermore, the maneuvers must be one level less than the highest level of maneuver than you have access to.

    Improved Unarmed Strike(Ex): You may now treat any weapon drawn from your Dimensional Gallery as a special monk weapon. Also, whenever you hit with a weapon drawn from your Dimensional Gallery, it deals an additional amount of damage equal to your unarmed strike damage. Also, if you have the Flurry of Blows class ability, you may use this feature with any weapon drawn from your Dimensional Gallery. If you did not possess this class ability, you may use the Flurry of Blows class ability as a level 1 monk. Anyone with the Improved Unarmed Strike feat can gain this class ability.

    Combat Style(Su): Anytime you draw a weapon from your Dimensional Galley, chose one special ability (or unique ability) from any weapon within your Dimensional Gallery. As long as the weapon drawn can benefit from the ability or otherwise qualifies for it, it gains the use of the said ability.

    Rage(Ex): Whenever you have your Rage class ability activated, you gain an additional bonus to your strength equal to 1/2 of your class levels (minimum 1). Furthermore, while under the affects of your Rage class ability, you may spend an additional use of your Rage class feature to double your Strength score (including your Rage bonuses) for the purposes of damage rolls with weapons drawn from your Dimensional Gallery for 1 round.

    Favored Enemy(Su): You gain Blinsight 30ft, but can only detect those who qualify as a Favored Enemy that you have selected. This portion does not rely on scent or sight, and cannot be hampered in any way except by abilities that would prevent supernatural abilities from working. Furthermore, increase you bonuses vs favored enemies by 1, as long as you have a weapon drawn from your Dimensional Gallery.

    Bonus Feats(Ex): You deal an additional amount of damage equal to your class levels for any weapon drawn from your Dimensional Gallery. Furthermore, if you possess any feat which requires the Weapon Focus feat, all weapons from your Dimensional Gallery benefit from the feat.

    Sneak Attack (Sudden Strike)(Skirmish)(Ex): You can now sneak attack oozes, constructs, and undead freely, dealing your full sneak attack/sudden strike damage. The weapon also helps guide you to the foe, giving you an insight bonus to your attack rolls equal to 1/2 of your class levels (rounded down).

    Turn Undead(Su): You benefits from the protection from evil spell while wielding a weapon from your dimensional gallery, except the deflection bonus is increased by 1/2 of their class levels (rounded down, Minimum 1). Furthermore, your weapons drawn from your Dimensional Gallery benefit from the Holy and Holy Surge abilities, except the number of times per day is in between all of your weapons, and does not apply individually between each weapon.

    Invocation(Su): A number of times per day equal to 1 plus 1/2 of your class levels (rounded down), you may use an invocation as a free action (including your Eldritch Blast) when you hit a foe with a weapon drawn from your Dimensional Gallery. Furthermore, any foe you strike with the said weapon is weakened against your invocations, and suffers a -2 to saves and -5 to SR (if they have any) to any you use invocation use against the foe stuck by the end of your next round.

    Animal Companion(Su): Your animal companion gains the same benefits from the Custom Weapon ability that you possess, if at least one of their weapons qualify for the special ability. You can also qualify for this ability if you possess the Wild Cohort feat.

    Arcane Channeling(Su): Whenever you use their arcane channeling ability as a Standard action, you get an additional attack, and treat the attack as a full-round attack for abilities such as haste, speed, and any other ability that only activates with a full-round attack. Furthermore, any spell you channel through your weapon with your Arcane Channeling class ability is empowered, meaning that any dice cap on any spell channeled is increased by 1 per 2 class levels.

    Hexblade Curse(Su): Any foe hit with an attack from a weapon drawn from your Dimensional Gallery suffers a -1/2 class levels (rounded down) penalty to saving throws versus any of your abilities/spells! Furthermore, you add your Charisma modifier to damage rolls with your weapons against foes who are cursed! Also, the following variations qualify for this ability: (read: Fixes and Retoolings).

    Ki Pool(Su): Once per encounter, as part of drawing your weapon, you gain an additional amount of Ki equal to the enhancement bonus of the weapon. In addition, by expending a Ki point as you attack, all attacks you make for that round damage an additional opponent within 5ft of the original foe struck. Use the same attack roll for both, and only apply precision damage (if any) to the original foe. Any other damage is done to both foes.

    Limit Break(Su): You may add one-fourth of the damage done with any weapon drawn from your Dimensional Gallery to your damage pool. It has to be an actually threat to work , with a Cr equal to your character level -3 at least. For every 5 points in your damage pool, you gain a +1 morale bonus to attack and damage rolls with your weapons!

    Familiar(Su): You lose your familiar, and in turn, your Dimensional Gallery becomes your familiar! It becomes an Intelligent Item, roll 3d6 for its intelligence, wisdom, and charisma scores (Minimum 8 for each). Furthermore, it gains blindsense 30ft, and otherwise acts as a normal familiar. Furthermore, any weapon you draw from your Dimensional Gallery is infused with more power than most, and gains the additional benefit of an ability from their Custom Weapon. This additional ability only lasts for half of the normal amount of rounds. If the familiar should be lose or destroyed, you do not lose experience points like normal, and may instead bond with a new Glove of Storing by spending a day to meditate on it.

    Rebuke Undead(Su): You are now healed by one-forth of the damage dealt by any damage from your Dimensional Gallery. In addition, you may spend a Rebuke Undead attempt as a free action when making an attack with a weapon from your Dimensional Gallery. This attack, if it hits, deals an additional 1d6 damage per class level.

    Psionics(Su): While you are Psionic Focused, all attacks made with weapons from your Dimensional Gallery deal force damage instead of the normal damage type they deal. Furthermore, as an immediate action, you may expend their Psionic Focus to instead either:
    -Gain a deflection bonus to AC by an amount equal to the enhancement bonus gained from the Dimensional Enhancement class ability. OR
    -Double the damage dealt from one attack from a weapon from your Dimensional Gallery. The damage dealt is still force type damage.

    Inspiration(Ex): You gain an additional amount of Inspiration points equal to 1/2 of your Dimensional Enhancement bonus. Furthermore, as long as you possess at least one Inspiration point, you gain your Intelligence bonus to attack rolls.


    Weapon Tactics(Ex): By level 8, you have become a wrecking force in the battle field, and can change your tactics with but a moments notice. Whenever you draw a weapon from your Dimensional Gallery, chose one of the feats listed below. You gain the benefits of the feat as long as you are wielding the weapon drawn. You may only benefit from this ability once, even if you later draw a weapon (although you could change the feat by drawing that second weapon).
    Spoiler
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    {table=head]Feats
    Improved Disarm
    Improved Trip
    Combat Expertise
    Weapon Finesse
    Crushing Strike
    Driving Attack
    Slashing Flurry
    Ranged Disarm
    Ranged Pin
    Combat Reflexes
    [/table]


    Weapon Assault(Su): Even as you advance past this class, you are able to still improve your abilities gained. In any of the abilities listed above, you may chose to replace any reference to your class levels as instead being 1/2 of your character level, as long as the value would be higher than your class levels.

    Furthermore, once per day, you may make a full on attack against your foes. You may make one attack (or cast one spell if using wands) with each weapon (or wand) from your Dimensional Gallery. The Custom Weapon abilities, and any feats normally gained when drawing a weapon from your Dimensional Gallery can be different for each weapon. Even if you would normally provoke an attack of opportunity from any attack (or spell) used with this ability, you do not provoke attack. These attacks can be made against any foe within ranged, and may be split up between multiple foes. However, due to the strain needed for this ability, you become fatigued for the remainder of the encounter.

    PLAYING A DIMENSIONAL WEAPONEER
    All Dimensional Weaponeer are obsessed with weapon, no matter what background they come from. They are often seen traveling place to place in search of rare or unique weapons, such as legacy weapons. When they are not searching for weapons (rarely), they usually serve as mercenaries.
    Combat: Each Dimensional Weaponeer is unique, and usually fights differently than the previous one. However, all rely on their previous class abilities in addition to their weapon abilities gained from their Dimensional Gallery.
    Advancement: Dimensional Weaponeers usually come from one of the many martial classes, such as Fighers, Warblades, and the like. After completing this class, they usually continue with that class or go into a PRC that continues to advance the abilities of that class. Rarely, however, will you see a Dimensional Weaponeer who attempts to combine different classes, as the loss of the main abilities of the classes is usually too much.
    Resources: It is not uncommon for members of this class to be involved in guilds or other groups of warriors, since it's easier to find rare weapons when you have help. For these people, they usually have at least a few people that they can rely on, whether it'd be for information or help. However, for those without these groups, they have little to nothing to rely on, other than their Dimensional Gallery.

    DIMENSIONAL WEAPONEER IN THE WORLD
    "Hey, weren't you just using a big huge sword?" Grum, an Orc Fighter attacking a Dimensional Weaponeer

    Dimensional Weaponeers know there is but one thing they can rely on in their travels. Their weapons. Not some fancy spell, nor some out-of-this-world supernatural ability, only their weapons. They dedicate themselves to finding the best weapons of the world, and customizing them with but a moment's notice, thanks to their Custom Weapon ability.
    Daily Life: Dimensional Weaponeers rarely stay in one place for too long, usually favoring travels for more weapons. So do become bodyguards in exchange for weapons, or sell swords for money (to buy more weapons). To most people, they're just another type of magical fighter. But to those who truly know the Dimensional Weaponeers, they are much more than a fighter.
    Notables: Dimensional Weaponeers were hardly ever heard of, until Zekon, the Blood Sword, took on an entire army by himself. He had be one of the more famous mercenaries at the time, and was known for his extreme loyalty to any contract he took. One day, he was hired by the king to stand with his disorganized army against invaders from the neighboring country of Arndul. Unfortunately, due to a miscommunication error, Zekon was the only one at the meeting point, while the rest of the army was down south too far. And so he stayed, and waited for the army of 500 to come upon him. It's been said that it rained weapons all day during the battle. Zekon did die that day, due to extensive injuries, but not before decimating the entire army to around 50 people. Due to his efforts alone, the country was saved from the invaders, and is now often hailed as a hero.
    Organizations: The Wall of Weapons is an organization dedicated to the art of the Dimensional Gallery, and gladly takes on new students, regardless of their background or personality. It makes money by having their members become mercenaries for neighboring countires.

    NPC Reaction
    People are often indifferent to Dimensional Weaponeers, even after learning about what they can do. NPC's should treat Dimensional Weaponeers as they would treat mercenaries.

    DIMENSIONAL WEAPONEER IN THE GAME
    Dimensional Weaponeers can usually be expected to changed their tactics with a moments notice in battle, thanks to all of their different class abilities. However, their reliance on a single item could be a weakness exploited by the DM. Furthermore, they can be expected to be outpreformed at any one task by one who is specialized in a specific roll.
    Adaptation: Rather than being a general weapon hunter or mercenary, a Dimensional Weaponeer could be looking for a specific group of weapons, such as the nine swords in the Tome of Battle.
    Encounters: Dimensional Weaponeers can be expected to be encounter in one of two main ways. Most of the times they will be encountered as mercenaries, hired to deal with the PCs or available for hire by the PCs. They may also be encountered when the PCs possess a rare or unique weapon, in which case the Dimensional Weaponeer would most likely try to take the weapon.

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


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by bindin garoth; 2012-09-20 at 10:29 PM.
    homebrew

    Interesting Stuff: Spellshapers, Metroid as Incarnum



    Bindin's Bag o' Quotes:
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    Quote Originally Posted by BelGareth View Post
    Bindin, this is why I love you.

    Quote Originally Posted by Dreamshifter View Post
    ...I think my poor Monkadin just went to go get drunk. That's not a natural thing for him to do, at all. Thanks bindin.

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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    Walkers of the Endless Way

    "These boots were made for walkin', friend. I just help 'em along with it."
    Kiarra of the Soles, a Walker of the Endless Way, shows off her worn boots of striding and springing

    She wanders into town covered in the dust and dirt of the road; the only clean thing on her is the gleam of her gold and the white of her smile. She loves to talk - getting her to shut up is the real trick - and spends her coin like water. She doesn't seem to want anything other than a good time.

    Then the drow raiders come, and after she stomps them into blood-smeared craters the townsfolk won't let her pay for a thing. It's all on the house.

    One part ronin, one part pilgrim, one part wanderlust, the Walkers of the Endless Way are, at their heart, an order of people that just want to see the world (and, sometimes, a whole lot of other worlds). The world being a naturally violent place, the Walkers cultivate the twin arts of fighting and running like hell, and with the (slightly magical, greatly enhanced) aid of their boots of striding and springing strive to live and fight another day.

    Becoming a Walker of the Endless Way
    A lot of people become Walkers of the Endless Way almost by accident. They take up a life of traveling and meet a member of the Endless Way on the road, or their town is saved by the incidental presence of one of these eternal pilgrims. Perhaps they discover a pair of intelligent boots of striding and springing that wax poetic about their old life on the road with a Walker, or maybe they go out on the lam across the multiverse and take up the mantle of the eternal traveler in order to escape (in)justice. Sometimes a Walker settles down (temporarily) to raise a child - a lot of them adopt orphan wastrels or runaways with the same sort of perpetual shrug to which they approach the rest of their lives - and then takes their offspring on the road with them once they can walk themselves. These 'legacy' Walkers are somewhat more rare, but because they often take so much pride in their heritage they seem more numerous than they really are.

    Training-wise, most Walkers were fighters, rogues, initiators (especially swordsages) or clerics, paladins, or crusaders devoted to various gods of travel. Some rangers take up the class, but few druids tend to, and it is true that most Walkers are from races that are famed for their wanderlust - humans, halflings, half-elves, though a substantial minority are from races such as tieflings or drow that want to see the world and know they might need a quick escape from outsiders that don't understand them.

    ENTRY REQUIREMENTS
    Skills: Jump 9 ranks, Tumble 4 ranks
    Feats: Dash or Travel Devotion
    Special: Base Attack Bonus +5 or able to initiate third-level or higher martial maneuvers or access to the Travel domain
    Special: Must own and wear a pair of boots of striding and springing.
    Special: Must walk a Bounded Way with an existing Walker while wearing boots of striding and springing.

    The Bounded Way
    Spoiler
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    It sounds much more simple than it really is, but much about the Walkers does; when someone wants to become a Walker and passes the basic tests (simple things, meant to show the would-be Walker's dedication to travel) the Walker of the Endless Way who is initiating them tells them that they'll walk an Bounded Way - a path as long or short as a single conversation.

    Of course, therein lies the rub. The Walker strikes up a conversation with their initiate (most Walkers, if given a chance, will talk and talk and talk) about travel, their ideals, views, experiences, history, random bits of trivia - the conversation can, and probably will, cover any topic, and the initiate has to both keep walking and keep up with the conversation until either the Walker shuts up or dies. If the pair (or group) is waylaid, that's no excuse either - the conversation continues, even if the two are bound and thrown on the back of a wagon.

    There's a few known ways to pass the Bounded Way. Simple endurance is one, and some legendary Walkers had to travel for hundreds of miles with no rest in order to get their mentors to shut their mouths. Others have tricked their mentors with riddles, confused them with debate, bored them to tears (making one's mentor beg the apprentice to be quiet is considered very lucky) and, in a few rare cases, simply hit them very hard until they passed out and, thus, had to remain quiet. In the awkward case that an apprentice's mentor dies (sometimes, but not usually, the fault of an exasperated initiate), the initiate is accepted into the order immediately, though it may take some time to make contact with the greater order - assuming they don't arrange for their mentor to be brought back to life, that is.


    Class Skills
    The Walker of the Endless Way's class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Any, chosen individually) (Int), Move Silently (Dex), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Survival (Wis), Tumble (Dex), Use Rope (Dex)
    Skills Points at Each Level: 4 + Intelligence modifier

    Hit Dice: D8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers or Divine Spells

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Seven League Stride|-

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Footwork|+1 Level of Existing Class

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Walk it Off|+1 Level of Existing Class

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Footwork|+1 Level of Existing Class

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Spring Into Action|+1 Level of Existing Class

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Footwork|+1 Level of Existing Class

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |Eternal Traveler, Cobbler's Knack|-[/table]

    Weapon Proficiencies: Walkers of the Endless Way gain no new weapon or armor proficiencies. They are, however, considered proficient with any special attacks they gain from this class.

    Maneuvers or Divine Spells: At every level except first and seventh, the Walker of the Endless Way continues to advance either maneuvers learned and readied or divine spells as though she had also gained a level in a previous initiating or divine spellcasting class. She does not gain any of the other benefits of a level in that class (such as additional uses of turn undead, or additional stances known) except for an effective increase in initiating or spellcasting level. If the Walker of the Endless Way has more than one initiating or divine spellcasting class, she must choose which one to apply this benefit to at any; once chosen, her choice for that level may not be changed, though the Walker is free to apply this benefit to a different class each time she gains it if she so wishes. This benefit may not be applied to classes that advance both maneuvers and spellcasting, such as the Ruby Knight Vindicator.

    Seven League Stride (Ex): A Walker of the Endless Way learns how to make the most out of slight edges, to ignore fatigue and want, and to high-tail it when things get too rough for her tastes. She increases any bonuses to her movement speeds (including examples such as the Dash feat, boots of striding and springing, or an expeditious retreat spell, but not sources that grant entirely new forms of movement such as a fly spell) by 50% (rounded down, to a minimum additional bonus of five feet). Additionally, she is immune to exhaustion, though she may still become fatigued.

    Footwork (Ex): The Walkers of the Endless Way bond closely with the tool of their trade - the famous and much-loved boots of striding and springing. Through practice, advice and sometimes just twisting the magic of the boots around until it breaks to their will like a wild horse, they unlock new uses and techniques for their footwear. At second level and every two levels thereafter (fourth, sixth), the Walker may choose a Footwork ability, provided she meets its prerequisites (if any). Footwork abilities only function if the Walker is wearing a pair of boots of striding and springing, and do not function if the boots are rendered inoperable (but see the Extraordinary Footwear Footwork ability). A Walker of the Endless Way may only select any given Footwork ability once.

    Footwork Abilities
    Spoiler
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    Springing Dodge (Ex): Once per encounter, as an immediate action, the Walker may make a Jump check (with all the normal benefits and pitfalls of making a Jump check, including moving the distance indicated by the check result). This movement provokes attacks of opportunity as normal; however, if the Walker uses Springing Dodge in response to an attack or spell and her Jump check takes her out of her attacker's reach or range, or out of the spell's range or area (as appropriate), she suffers no ill effects from the attack or spell whatsoever.

    Extraordinary Footwear (Ex): The Walker of the Endless Way's boots of striding and springing function even in an antimagic field; furthermore, they cannot be suppressed by dispel magic and similar effects and cannot be disjoined.

    Spring Attack (Ex): The Walker of the Endless Way gains Spring Attack as a bonus feat, even if she doesn't meet the prerequisites.

    Quick Step (Ex): Whenever the Walker of the Endless Way makes a five-foot step, she may choose to move up to ten feet (she can still only make one five-foot step per round, even if she only chooses to move five feet).

    Leaping Combat (Ex): Once per encounter, if the Walker of the Endless Way would make a skill check as part of a martial maneuver, she may substitute Jump for the normal skill used.

    Agile Charge (Ex): The Walker of the Endless Way may change direction freely while charging or running (this power does not alter any of the other benefits or limitations of charging and running).

    Unimpeachable Stride (Ex): The Walker of the Endless Way may walk (or run) on liquids and solids that would not otherwise support her weight (such as water, or falling paper) at her normal land speed. As long as the Walker continues to move or stand on such a surface, she doesn't take damage or penalties from it (such as thick mud counting as difficult terrain, or damage from standing on a lake of acid), though she takes damage as normal if she chooses to swim within or immerse herself in a dangerous substance.

    Snap Kick (Ex): The Walker of the Endless Way gains Snap Kick as a bonus feat, even if she doesn't meet the prerequisites. Furthermore, she increases the damage dealt by her bonus attack from the Snap Kick feat by one die step.

    Traveler's Freedom (Ex): The Walker of the Endless Way may activate a freedom of movement effect on herself as a swift action. This is identical to the spell, save that it is treated as an extraordinary ability. This effect can last for a number of rounds per day equal to the Walker's class level, but she may choose to split it up into increments as small as one round if she so chooses.

    Walker's Network (Su): The Walker of the Endless Way may communicate telepathically with any being wearing boots of striding and springing. This telepathic communication operates over any distance, even if the two beings are on separate planes of existence, but does have some limitations:

    - The Walker must either know the being she wishes to communicate with (at a minimum, she must know their name) or else broadcast her message to any and all other Walkers of the the Endless Way.

    - The communication is language-only; that is, the Walker may imply emotions by tone and inflection just as if speaking, but she cannot broadcast images or pure emotional input.

    - The recipient of the Walker's message cannot reply unless they have this ability or have their own means of communicating over the distance in question.

    The telepathy granted by this ability is otherwise just like normal speech, and requires no more concentration than carrying on a conversation.


    Walk It Off (Ex): Starting at third level, the Walker of the Endless Way no longer requires rest to recover hit points or heal ability damage (though the process does not take any less time; she simply no longer requires rest and relaxation to heal naturally). Additionally, she becomes immune to disease and environmental damage (including damage from severe weather, temperature extremes and planar traits, but not damage from area-of-effect spells or traps).

    Spring Into Action (Ex): Leaping boldly into the fray is, of course, another use of the boots that the Walkers favor, and at fifth level she perfects the art; the Walker adds a +4 competence bonus to her Initiative modifier as long as she is wearing a pair of boots of striding and springing. The Walker of the Endless Way may also take an additional move action whenever she is acting during a surprise round.

    Eternal Traveler (Ex): A Walker of seventh level is transformed by the Endless Way she walks into a being with the potential to be as eternal as it is; she ceases aging entirely (gaining neither further benefits nor penalties) and will never die of old age. Furthermore, she bonds deeply with her boots of striding and springing; they cannot be removed or destroyed by any means unless she deliberately chooses allow this to occur (she cannot be compelled magically to do so, either, though mundane persuasion could theoretically work).

    Cobbler's Knack (Su): As handy as their boots of striding and springing are, most Walkers of the Endless Way recognize that other kinds of magical footwear exist and are useful. Luckily at level seven, the Walker learns a technique that means they don't have to choose; by meditating for ten minutes over a pair of magical boots, the Walker adds their effects to their worn boots of striding and springing (so a Walker that meditated over a pair of boots of the winterlands in this fashion would benefit from both the effects of boots of striding and springing and boots of the winterlands). This does not remove the enchantment from the pair of boots meditated upon in this fashion. A Walker of the Endless Way may only have one set of benefits added to her boots in this fashion at a time, but she may change what set of benefits that is at any time simply by meditating over a new pair of boots (thereby adding that benefit in place of the former one).

    Playing a Walker of the Endless Way
    Walkers of the Endless Way are hard to generalize about, because the only thing they truly all have in common is a love of travel. Why does your Walker travel? Are they running from something - a grifter or cheat on the run from some horrifying cosmic justice - or searching for something? Do they walk for the simple sake of walking? Do they want to see the multiverse, meet the gods, or find some long-lost lore? Once you decide what called your Walker to the Way, a lot of how they behave will settle out on its own.
    Combat: Walkers tend to fight like initiators or clerics do - but with that in mind, their class features place an emphasis on mobility that can greatly alter your available tactics. The ability to attack from new angles or spring into advantageous positions makes melee especially attractive for Walkers, and most invest in it to some degree.
    Advancement: Most Walkers of the Endless Way advance as initiators or clerics, though a small minority choose to advance as rogues or factotums instead.
    Resources: Given how loosely connected this order is, the Walkers don't provide much in the way of monetary resources to their members. However, information flows through the Walker's Network on a near constant basis, riding on the winds of psychic gossip; the Walker's Network counts as a masterwork tool for any Gather Information and Knowledge checks a Walker of the Endless Way attempts. Additionally, the Endless Way enjoys a positive relationship with many nations and with organizations such as the League of Boot and Trail, and may be able to expect discounted services from these organizations.

    Walkers of the Endless Way in the World
    "Ever since Licentia got those boots she's been off on 'special assignments' and spending time with Primies. That ain't right, y'know?"
    Grotax, Barbazu watchman, remarks on an Erinyes Walker of the Endless Way

    The Walkers, they get around. Although their numbers are spread thinly over their area of operation (notably: everywhere), they move around so much that most folks have at least made passing note of them. Mostly, the word on the street is good - almost all Walkers are mostly peaceful individuals who don't normally bother their fellow sapient being unless bothered first. A few take up a life of traveling altruism, but almost none of them go the opposite route - probably because the moment word spreads of such a villain over the Walker Network, the Walkers of the Endless Way gather to hunt that person down and end them. The Walkers are well aware that their positive reputation could easily change - especially since their membership is so cosmopolitan - and have no desire to garner a bad name for themselves.
    Daily Life: Most obviously, Walkers travel. What that means from Walker to Walker can vary extremely wildly, though. Some choose to find exotic environments and travel to the bottoms of oceans, into deep underground caverns, or attempt the void of space in Spelljammers. Others delve into every nook and cranny of foreign cities, set out on quests to taste every dish cooked under the sun, or visit other planes of existence. Sometimes a Walker holes up for a year or two (longer if they need to raise or give birth to a child, though most become parents by acquiring a gaggle of orphans and strays that follow them about) but even the longest-lived ones normally get restless inside of a decade and set out to find somewhere new once again.
    Notables:

    Licentia, Traveling Devil
    Spoiler
    Show
    Even for the Walkers, Licentia is an odd one. As an Erinyes, Licentia was never quite satisfied with her place in Baator and often wondered if she might serve better in another capacity. A Walker passing through to see the sights struck up a whirlwind romance with the she-devil and then left, leaving Licentia heartbroken and longing for revenge. Eventually the Erinyes had a pair of boots of striding and springing made and set off to find her erstwhile lover. She's still looking.

    In the meantime, Licentia's seen more of the multiverse than she ever thought possible and thoroughly fallen in love with travel. It took her awhile to unlearn the habit of cruelty for its own sake, but Licentia found shaking that particular behavior to be crucial to her own survival in most parts of the multiverse. Where once she was an average devil, now Licentia has studied under dozens of different warriors and scholars and grown well beyond her origins. She still isn't certain about how that makes her feel, or what she's going to do to (or with) her former lover when she finally tracks that Walker down.

    Licentia travels for the joy of it and is eager to learn and experience new cultures. She respects laws and order and strives to obey local law when she can, and struggles daily to fit into other societies in order to better understand them. She still has a cruel streak that sometimes shines through, especially when she's angry. She is lawful neutral.


    Kiarra of the Soles, Wandering Ronin
    Spoiler
    Show
    Kiarra's got a great reputation up and down her home world. A traveling warrior, Kiarra goes places and makes friends and helps them with their problems. She loves to fight and drink and make love, almost always to excess and never without enjoying every single second of it. Kiarra's relatively new to the whole 'Walker' thing but she's proud to be part of the association - her mother was a Walker of the Endless Way, and Kiarra considers this part of her family legacy.

    The trouble tends to be that Kiarra, while clever and bright, is also impulsive and reckless and easily tricked. More than once she's ended up fighting on the wrong side or making a situation worse because of her gullibility and tendency to act without proper information. She does a lot of good, but she also does a lot of incidental harm, and it's hard to explain that to her without a fight breaking out.

    Kiarra lives to enjoy her freedom and genuinely loves and respects other people, regardless of their species. She doesn't really trust authority or laws, but figures it's better to walk away than start a fight about it (unless it'd be a really fun fight). She is chaotic good.

    Organizations: While the Walkers refer to themselves as members of 'The Endless Way', this is less of an organization than the name implies; essentially, it's a catch-all phrase for anyone who can listen in on the Walker Network. There are certainly no membership dues, almost no formalized rules and no real obligations - though most prospective Walkers are warned that tarnishing the reputation of the Endless Way as a whole may be met with 'corrective violence'.

    With that in mind, many Walkers do formally join organizations such as the League of Boot and Trail, participate in churches of travel gods, join or found historical societies or otherwise seek to turn a profit from their wanderlust. Since most Walkers are both happy to go anywhere they're sent and self-reliant as field agents, they become valued members of these organizations and can also often incidentally turn a profit selling (or fencing) the things they find on their journeys.

    NPC Reaction
    Since Walkers of the Endless Way are likely to be relatively rare in any given location, many people don't have an off-the-cuff reaction to their presence. With that mind mind, many Walkers make friends by sharing their stories of exotic places, bringing the recent news of the world, or solving local problems, which means that a town or city is more likely to have a positive memory of the last Walker that came through than a negative one.

    Walkers of the Endless Way in the Game
    Walkers of the Endless Way gain quite a bit in the way of mobility, which can affect how they conduct combat. Their ability to cover long distances quickly is also something that may prove hard to showcase, but otherwise they continue to behave much like members of the class(es) they had before taking levels in this one.
    Adaptation: The Walkers were written deliberately to be able to drop into almost any campaign setting as-is. With that in mind, some adaptations may include removing the focus on boots of striding and springing or making their organization a more formal one with concrete goals and ideas.
    Encounters: Walkers of the Endless Way are a diverse bunch, and thus it's difficult to generalize about how a group might encounter one. They may be fleeing from the law (or a mob of angry fathers), exploring the same dungeon as the party, enlisting the aid of the party as mercenaries or even moonlighting as a traveling assassin - anything in which mobility and agility is valuable.
    Last edited by Lord_Gareth; 2012-09-18 at 10:56 PM.


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

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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    Spheroid Oddity



    Good grief, I told you NOT to eat the prisoner! - Alhazred, Spheroid Oddity

    The Far Realms are a scary place. Their laws are not our laws, their logic is not our logic, and every expedition to that foul place goes horribly wrong, with the dreaded and corrupting Kaorti being one the most spectacular failures. Even people who try to summon and manipulate the natives of the Far Realms tend to die horrible deaths.

    To Spheroid Oddities, the people before them just did it wrong. They take the normal pathalogical fear of the Far Realms shared by all who know of the mad-scape, and subvert it entirely. They are the ones who command the mad-spawn, they are the ones who attend the summons of the Elder Evils with a notebook at hand, and all they need is a funny looking sphere. A very odd bunch indeed.

    Becoming a Spheroid Oddity
    It's quite simple, really. You need to own an Aberrant Sphere (MIC, p149), need to know the basics about the Far Realms and planar cosmology, and the strong will to stomach looking at creatures who look like they've wiped their faces with a lawnmower.

    ENTRY REQUIREMENTS
    Skills: Knowledge (The Planes) 8 Ranks
    Feats: Iron Will
    Special: Must own an Aberrant Sphere

    Class Skills
    The Spheroid Oddity's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    The Spheroid Oddity
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Favoured Sphere, Extra Charge (+1)|+1 level of existing spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Expanded List I, Aberrant Friend|+1 level of existing spellcasting class

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Sanity's Not For Me (Energy Resistance)|---

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Expanded List II, Extra Charge (+3)|+1 level of existing spellcasting class

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Fractured Sanity|+1 level of existing spellcasting class

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Expanded List III, Sanity's Not For Me (Fear, Confusion)|+1 level of existing spellcasting class

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Extra Charge (+5), Smash the Boundaries|+1 level of existing spellcasting class

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Expanded List IV|---

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Sanity's Not For Me (Mind-affecting Abilities)|+1 level of existing spellcasting class

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Extra Charge (+7), Elder Thing|+1 level of existing spellcasting class
    [/table]

    Weapon Proficiencies: A Spheroid Oddity gains no new proficiencies.

    Spellcasting: When a new Spheroid Oddity level is gained except 3rd and 8th level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Spheroid Oddity, he must decide to which class he adds the new level for purposes of determining spells per day.

    Favoured Sphere (Ex): At 1st level you get almost obsessively attached to your Aberrant Sphere. Like, super attached. When a Spheroid Oddity gains the 1st level of this class, they must designate one of their Aberrant Sphere(s) as their Favoured Sphere. Once they do this, the Favoured Sphere gains special qualities. The Spheroid Oddity gains the ability to call their designated Aberrant Sphere to their hand as a standard action, as if it were a weapon with the Called enhancement, they can use it in battle as a light mace with an enhancement bonus equal to half your class level. Lastly, the Favoured Sphere's caster level is equal to the Spheroid Oddity's Character Level.

    Extra Charge (Ex): Using eldritch powers of supreme arcane magic and thoroughly reading the instruction parchment that came in the box, the Spheroid Oddity can get more out of their most beloved toy. At 1st, 4th, 7th and 10th level, the Spheroid Oddity's Aberrant Sphere gains a number of bonus charges as outlined in the table above (each bonus replaces the last, instead of adding to it).

    Expanded List: The best part of being a Spheroid Oddity is the cool critters you can summon up. Starting at 2nd level, A Spheroid Oddity adds the following monsters to the list of creatures they can use their Favoured Sphere to summon. The Spheroid Oddity gains a Will Save Penalty equal to the charges spent on the summoning for as long as the summoned creature is summoned. Note that certain summons are inaccessible until certain levels.

    {table=head]
    Grade
    |
    Charges
    |
    Monsters

    I
    |
    4
    |
    Psuedonatural† Rust Monster, Gibbering Mouther

    II
    |
    5
    |
    Aboleth, Embrac†

    III
    |
    6
    |
    Vampire Mind Flayer†, Delver

    IV
    |
    7
    |
    Giant Psurlon†, Madcrafter of Thoon*
    [/table]

    Monsters and Templates referenced in this prestige class not found in the Monster Manual can be found in Lords of Madness (†) or Monster Manual 5 (*).

    Aberrant Friend (Ex): At 2nd level, the Spheroid Oddity gains a Wild Cohort, asthe feat, only each Wild Cohort that the Spheroid Oddity summons has the Pseudonatural template and is thus sentient (it understands Common and whatever the Baator is spoken in the Far Realms), but is otherwise treated as a normal Wild Cohort. The Spheroid Oddity may still have a normal Wild Cohort (via taking/having the feat) as normal.

    Sanity's Not For Me (Ex): Starting from 3rd level, the Spheroid Oddity resists the logical progression of reality's cause and effect for something distinctly more odd, gaining the ability to shrug off that which would kill it. The Spheroid Oddity gains Acid and Electricity Resistance equal to their class level. At 6th level, the Spheroid Oddity gains immunity to Fear and Confusion effects, and at 9th level gains immunity to all Mind-affecting Abilities.

    Fractured Sanity (Ex): At 5th level, the Speroid Oddity gains the Far-Realmsian ability to split things in half and yet get double what they had in the first place, but only if they add a dash of tortured sanity to the orb beforehand. When a Spheroid Oddity uses an Aberrant Sphere to summon a monster, by optionally taking 1 point of Wisdom Burn they can summon a bonus monster of the same type (and for the same amount of time) without spending more charges or suffering further Will save penalties.

    Smash the Boundaries (Sp): At 7th level, a Spheroid Oddity can use Plane Shift as a 2/day SLA, but only to travel to and from the Far Realms. A Spheroid Oddity can also use this ability offensively, in which case the Save DC is 10 + Class Levels + Cha Mod.

    Elder Thing (Ex): At 10th level, The Spheroid Oddity has by now decided that it's best to walk like a cosmic horror, and talk like a cosmic horror too. A Spheroid Oddity of 10th level gains the Pseudonatural† template, and the ability to obscure their (now) horrific form as a swift action, as per the Disguise Self spell, allowing them to avoid the wrath of those uninitiated in the Spheroid Oddity's mad works.

    Playing a Spheroid Oddity
    The Spheroid Oddity should be played according to what class they belonged to, with the added bonus of having reliable backup if things go wrong, in the form of some Druid-infuriating congregation of tentacles and slime.
    Combat: As you fought before, you fight now. Only with more tentacle.
    Advancement: If it sounds like I'm repeating myself, it's because I am. Just do what you do best, and keep doing what you do best.
    Resources: Other than the odd Alienist cult (which are not reliable), you're on your own.

    Spheroid Oddities in the World
    THOON IS THOON AND THOON IS ALL! GLORY TO THOON! - [NAME REDACTED], Cultist of Thoon and famous merchant of Aberrant Spheres.

    Most people are terrified of the Oddities in the common, "OH MY GOD GET THAT TENTACLED THING AW...." sense, but Druids are the ones who have a fit when they learn of a Spheroid Oddity, and that only means one thing - Bears.
    Daily Life: To apply averages to madness is foolish, but most Spheroid Oddities tend to have daily practise drills with their summons and Aberrant Friend.
    Notables: There are no notable Spheroid Oddities that dwell in comprehensible venues of mortal perception, as once the Oddity becomes of high enough level, they go all "gribbly" and are unwelcome in all but the Far Realms.
    Organizations: There are no organizations that exist because mental instability plus a moody boss who makes too many demands always equals Father Llymic being awakened earlier than he should be and eating everyone.

    NPC Reaction
    As you've already guessed, just don't bother trying to be accepted. Hide your sphere, hide your friends, don't breath a word to anyone, and pray to the Elder Elemental Eye that the Druids don't get you.

    Spheroid Oddities in The Game (Hah! You lost!)
    While based around being a Spellcaster PrC, the Spheroid Oddity can be a welcome addition to just about any character's build.
    Adaptation: In Eberron, the madness comes from Xoriat, and in Faerun the madness could come from trying to comprehend Elminster's sheer Mary Sueness, or (more seriously) the conjuration of a mad god's dreams.
    Encounters: Spheroid Oddities are normally just strange sages with a funky orb, so you'd find them in most often in secluded villages and locales, away from prying eyes.
    Last edited by TheGeckoKing; 2012-09-11 at 06:33 PM.
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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    ENIGMATICIAN


    "But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it as though it had an underlying truth..."
    --Umberto Eco, disillusioned Enigmatician

    An enigmatician searches through his own subconscious for the solution to the Universe, made manifest through the workings of his bizarre and perplexing Puzzle Box.

    BECOMING AN ENIGMATICIAN
    Any person willing to put in the great amount of research necessary to understand the inner machinery of the Universe can become an enigmatician.

    ENTRY REQUIREMENTS
    Skills: Knowledge (Arcana) 8 ranks, any other Knowledge skill 8 ranks
    Feats: Universal Enigma*

    *New feat described below.

    Class Skills
    The Enigmatician's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all, taken individually) (Int), Profession (Wis), and Sense Motive (Wis).
    Skills Points at Each Level: 2 + Int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Puzzle box, core, puzzles (2)
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Enigmatic visage, puzzle
    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Enigma
    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Puzzle
    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Enigma, puzzling mind
    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Puzzle
    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Enigma
    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Puzzle
    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Enigma
    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Riddling soul, puzzle[/table]

    Weapon Proficiencies: An enigmatician gains no new weapon, armor, or shield proficiency.

    Puzzle box: The heart of an enigmatician's power is the strange riddle made tangible: his puzzle box, an intricately carved metaphysical item made of wood, metal, and gemstones which holds the key to the enigmatician's personal Universe. A puzzle box is made up of two parts -- first the core, an inner reservoir that the enigmatician activates with metaphysical power, and second, an outer layer of puzzles which protect and shield the core. The enigmatician can unlock the puzzles one by one, releasing some amount of the power stored inside to alter the world around him. See Core and Puzzles, below, for more details.

    An enigmatician crafts his puzzle box upon entry to this class, and can only have one such box at a time. It counts as a wondrous item, though it requires no feats, gold, or XP to craft (except in the case of Gemstone puzzles; see below); however, crafting the puzzle box requires one week of time, spent as if crafting a wondrous item. A damaged or destroyed puzzle box can be rebuilt by spending another week crafting. Since the puzzle box represents the enigmatician's subconscious mind, every puzzle box made by a given enigmatician at a given level is the same, though that enigmatician's personal puzzle box grows more complex as he gains experience.

    Most enigmaticians guard their puzzle boxes with a fanatical reverence. However, occasionally one is stolen, or (more often) the owner is killed, leaving the puzzle box to be found by others. See Puzzle Box as Treasure, below, for details.

    Core: The core is the secret heart of the puzzle box, a cache of power that the enigmatician activates by infusing it with his own lifeforce and consciousness. The core is inert whenever it is not storing power. To activate an inert core, the enigmatician spends 10 minutes in meditation. At this point he chooses the core's Charge, which can be any number up to his class level. After the meditation is finished, the enigmatician's hit point total is reduced by 1d4 times the core's Charge; this is not damage, and cannot be prevented, reduced, or healed in any way, though he regains the lost hit points whenever the core discharges. When the core is active, the caster level for all of the box's puzzles is equal to twice the Charge.

    As long as at least one puzzle in the box remains locked, the core's power and Charge remain preserved within. However, when every puzzle is unlocked, the box opens, and the metaphysical energy in the core is released in an explosive burst, damaging all nearby creatures other than the enigmatician. The explosion deals 4d6 points of untyped damage times the box's Charge, in a radius of 10 feet times the Charge. Affected creatures may make a Reflex save for half damage at a DC of 10 + Charge + enigmatician's Intelligence modifier. This explosion does not damage the box, but does render the core inert until the enigmatician takes 10 minutes to activate it again.

    Puzzles: Around the core of the puzzle box are built puzzles which, when unlocked, cause the world around the box to warp based on the enigmatician's subconscious. The puzzles built into the box can be unlocked in any order, and the order in which the puzzles are unlocked also alters the effects which are produced – the more puzzles which are unlocked, the closer the box is to being opened, and the stronger each subsequent effect is. The puzzles can be unlocked any number of times, and produce their effects as long as the core is active; if the core is inert, then unlocking a puzzle has no effect.

    An enigmatician's puzzle box begins with two built-in puzzles at 1st level, and he adds an additional puzzle at every even level, to a maximum of 7 puzzles at 10th level. The specific effect produced by unlocking a puzzle depends on three things: the Material, the Manipulation, and the Release. The Material (the substance which the puzzle is built out of) determines the available effects, and is chosen when the puzzle is built from among the wood, metal, and gemstone Materials detailed below. The enigmatician may choose the same material more than once, if he likes; most enigmaticians, however, have a more widely-varied subconscious and choose a different material for each puzzle.

    The enigmatician chooses the Manipulation (the way in which the puzzle is unlocked) when he unlocks the puzzle, selecting either Disengage, Press, or Rotate; this determines which effect the puzzle produces. The strength of the produced effect depends on the Release (R), which is equal to the number of puzzles which are unlocked (including the current puzzle). For example, the first puzzle to be unlocked would have an R of 1, the second would have an R of 2, and so forth.

    Unlocking a puzzle requires a standard action which does not provoke attacks of opportunity (just like activating a wondrous item which requires manipulation); locking a puzzle again requires another standard action. In addition, in any round in which the enigmatician locks or unlocks a puzzle, he can lock or unlock a puzzle as a swift action as well. A puzzle box automatically re-locks all unlocked puzzles after 5 minutes of inactivity, even when the core is inert.

    All puzzle abilities are spell-like abilities unless specified otherwise. The effects have a caster level equal to twice the core's Charge, and a save DC (if applicable) of 10 + Charge + the enigmatician's Intelligence modifier.

    Puzzle Materials:
    Spoiler
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    Woods: Wooden puzzles are more internal than external, defensive than offensive. They enhance the enigmatician personally, or offer protection from various threats.
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    Alder is associated with charisma, self confidence, and bravery.
    • Disengage -- Gain a morale bonus of +R to Charisma for 1 minute.
    • Press -- R creatures within 30 feet gain the benefit of the remove fear spell.
    • Rotate -- Gain a morale bonus of +2 times R on attack rolls, saves, and skill checks for 1 minute.


    Ash is associated with intellect, communication, and mental fortitude.
    • Disengage -- Speak telepathically with any creatures who have language within 30 feet for R rounds.
    • Press -- Gain an insight bonus of +R to Intelligence for 1 minute.
    • Rotate -- Remove a charm or compulsion effect from an ally with a touch by making a dispel check (using the caster level of the puzzle box).


    Birch is associated with rebirth, renewal, and healing.
    • Disengage -- Gain fast healing R for 1 minute.
    • Press -- As long as Charge is at least 4, grant the benefit of the reincarnation spell with a touch. The material components must be provided.
    • Rotate -- Gain immmunity to fatigue and exhaustion for R minutes.


    Elder grants insight into the workings of the fey, and protection from extraplanar evils.
    • Disengage -- Gain the benefit of the magic circle against evil spell for R rounds.
    • Press -- Gain DR R/lawful for 1 minute.
    • Rotate -- As long as Charge is at least 4, use dismissal as the spell against any creature within 10 feet per R.


    Elm is associated with endurance and protection from lightning.
    • Disengage -- Become immune to sickness and nausea for R rounds.
    • Press -- Gain electricity resistance equal to 3 times R for 1 minute.
    • Rotate -- Gain a bonus of +R to Constitution for 1 minute.


    Hawthorn provides psychic protection, and the ability to detect and conceal magic.
    • Disengage -- As long as Charge is at least 4, gain the benefit of the analyze dweomer spell for R rounds.
    • Press -- Grant the benefit of nondetection for R minutes with a touch.
    • Rotate -- Become immune to damage to your mental ability scores for R rounds.


    Hazel grants wisdom, magical knowledge, and optimism.
    • Disengage -- Gain a +2 morale bonus times R to saves against fear effects for 1 minute.
    • Press -- Gain an insight bonus of +R to Wisdom for 1 minute.
    • Rotate -- Gain an insight bonus of +2 times R to Knowledge (Arcana) and Spellcraft checks for 1 minute.


    Holly is related to purity and strength.
    • Disengage -- Become immune to poision for R rounds.
    • Press -- Gain a bonus of +R to Strength for 1 minute.
    • Rotate -- Gain a +R untyped bonus to Armor Class for 1 minute.


    Lilac is most closely associated with illusion, divination, and enchantment magic.
    • Disengage -- Gain an insight bonus of +R to caster level for the next divination spell you cast.
    • Press -- Gain an insight bonus of +R to caster level for the next enchantment spell you cast.
    • Rotate -- Gain an insight bonus of +R to caster level for the next illusion spell you cast.


    Oak is strongly tied to truth and protection.
    • Disengage -- Gain the benefit of the discern lies spell for R minutes.
    • Press -- Gain a +R morale bonus on all Wisdom-based skills for 1 minute.
    • Rotate -- Gain a +R bonus to natural armor for 1 minute.


    Poplar increases facility with evocation, abjuration, and elemental magic.
    • Disengage -- Gain the use of the Energy Substitution metamagic feat for the energy type of your choice for R rounds.
    • Press -- Gain an insight bonus of +R to caster level for the next evocation spell you cast.
    • Rotate -- Gain an insight bonus of +R to caster level for the next abjuration spell you cast.


    Sassafras is a remedy for many types of ailments.
    • Disengage -- Grant the benefit of the remove disease spell with a touch.
    • Press -- Create 3 times R goodberries.
    • Rotate -- Grant the benefit of the remove blindness/deafness spell with a touch.


    Walnut has strong associations with the wind, and with conjuration and transmutation magic.
    • Disengage -- Gain an insight bonus of +R to the next conjuration spell you cast.
    • Press -- Gain an insight bonus of +R to caster level for the next transmutation spell you cast.
    • Rotate -- Gain a flight speed of 10 feet per R with good maneuverability for 1 minute.


    Willow is tied to death and rebirth.
    • Disengage -- Gain an insight bonus of +R to the next necromancy spell you cast.
    • Press -- Gain the benefit of the death ward spell for R rounds.
    • Rotate -- Restore R points of ability damage with a touch, as per the lesser restoration spell.



    Metals: Metal puzzles are used for manipulation of energies and forces. They are generally offensive, though some defensive uses exist.
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    Aluminum is associated with reflection of light and energy.
    • Disengage -- Gain the benefit of the invisibility spell for R rounds.
    • Press -- Turn back the next R levels of spells cast at you, as per spell turning.
    • Rotate -- Receive R mirror images, as per the mirror image spell.


    Copper is used for conducting electricity and negative energy.
    • Disengage -- Create a lightning bolt (as the spell) to a distance of 10 feet per R.
    • Press -- Deal Rd4 negative energy damage with a touch.
    • Rotate -- Gain the benefit of the call lightning spell for R rounds.


    Gold is associated with the sun and positive energy.
    • Disengage -- Deal Rd6 damage as per searing light.
    • Press -- Deal 4d6 damage to and blind a single creature within 10 feet per R as per sunbeam.
    • Rotate -- Turn undead as a cleric of the box's caster level, with a bonus of +R on the turning check.


    Iron is strongly connected with earth, and with man-made weapons.
    • Disengage -- Grant a touched weapon the benefit of greater magic weapon for R rounds.
    • Press -- As long as Charge is at least 3, gain the benefit of the stone shape spell.
    • Rotate -- Deal 2d4 per R as per the hail of stone spell.


    Lead blocks magic.
    • Disengage -- Use a targeted dispel effect (as per dispel magic) against any creature within 10 feet per R, using the caster level of the box.
    • Press -- Create a wall of force, as the spell, for R rounds.
    • Rotate -- Generate an antimagic field (as per the spell) for R rounds, which does not suppress its own effect.


    Manganese is a mutable metal, facilitating transformation.
    • Disengage -- Assume gaseous form (as the spell) for R rounds.
    • Press -- Gain 2 primary claw attacks which deal Rd6 base damage for 1 minute.
    • Rotate -- Increase your size by one category for R rounds.


    Nickel exists in several different dimensions.
    • Disengage -- Use the Transdimensional Spell metamagic feat spontaneously for R rounds.
    • Press -- Create twice R magic missiles, as the spell.
    • Rotate -- Affect a creature within 10 feet per R with the effect of the dimensional anchor spell.


    Platinum has ties to cold and ice.
    • Disengage -- Deal 1d8 per round for R rounds and cause fatigue to one target.
    • Press -- Cause an ice storm, as the spell, which deals Rd6 damage.
    • Rotate -- Cause R Dexterity damage with a touch, Fort save for half damage.


    Plutonium is related to fire and acid.
    • Disengage -- Create a ball which does Rd6 damage, half fire and half acid, as per fireball.
    • Press -- Cause a heat metal effect which lasts for R rounds.
    • Rotate -- Create acid fog, as the spell, which lasts for R rounds.


    Silver is associated with the moon.
    • Disengage -- Create a moon blade (as per the spell) for R rounds.
    • Press -- Deal R/2 d4 Strength damage as per the moon bolt spell.
    • Rotate -- Affect R creatures with faerie fire, as the spell.



    Gemstones: Gemstone puzzles are extremely varied and powerful, but expensive to build. Each gemstone puzzle requires 1000gp in special materials.
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    Agate is a versatile gem which promotes love and protection.
    • Disengage -- Create a charm monster effect (as the spell) for R minutes.
    • Press -- Gain a +2 times R bonus to Charisma-based skill checks for R rounds.
    • Rotate -- Gain a +R deflection bonus to AC for 1 minute.


    Amber calls upon fire and positive energy.
    • Disengage -- Gain resistance to fire equal to 3 times R for 1 minute.
    • Press -- Heal all allies and damage undead within 30 feet for Rd6 damage.
    • Rotate -- Produce a radiant fog effect (as the spell) for R minutes.


    Amethyst calms the mind and aids meditation.
    • Disengage -- Produce a calm emotions effect (as the spell) for R rounds.
    • Press -- As long as Charge is 4 or greater, eavesdrop on the minds of R creatures as per brain spider for 1 minute.
    • Rotate -- Gain the benefit of the tongues spell for R minutes.


    Bloodstone is a powerful gem with several uses.
    • Disengage -- As long as Charge is 3 or greater, produce a black tentacles effect (as per the spell) for R rounds.
    • Press -- Gain a +R bonus to Dexterity for 1 minute.
    • Rotate -- Assume the form of a tree as per the tree shape spell for R rounds.


    Carnelian is associated with radiance and light.
    • Disengage -- Become immune to blindness for R minutes.
    • Press -- As long as Charge is 5 or greater, produce the effect of the prismatic ray spell, but the target is blinded for R/2 rounds.
    • Rotate -- Produce the effect of the glitterdust spell for R rounds.


    Emerald is connected to earth.
    • Disengage -- Summon 1d3 small earth elementals as per the summon monster IV spell for R rounds.
    • Press -- Gain a stoneskin effect (as per the spell) which protects against 10 points per R of damage.
    • Rotate -- Gain the benefit of the meld into stone spell for R rounds.


    Fluorite is strongly tied to lawful alignments.
    • Disengage -- As long as Charge is 3 or higher, produce the effect of the order's wrath spell.
    • Press -- Gain the benefit of the magic circle against chaos spell for R minutes.
    • Rotate -- Imbue a weapon you wield with the effect of the lawful sword spell for R rounds, as long as you wield it.


    Jade is tied to luck and prosperity.
    • Disengage -- As long as Charge is 2 or higher, roll twice for your next saving throw and take the better result.
    • Press -- Gain the benefit of the freedom of movement spell for R rounds.
    • Rotate -- Affect a creature within 30 feet who fails a Will save (DC 13+R) with the effect of the unluck spell for R rounds.


    Lapis Lazuli represents water.
    • Disengage -- Produce a fog cloud effect for R rounds.
    • Press -- Summon a water mephit as per summon monster IV for R rounds.
    • Rotate -- You and R allies gain the benefit of water breathing for 1 minute.


    Malachite fosters obedience.
    • Disengage -- Produce an enthrall effect for R rounds.
    • Press -- Affect R creatures as per the greater command spell.
    • Rotate -- Increase the DC of the next enchantment spell you cast by +R/2.


    Moonstone is used for altering textures.
    • Disengage -- As long as Charge is 4 or higher, produce a transmute rock to mud effect.
    • Press -- Produce a grease effect as the spell for R rounds.
    • Rotate -- Produce a web effect as the spell for R rounds.


    Onyx is very useful for defensive magic.
    • Disengage -- Gain the benefit of the mage armor spell for R minutes.
    • Press -- Gain the benefit of the shield spell for R minutes.
    • Rotate -- Gain the benefit of the conviction spell for R minutes.


    Opal facilitates transportation.
    • Disengage -- Increase all your movement modes by 10 feet per R for 1 minute.
    • Press -- Teleport up to 20 feet per R as per the dimension hop spell.
    • Rotate -- As long as Charge is 5 or greater, gain the benefit of the shadow walk spell for R minutes.


    Rose Quqrtz produces calming, soporific effects.
    • Disengage -- Produce the effect of the deep slumber spell for R rounds.
    • Press -- Target R creatures with the effect of the slow spell.
    • Rotate -- As long as Charge is 4 or greater, produce the effect of the waves of fatigue spell.


    Sapphire aids in controlling the weather.
    • Disengage -- Produce the effect of the gust of wind spell for R rounds.
    • Press -- Produce the effect of the sleet storm spell for R rounds.
    • Rotate -- Produce the effect of the fog cloud spell for R minutes.


    Tiger Eye is used for vibrations and sonic effects.
    • Disengage -- Produce the effect of the shatter spell in a 5 foot per R radius spread.
    • Press -- Deal Rd8 sonic damage with a touch.
    • Rotate -- Gain resistance to sonic equal to 3 per R for 1 minute.


    Topaz promotes community and protection.
    • Disengage -- Produce the effect of the sacred guardian spell for R minutes.
    • Press -- Allies gain a +R morale bonus on rolls as per the prayer spell, while enemies suffer a -R penalty to the same rolls.
    • Rotate -- Gain immunity to 1 spell (as per the spell immunity spell) for R minutes.



    Other woods, metals, and gemstones exist and can be used to make puzzles, but their properties are not as well studied. (i.e., ask your DM.)


    Enigmatic visage (Su): Beginning at 2nd level, an enigmatician's metaphysical connection to his puzzle box strengthens such that the intricate carvings warp the space around him, making him difficult to hit. Any creature trying to attack the enigmatician in melee combat suffers a miss chance on the attack of 5% times the box's Charge.

    Enigma: At 3rd level, and every odd level after, an enigmatician learns the secret to a riddle of his personal Universe, granting him some measure of insight into himself and his surroundings. He learns one enigma chosen from the list below at each indicated level. Activating an enigma ability requires one minute of meditation, and the enigmatician can have only one enigma active at a time.

    Enigmas:
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    Enigma of Animus Unbound (Ex): While this enigma is activated, the enigmatician is immune to effects which would affect his soul, such as magic jar or trap the soul. In addition, any effect which would cause him to temporarily enter the Astral, Ethereal, or Shadow plane (e.g., ethereal jaunt or shadow walk) is doubled in duration.

    Enigma of Harnessed Time (Ex): While this enigma is active, an enigmatician may take an extra standard or move action on his turn. However, he loses both his standard and move actions on his following turn. This benefit cannot be gained on consecutive turns.

    Enigma of Lonely Existence (Su): When this enigma is activated, the enigmatician receives the benefit of the sanctuary spell; the DC of the Will save is 10 + 1/2 the enigmatician's class level + the enigmatician's Intelligence modifier. The enigmatician may deactivate this ability as a move action.

    Enigma of Mortal Reticence (Su): While this enigma is active, any creature other than the enigmatician which attempts to cast a spell with a verbal component within 10 feet per enigmatician level takes 1d4 damage times the level of the spell (possibly disrupting the spellcasting, and forcing a Concentration check).

    Enigma of Passive Solemnity (Su): While this enigma is active, any creature other than the enigmatician which attempts to cast a spell with a verbal component within 10 feet per enigmatician level must make a Will save (DC 10 + the spell's level + the enigmatician's Intelligence modifier), or the spell fails.

    Enigma of Sight Retained (Ex): While this enigma is active, the enigmatician gains blindsight out to 10 feet times his Intelligence modifier as long as his eyes are closed. As soon as he opens his eyes (a free action), he loses the benefit of this enigma and must spend another minute in meditation to regain it. While his eyes are closed, the enigmatician may not perform any action which would require actual sight, such as reading a book (including a spellbook), casting from a scroll, or seeing through a mundane disguise.

    Enigma of Sublime Communion (Su): While this enigma is active, the enigmatician may gain the benefit of the divination spell at will. However, each time he does so, he suffers a cumulative 10% chance of deactivating the enigma (maximum 90%). When this enigma ends, the enigmatician becomes confused as per the spell for a number of rounds equal to the number of divinations he made. No immmunity to mind-affecting or confusion affects can prevent this confusion from occurring.

    Enigma of Synthetic Knowledge (Su): This enigma has an instantaneous duration; when it is activated, the enigmatician may make a Bardic Knowledge check on any topic, using twice his enigmatician level as his effective bard level for the check.

    Enigma of Unbridled Awareness (Ex): When activating this enigma, an enigmatician may assign himself a penalty to Listen, Search, and Spot checks up to his Wisdom modifier. He gains half the assigned penalty as an insight bonus to Initiative checks. Alternatively, he may assign himself a penalty up to his Dexterity modifier on initiative checks, and gain an equal insight bonus on Listen, Search, and Spot checks. The enigmatician may deactivate this ability as a move action.

    Enigma of Unlearned Skills (Ex): When activating this enigma, an enigmatician may choose one skill in which he has ranks, and for which it is possible to take 20. He may take 20 on that skill in half the normal time, but may not take 10 or 20 on any other skill check. He may deactivate this enigma as a swift action.


    Puzzling mind (Su): An enigmatician of 5th level or higher has modeled his puzzle box after his subconscious, and the similarity between the two has altered his conscious mind in unpredictable ways. Any mind-affecting effect used against the enigmatician a 5% chance times his puzzle box's Charge of failing to affect him (roll the failure chance before any save or spell/power resistance, if applicable).

    Riddling soul (Su): Upon reaching 10th level, an enigmatician has learned, by using his puzzle box, how to become another riddle in the Universe, one that is devilishly difficult to solve. Any creature attempting a divination effect of any kind against an enigmatician has a 10% chance times his puzzle box's Charge of failing to affect him (roll the failure chance before any save or spell/power resistance, if applicable).

    PLAYING AN ENIGMATICIAN
    An enigmatician is a strange creature, whose mind is his namesake. He seeks answers for the unanswerable, and knowledge of the deepest secrets in the Universe. He knows, however, that such secrets will change the way he thinks, even as his thoughts shape the truth he discovers. The enigmas that an enigmatician learns are baffling abilities which reflect the underlying strangeness of the Universe. He represents his understanding of such riddles with his puzzle box, a powerful and versatile tool for shaping the world around him.
    Combat: An enigmatician has the usual options that a member of his original class has in combat; however, he also has a number of other options granted him by his puzzle box, depending on the puzzles he builds into it. As no two puzzle boxes are the same, the tactics of individual engimaticians vary wildly.
    Advancement: An enigmatician's path of advancement is very dependent on his choice of enigmas and puzzles, which change from one character to another.
    Resources: Enigmaticians are highly individualistic, and almost never willing to share secrets with each other – not through contrariness, but from a simple understanding that one enigmatician will interpret the riddles of the Universe very differently from another, and so such sharing is usually pointless. However, many enigmaticians end up as iconic cryptic advisors to kingdoms and powerful warlords, giving them support systems to continue their research.

    ENIGMATICIAN IN THE WORLD
    "He stood, terrible in his understanding, and spoke words which burrowed into my mind. I have not forgotten them, but neither can I articulate them to you, for they struck a chord deep within me that is beyond description." - Syllana Darrow, queen of Meidania, in a letter to her cousin Ness

    Few people realize the specific existence of enigmaticians. They are often found in similar situations to other wizards or archivists, delving into arcane and abstruse knowledge that laymen have no interest in. However, those who delve deeper find that an enigmatician is an extremely introspective and cryptic soul, prone to speak in riddles and profundites. An enigmatician is never found without a puzzle box; indeed, they often fidget and manipulate them unconsciously during conversation.
    Daily Life: An enigmatician at home spends most waking hours in contemplation of his books, and especially his puzzle box. An adventuring enigmatician seeks clues to ancient riddles in abandoned ruins, or in discourse with a great wyrm with similar interests.
    Notables: Tarrin Wirth is the most famous enigmatician in recorded history, as premier advisor to Warlord Hakkor Savin during his conquest of the Eight Kingdoms. It is said that Master Wirth rarely took to the field, but when he did, the natives quickly surrendered as their leaders were struck dead in a matter of minutes. Wirth was said to have a puzzle box of unusual complexity and size, and kept it floating on a disk that followed him around at all times.
    Organizations: There are no dedicated organizations for enigmaticians, but they are often found in colleges, secret arcane cabals, or libraries run by priests of Boccob.

    NPC Reaction
    Standing behind the throne is a strange man with hooded eyes, watching the proceedings while his hands roam endlessly over an intricately-carved wood-and-metal cube. He speaks in cryptic riddles, and is quite intimidating in his knowledge and understanding. He is clearly a man of power, and his whispered words in the king's ear are always given immediate attention.

    ENIGMATICIAN IN THE GAME
    An enigmatician gives up progression in his previous class for a lot of reusable versatility. Most of the puzzles duplicate spell effects and are useable multiple times per day, but with shorter durations or smaller effects than if cast using regular spell slots. The class is extremely customizable, with almost 27 million different combinations of puzzles available. No two enigmaticians should be the same.
    Adaptation: Enigmaticians fit in any campaign where someone might be interested in unlocking the secrets of the Universe, and of their own mind.
    Encounters: The enigmatician is the power behind the throne, the hermit studying ancient texts, or the scholarly professor teaching in riddles.


    Universal Enigma Feat:
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    Universal Enigma
    You have solved a minor riddle of the Universe, granting you insight into your own future.
    Prerequisites: Int 15, Knowledge (Arcana) 6 ranks
    Benefit: Your understanding of the Universe has increased to the point that you can make small predictions. You can use omen of peril as a supernatural ability three times per day, with a caster level equal to your character level.


    Puzzle Box as Treasure:
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    Puzzle Box
    Price: Varies
    Body Slot: — (held)
    Caster Level: Varies
    Aura: Varies, transmutation.
    Activation: Standard (manipulation)
    Weight: Varies (usually around 5 lbs)
    Intricately carved from countless pieces of wood, metal, and gems, this inscrutable cube seems to draw the eye in bizarre ways, warping light around itself.

    A puzzle box is the creation of an Enigmatician, a person who dedicated their life to understanding the profound riddles of the Universe by building the box to reflect their own subconscious. Most of the puzzle box's strange powers can only be unlocked by its Enigmatician master; however, the box is clearly an object of some power, and it likely has such power stored within its core.

    When a puzzle built into the box is unlocked by someone other than its creator, if the Charge is more than 0 (so the core is active), it releases a burst of multicolored light, but otherwise has no effect. Once the last puzzle on a charged box is unlocked, however, the core discharges violently, dealing 4d6 untyped damage times the Charge in a radius of 10 feet times the Charge. Anyone caught in the blast can attempt a Reflex save (DC 13 + Charge) for half damage.

    The caster level for a puzzle box is equal to twice its Charge; the aura is faint for a Charge of 0-2, moderate for a Charge of 3-5, and strong for a Charge of 6 or more. The cost of a box depends on the number and type of puzzles built into it; the base price is 3,000 gp, increasing by 2,000 gp for each puzzle and an extra 1,000 gp for each gemstone puzzle.

    A found puzzle box will have 2-7 puzzles and a Charge of 0 to 10; roll on the table below to randomly generate a puzzle box. Each puzzle can be unlocked as a standard action by making an Intelligence check (DC 15 + Charge). However, the box has strange effects on the mind, and can lead to obsessive behavior. Any creature who attempts to identify the box or unlock one of its puzzles must make a Will save at a DC of 17 or become fascinated with the box: holding it and playing with it without realizing they are doing so, protecting it from harm, becoming irrationally angry with those who attempt to take it from them. A creature which fails the Intelligence check to unlock the puzzle receives a -4 penalty on the Will save. The obsession passes after 48 hours without touching or seeing the puzzle box, though any further attempts to unlock the puzzle box trigger a new Will save.

    A creature who is obsessed with the box may decide, upon accumulating enough experience to gain a level, to enter the Enigmatician class. An obsessed creature need not meet the feat or skill prerequisites of the class, though they must attempt to do so at the earliest opportunity (spending their next skill points in Knowledge skills and taking Universal Enigma as their next feat). When they have taken their first level of Enigmatician, they spend a week tinkering with the puzzle box, making alterations to the puzzles (and to their own subconscious) until the box is fully active and produces the normal effects. Each time they could build a new puzzle into the box, instead they adapt and alter an existing puzzle, slowly mastering this object that has taken over their life.

    Random Puzzle Box:
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    {table=head]2d4|Puzzles|2d8|Charge
    2-3|2|2-7|0
    | |8-16|1
    4|3|2-6|0
    | |7-10|1
    | |11-16|2
    5|4|2-6|0
    | |6-11|3
    | |12-16|4
    6|5|2-6|0
    | |7-9|4
    | |10-12|5
    | |13-16|6
    7|6|2-6|0
    | |7-8|5
    | |9-10|6
    | |11-12|7
    | |13-16|8
    8|7|2-5|0
    | |6|6
    | |7-8|7
    | |9-10|8
    | |11-12|9
    | |13-16|10[/table]



    prerequisites: Creator must be an enigmatician, Knowledge (arcana) 8 ranks
    cost to create: Cost varies depending on materials; 7 days
    Last edited by sirpercival; 2012-09-10 at 02:33 PM.
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  7. - Top - End - #7
    Pixie in the Playground
    Join Date
    Sep 2011

    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    SLEUTH (PF)

    Spoiler
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    “I have found a foot print, a finger print, and a single blood of blood. We must hurry the case is a foot!” say Hemlock Jones, the sleuth on the case.

    In the world there are many cases that go unsolved, from murders to thieves. Many of these crime will stay unsolved, but there are a select number of cases that fall under the gaze of the sleuths. The sleuth are a small group of people who have devoted their lives to solving the most unsolvable crimes of the world.

    Most sleuths of the world belong an order called “The Order of the Unseen Observer”. These Unseen Observers are chosen be the elders of the order for there ability to see things that would be lost to others. When a sleuth is chosen he is granted the gift of the observers, a Lens of Detection, which they call The Eye of the Observer. This grants the sleuth a number of abilities that help the sleuth solve his case. This abilities range from being able to find traps left by his target to being able to examine a target and change his fighting style to better defend his self. At the height of the sleuth's detection ability, he can examine a person, place ,or thing and learn many different details about his target that will give him the upper hand against his target.

    Many sleuths oppose violence become there are more intelligent ways to solve any problem, but they are not against defending themselves from those who wish to stop them from solving his case.

    Sleuths can come from any background, but rogues and bards seem to be the people who are drawn to the life of the sleuth. Rogues become sleuths to test their abilities to use their list of skills in any situation, but bards usually become the sleuth that dedicate their lives to the pursuit of the case, the trill of hunt.

    BECOMING A SLEUTH

    ENTRY REQUIREMENTS
    Feat: Alertness
    Skill: 5 Ranks in Perception
    Special: Must possess a Lens of Detection and make a perception check to find something of note that no one else has found.

    Class Skills
    The Sleuth's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (local) (Int), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

    Skills Points at Each Level: 8 + int modifier

    Hit Dice: d8

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

    1st|
    +0
    |
    +0
    |
    +1
    |
    +1
    |Improved Detection

    2nd|
    +1
    |
    +1
    |
    +1
    |
    +1
    |Trapfinding

    3rd|
    +2
    |
    +1
    |
    +2
    |
    +2
    |Rogue Talent

    4th|
    +3
    |
    +1
    |
    +2
    |
    +2
    |Viewing the Light

    5th|
    +3
    |
    +2
    |
    +3
    |
    +3
    |Knowing Your Enemy, Trap Spotter

    6th|
    +4
    |
    +2
    |
    +3
    |
    +3
    |Rogue Talent, Seeing the Path

    7th|
    +5
    |
    +2
    |
    +4
    |
    +4
    |Unseen Observer

    8th|
    +6
    |
    +3
    |
    +4
    |
    +4
    |Glimpse the Truth

    9th|
    +6
    |
    +3
    |
    +5
    |
    +5
    |Quick Decision, Advanced Rogue Talent

    10th|
    +7
    |
    +3
    |
    +5
    |
    +5
    |Legendary Detective[/table]

    CLASS FEATURES
    Weapon Proficiencies: The sleuth gains no new weapon or armor proficiencies.

    Improved Detection (Ex)
    Starting at 1st level the sleuth's ability to notice small details and clues has increased due to his dedication to solving the case. This manifests itself by increasing the bonus granted by the lens of detection by +2. This bonus increases by an additional +2 for every odd level after the first to a maximum of +10 at 9th level to both perception and survival.

    Trapfinding
    At 2nd level the sleuth learns to use his lens to find traps around him. While wearing his lens of detection he gains trapfinding as a rogue of equal to his character level.

    Rogue talents
    Starting at 3rd level the sleuth gains access to rogue talents as a rogue equal to his character level. The sleuth gains a new rogue talent at 3rd and 6th level chosen from the rogue talent list, but the sleuth may only choose rogue talents that are not aggressive such as bleeding attack or powerful sneak.

    Viewing the Light (Ex)
    Starting at 4th level the sleuth can us his lens of detection to discover enemies that are hiding or being concealed. This grants the sleuth a bonus to perception checks equal to his intelligence modifier to discover enemies that are using stealth to hide. In addition the sleuth's lens of detection allows him to negate up to 20% concealment.

    Knowing Your Enemy (Ex)
    At 5th level the sleuth can observe his enemy with his lens of detection to grant himself a dodge bonus to avoid attacks. When the sleuth is targeted by a melee or ranged attack, he may make a perception check against the attack roll of enemy. If the sleuth's perception roll is equal to or higher then the attack, he gain a dodge bonus to his armor class equal to Intelligence modifier. If the sleuth's armor class becomes higher then the targets attack roll because of this ability, the attack misses. In addition if the attack roll is still higher then the sleuth's new armor class then the attack still hits. This bonus only applies to the one attack and must be rerolled for any addition attacks.

    Trap Spotter (Ex)
    At 5th level the sleuth has been using his lends of detection to detect traps for so long that he has developed a sixth sense when it comes to traps. This functions as the rogue talent trap spotter that grants the sleuth a perception check when he come within 10 feet of a trap.

    Seeing the Path (Su)
    The sleuth at 6th level has learned to see the paths of his target. The sleuth must observe his target with his lens of detection for one minute, watching his movements and calculating their actions. Once the target has been observed for one minute the sleuth can see the foot steps, that appear as the color red, and any object that they touched, appearing as the color blue. This ability function in a 30ft cone and can remain active for a number of minutes equal to the sleuth's character level. Lastly this ability can be used a number times per day equal to the sleuth's intelligence modifier.

    Unseen Observer (Sp)
    When the sleuth reaches 7th level he gains the ability to see people and objects that remain hidden from the naked eye. This lets lets the sleuth uses his lens of detection to cast the spell see invisibility with a caster level equal to his character level 3 times per day.

    Glimpse the Truth (Sp)[/b]
    As the sleuth gains skill in using his lens of detection, he gains the ability to see if a target is lying. At 8th level this ability function as the spell discern lies and the sleuth may use this ability at will. The sleuth uses his character level as his caster level for this spell. Other then then the casting this ability at will the spell functions the same.

    Quick Decision (Su)
    At 9th level the sleuth has learned to recognize the use of spells that would effect him. When the sleuth becomes the target of a spell with a somatic component that allows a reflex save, he can make a spellcraft check to identify the spell. If the sleuth is successful, he gain an insight bonus equal to his intelligence modifier to his reflex save for that spell.

    Advanced Rogue talents
    Starting at 9th level the sleuth gains access an advanced rogue talents as a rogue equal to his character level. The sleuth gains a new advanced rogue talent chosen from the advanced rogue talent list, but the sleuth may only choose an advanced rogue talent that are not aggressive such as crippling strike or deadly sneak.

    Legendary Detective (Su)
    At 10th the sleuth has learned to use his lens of detection to notice every minute detail about a person , object, or an area that he can actively study. The sleuth must spend 1d4 rounds studying any information on the target, object or an area to gain any information about that target. Even in a new area the sleuth can gain information about the target of his detection, this info is determined by what the sleuth is detecting.

    Using detection of a person will give information that is detailed to that target. For example the sleuth's detection may find information about what kind of warrior the target is (fighter, rogue, monk, etc..), if the target is a spell caster of some type (wizard, cleric, etc..) or background on the target that he can gain from observing the target. Also the detection may tell the sleuth facts about the target such as age, items worn, or relationships with the people area the target. The detection will not tell him facts such as entire backgrounds, class levels, or inner most thoughts.

    When detecting an area the sleuth will gain information that is specific to that area. For example the sleuth can detect what kind of people where in the in area (soldiers, civilians, etc..), what objects the target interacted with, or the movements the targets made in that area. The sleuth can not find any specific information about one target due to the detection of the area.

    If the sleuth is detecting on a single object, he will be able to find information about who interacted with that object, information about where that object is from, or what is the intended use of that object.

    During detection, he cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the detection brings information (if any) about the person, place, or things to your mind. These may be information on the targets currant statues, direction the target might be heading, or even information about what that target was doing in the specific area. If the person has no activity in the area the sleuth is detecting , he gain no information. As a rule of thumb, a target must have spend at least 1 minute in an area to get any information from the sleuth's detection. All information is based on a DM desecration to be granted at the time of detection.

    PLAYING A SLEUTH
    Sleuths do not excel in combat situations because their abilities are gauged to locating his target and solving his case. Many sleuth find their strength in social situations and being able to excel at tracking down enemies.
    Combat: Sleuths in combat use their abilities to perceive their enemies actions and chance accordingly to better defend his self. They use the knowing your enemy ability to increase his armor class to avoid melee attack, in addition he can use his quick decision to identify spells to increases his reflex save to avoid being hit by the spell.
    Advancement: Sleuths use their perception to find traps, clues for there case, and to track their targets. The sleuth can also us their abilities to increase their battle prowess by being able to avoid melee attack and spells.
    Resources: Skills are the most important resource that the sleuth possess. He draws from his perception to find clue, uses his knowledge skills to recall information relevant to his case, and his survival skill to track down his target.

    SLEUTH IN THE WORLD
    “The sleuth was the only person who believed that my brother was murdered. He took the case and within a matter of week the man who killed my brother was in prison.” said a woman who was helped by a sleuth.

    Sleuth help the people of the world by solving crime that most would never even attempt. A large amount of sleuth will over time find a criminal that is masterminding many different crimes and make it their lives work to bring this criminal to justice.
    Daily Life: Sleuth spend most on their day obsessing about the case they are currently on. If the sleuth does not have a case they are actively searching to find one. Some sleuth from the outside may seem to find value in normal things that no one can connect to the case.
    Notables: Hemlock Jones is the most notable sleuth in this day and age. He has a large number of cases solved and is know as The Eye because nothing escapes his notice. The case that made him famous is The Case of the Ruby Feather. The case of the ruby feather involved hemlock jones and a criminal mastermind known K. He stole the ruby feather from a vault of a dwarven king and was planning to use it as a material component to cast a spell that would grant K immortality. Hemlock jones tracked him over several countries and after several months of tracking hemlock jones stopped K and imprisoned him in the worlds most secure prison. This case is know world wide and has been translated into most of the spoken languages of the world
    Organizations: Most all sleuths in the world belong to an organization called, The Order of the Unseen Observer, this order dedicates itself to training and helping the sleuths on the world. The sleuth's are hand picked by the elders of the order and upon entry into the order are granted a lens of detection called The Eye of the Observer. Once the sleuth has been trained to hon his detection ability, he is sent into the world to help people. Once in a great while there is a set of cases that seem to be connected and the order will assign a sleuth to investigate these crimes to see if there is something bigger going on. If this case turns out to be connected and the sleuth solves the case in a positive way, the sleuth's rank is raised to the elder. The sleuth does not have to be involved with the order daily operation, many do not care for this because they have dedicated their lives to the thrill of the case.

    NPC Reaction
    Most people on the world see the sleuths as people who's life is dedicated to helping people, but once people get to know the sleuth they will soon find that they have a very obsessive personality and only care for solving the case. This is not to say that they do not care for the people around them, but if a person would impeding the sleuth form solving their case, they are quick to dismiss those people.

    SLEUTH IN THE GAME
    Most people on the world see the sleuths as people who's life is dedicated to helping people, but once people get to know the sleuth they will soon find that they have a very obsessive personality and only care for solving the case. This is not to say that they do not care for the people around them, but if a person would impeding the sleuth form solving their case, they are quick to dismiss those people.
    Adaptation: The sleuth class is a class that can easily adopted into any campaign setting. As for the Order of the Unseen Observer, this can be changed to any organization that would already exists as long as the organization is keyed on solving crimes or mysteries.
    Encounters: The sleuth will most likely be found in the process of following clues in a city.
    Last edited by devlingreye; 2012-09-12 at 01:01 AM.
    Slet " Always the opportunist, Devlin."
    Devlin " As long as there are still opportunity."

    Homebrew Signature

  8. - Top - End - #8
    Barbarian in the Playground
     
    Zelkon's Avatar

    Join Date
    Mar 2012
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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    Bearer of Useful Items

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    That's just a placeholder.



    "Oh, so you think I am unarmed? Quite the opposite. I am armed with all weapons, the elements, a mage's knowledge, and space itself." - Sel, Bearer of Useful Items

    Some cast spells. Some swing swords. You are an arms length away from both, and more. A master of utility and versatility, the Bearer of Useful Items can pull a rowboat out of one pocket and a pack mule from the next, followed by a magic wand and a sword. A pocket could hold anything from a lit candle to a fire elemental, a kitchen knife to a vorpal sword.

    BECOMING A BEARER OF USEFUL ITEMS
    First and foremost, a Bearer must obtain a robe of useful items. From there, it is a complicated process of infusing bags of holding into the robe and enchanting it with magical properties. Usually this process can be achieved with the help of a wizard or other magic-user that can preform item creation.

    ENTRY REQUIREMENTS
    Bab: +7
    OR
    Spellcasting: ability to cast 5th level spells
    Feat: Item Creation (Any)
    OR
    Skills: Craft (tailoring) 10 ranks
    Special: Must own a Robe of Useful Items.

    Class Skills
    The Bearer of Useful Items class skills (and the key ability for each skill) are Craft (all)(Int), Profession (tailor) (Wis), Appraise (Int), Disable Device (Dex), Use Magic Item (Cha), Spellcraft (Int), Disguise (Cha), Forgery (Int), Open Lock (Dex).
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +1*
    |
    +0
    |
    +0
    |
    +0
    |Focus, Protecting Robe, More Pockets, Store, Special Pockets|1

    2nd|
    +2*
    |
    +0
    |
    +0
    |
    +0
    |Useful Item 1/day, Utility Pockets 1d4|2

    3rd|
    +3*
    |
    +1
    |
    +1
    |
    +1
    |More Pockets, Utility Pockets 1d8, More Useful Items|3

    4th|
    +4*
    |
    +1
    |
    +1
    |
    +1
    |Useful Items 2/day, Absorb Spell|4

    5th|
    +5*
    |
    +1
    |
    +1
    |
    +1
    |Utility Pockets 2d6, More Pockets, More Useful Items|5

    6th|
    +6*
    |
    +2
    |
    +2
    |
    +2
    |Improved Pockets, More Pockets, Useful Items 3/day|6

    7th|
    +7*
    |
    +2
    |
    +2
    |
    +2
    |Absorb Attack, Utility Pockets 3d6|7

    8th|
    +8*
    |
    +2
    |
    +2
    |
    +2
    |Useful Items 4/day, Improved Useful Items|8

    9th|
    +9*
    |
    +3
    |
    +3
    |
    +3
    |Utility Pockets 4d6, More Pockets, |9

    10th|
    +10*
    |
    +3
    |
    +3
    |
    +3
    |Produce Item, More Pockets, Useful Items 5/day, Utility Pockets 5d6|Special[/table]

    Weapon Proficiencies: A Bearer of Useful Items gains no weapon or armor proficiencies (but see below).

    Focus:Upon choosing this class, you must choose weather to be martial or spellcasting oriented. This has an effect on various class features. A martial oriented Bearer of Useful items gains the BaB shown in the table, while a spellcasting oriented Bearer of Useful items gains a caster level for every level in the class he takes. A spellcasting oriented Barer of Useful items gains the BaB shown in the table when making an attack using an attack granted by a Bearer of Useful Items class feature. They use BaB equal to what they would have if they had as many levels in their lowest BaB class as they do when not making special pocket attacks. A martial oriented Bearer of Useful items gains a caster level equal to his class level plus the number of non-Bearer of Useful Items levels he has over 10 (-the number of caster levels the character has from other spellcasting classes) when they use a spell granted by a Bearer of Useful Items class feature. A Bearer of Useful Items is proficient with all weapons and attacks produced from a class feature, and can cast any spells granted by a class feature no matter what their ability score is.
    Attacks: when a melee oriented Bearer of Useful Items makes an attack, she may choose to roll a d20 and use the first table below to determine what extra effect the attack has. They make this decision before they make their attack roll.
    Alternatively, they may decide to pull an attack out of their pocket. They roll a d20 to see what weapon and effect it has (see second table below).
    Spellcasting: Instead of gaining levels in a spellcasting class, a Bearer of Useful Items oriented toward spellcasting gains pockets which they store their spells in. A prepared caster chooses which pockets his spells go in, while a spontaneous caster chooses what pockets his spells know go when he gains them. A spontaneous caster may switch which pocket a spell is in once a day using a process that takes five minutes. At least four spells must go in a pocket.

    Protecting Robe: Your Robe of Useful Items acts as any armor you have proficiency with. Changing the armor the robe acts as takes 1 hour and 20 gp. The robe may be enhanced into any magical armor for the same price the armor takes to make, but the enchantments only apply to one type of armor. So, if your robe was acting as plate armor, and you enchanted it, the enhancement would only apply when the robe was acting as plate armor.

    More Pockets: At first level, and at 3rd, 5th, 9th, and 10th, your Robe of Useful Items gains 4 additional pockets. These new pockets are different from the other pockets on the Robe. You must roll every time you draw from one to determine what comes out of the pocket. Each pocket can only be drawn from 1/day. You must choose one of the basic tables outlined below for each pocket. Make note of how many pockets use each table. These items last until you next draw an item out of the Robe or for 24 hours, whichever comes first. A DC 10 Appraise check reveals this fact.


    Store: Your robe has one pocket per level that acts as a bag of holding.

    Special Pockets: You have a number of special pockets equal to your level (except at level 10), each of which can be drawn from 1/day. At the time you gain these pockets, choose whether they are Spellcasting pockets, Melee pockets, or Hybrid pockets. Roll 1d10 on the corresponding table below whenever you draw out of one.
    Spellcasting
    {table=head]Roll|Result
    1|Cast 1 first level spell at +2 CL.
    2|Cast 1 second level spell at +2 CL
    3|Cast a number of 0th level spells equal to 5 as sorcerer
    4|Cast alter self, but max on CR equals 5+Class Level
    5|Cast Summon Monster V
    6|Roll a d4: 1: Charm Person 2: Suggestion 3: Dominate Monster 4: Symbol of Persuasion or Mass Suggestion
    7|Cast Stone Shape, Mud to Rock, or Rock to Mud
    8|Cast Animate Dead
    9|Cast Chain Lightning
    10|Delayed Blast Fireball[/table]
    Melee
    {table=head]Roll|Result


    Utility Pockets: After every rest, roll to see how many utility pockets you have (the dice you roll is indicated in the table). You may pull any one of the following items out a number of times per day as you have utility pockets. All items disappear when you rest.
    Boat: The boat can fit 5 medium creatures and comes with oars.
    Key: Produces a nonmagical key that will fit the nearest non-magical lock.
    Vermin: Produces a small group of vermin that follow your orders for up to 5 minutes and can fit into spaces as small as an inch and can carry objects of minimum size or smaler and up to 30 lbs.
    Shimmer Dust: The dust requires a DC 19 reflex save to avoid. A creature who fails the save cannot see the thrower for 1d4+1 rounds or until the thrower attacks or the creature has reason to believe that someone is there.
    Wax wings: A creature who puts these on can fly with as speed of 25' for 1d4+1 rounds. This effect can be ended immediately by exposure to extreme heat.
    Wand of Skill: this wand has five charges and each one gives a target within 30' a +2 bonus on their next skill check of a skill chosen when the charge is expended. This bonus expires if the target does not use it (or begin to use it for checks that take longer than the duration) within 5 minutes.
    Force Hand: You can extend a hand of force up to fifteen feet away from you and manipulate objects as if your real hand was there. You can not wield weapons this way.
    Toolkit: A kit that includes thieves tools, wire and glass cutters, a mallet, a crowbar, and other basic tools.
    Weapon Hilt: This hilt is solid, and can produce the illusion of any weapon.
    Disembodied Ear: you hear out of this ear no matter where it is from the time you take it out of your pocket until you deactivate the effect.
    Magic Dice: Roll 5d4. You may substitute any one d20 today with the sum of those rolls.
    Mask: The mask mimics one person you can see when you pull the mask out of your pocket. When you put it on, your face matches perfectly that person's.
    Instruments of Destruction: When this instrument is played four notes out of tune, it emits a destructive sound that shatters all glass and wood within a 40ft radius. All in the radius are deafened for 1d6+1 rounds. Everything not bolted down must make a DC 14 reflex save or be pushed 5' away from the instrument and fall prone.


    Useful Items:

    PLAYING A BEARER OF USEFUL ITEMS
    Brief description on how to play the class you are designing.
    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: What resources might a member of this PrC be able to draw on..

    CLASS NAME IN THE WORLD
    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

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

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


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by Zelkon; 2012-09-19 at 06:47 PM.
    Akrim.elf made my wonderful ponytar.
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    "Curse that infernal yellowish-brown text right under comics! When shall you turn normal brown again?" -every OOTS fan ever.
    I support laziness. Call me Z if you can't be bothered to spell my full name.
    Come help build a fantasy setting!

  9. - Top - End - #9
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
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    Location
    Erutnevda

    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    WAYWANDERER

    ”If you’re going to survive out here, you’ve got to know where your cloak is.” – Frod Ctefrep a Waywanderer.

    A waywanderer is an adventurer, a traveler across the world with nothing more than their trusty cloak. In the end a waywanderer is a survivalist, they’ve lived through things that humans were not made to encounter much less survive, and through it all have not only survived but prospered due to a combination of wits, luck, and determination. In another age a waywanderer would be an explorer, a hitch hiker, the train riding hobo that travels across the country, but in an age of heroes and monsters a waywanderer cannot help but become an adventurer.

    BECOMING A WAYWANDERER
    The first steps towards becoming a waywanderer are a combination of nature, luck, and outside assistance. For a waywanderer is not simply an adventurer who survives, they have obtained the skills to do so through the use of one of the most basic adventuring tools, the cloak. Not only can a cloak be used to cover your mouth to pass through noxious fumes, a bed under the starry sky, to wrap tight against icy winds, shelter yourself from the rain, or any of a hundred more mundane uses, in the world of heroes and adventures cloaks come in a variety of magical forms. A waywanderer must first obtain one of the most basic and supremely useful magical cloaks, the Cloak of Resistance, and must learn the fullest applications of its power. Many do not do so naturally, merely a pragmatist (though their friends might say coward) who cares for their own life, it is when fate says their time is up and their cloak says otherwise that they come upon the realization that makes them a waywanderer.

    After this it’s natural ability mostly. Some people could spend their entire lives trying to unlock these secrets and failing, others do so with hardly any effort. A waywanderer is simply one who succeeds in unlocking these properties, growing ever closer to their cloak of resistance until the line between the two blurs and vanishes. If a waywanderer does need training to do this, it is often that training easiest to come by for adventurers, surviving the horrible assaults of those who would kill them, dodging the fires of a dragon’s breath and resisting the magical rays of a beholder or their ilk. For others it can take the form of rituals, complete with strange incense from far off places and worlds. In the multiverse many things are possible, and far fewer impossible.

    ENTRY REQUIREMENTS
    Skills: One of Hide, Survival, or Use Magic Device 8+ ranks, the other two at 4+ ranks.
    Feats: One of Great Fortitude, Iron Will, or Lightning Reflexes.
    Special: Must have made a saving throw due to the resistance bonus granted by a Cloak of Resistance.
    Special: Must own a Cloak of Resistance.

    Class Skills
    The Waywanderer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Traveler’s Cloak, Traveler’s Resilience 1/day, Bonus Feat, Way of Combat

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Evasion

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +3
    | Traveler’s Resilience 2/day, Spell Absorption

    4th|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Mettle

    5th|
    +3
    |
    +4
    |
    +4
    |
    +4
    | Traveler’s Resilience 3/day, Cloaked Life

    6th|
    +4
    |
    +5
    |
    +5
    |
    +5
    |Iron Body, Bonus Feat

    7th|
    +5
    |
    +5
    |
    +5
    |
    +5
    | Traveler’s Resilience 4/day, Spell Reflection

    8th|
    +6
    |
    +6
    |
    +6
    |
    +6
    |Taveler’s Fortune

    9th|
    +6
    |
    +6
    |
    +6
    |
    +6
    | Traveler’s Resilience 5/day, Supernatural Reflection

    10th|
    +7
    |
    +7
    |
    +7
    |
    +7
    | Traveler’s Resilience 1/encounter, Spell Theft, Soul Cloak[/table]

    Weapon Proficiencies: A Waywanderer is proficient in all simple weapons, and light armor even if they were not previously.

    Traveler’s Cloak (Su): A cloak is a traveler’s companion. The bond between the two grows close, protecting the wearer and cloak both. While wearing a Cloak of Resistance its magical properties expand granting you Acid, Cold, Electricity, Fire, and Sonic resistance equal to the resistance bonus from the cloak times your class level. In addition you are affected as if by an Endure Elements spell at all times while wearing a Cloak of Resistance. Finally any Cloak of Resistance you wear gains an enhancement bonus to its Caster Level equal to your Class Level (making it harder to dispel).

    Traveler’s Resilience (Su): The magic of your cloak has always protected you, there’s no reason for that to change now. While wearing a cloak of resistance you may, once per day, re-roll any one saving throw. You must choose to use this ability before being informed whether the initial roll was a success or failure and you must keep the results of the re-roll even if it was worse. At 3rd level, and every odd level thereafter you gain an additional daily use of this ability.
    Starting at 10th level you may use this ability once per encounter. This is in addition to your daily uses. This means that the first time you use this ability each encounter you do not expend a daily usage.

    Bonus Feat: A Waywanderer lives through many dangers, taking them all in stride. At 1st level, and again at 6th level, a Waywanderer gains one of Great Fortitude, Iron Will, and Lightning Reflexes as a bonus feat.

    Way of Combat: Waywanderer levels stack with monk levels to determine unarmed strike damage and fast movement, but not other monk abilities, or unarmed swordsage levels for the purposes of unarmed strike damage. If you do not have monk or unarmed swordsage levels this ability does nothing.

    Evasion (Ex): Relying entirely on your cloak would do it a disservice, so you must instead use your own quick wits and action to help it; or perhaps it’s just wearing off on you. At 2nd level a Waywanderer gains Evasion as the rogue ability of the same name. If they already have Evasion, or would gain Evasion from another source, they gain Improved Evasion instead.

    Spell Absorption (Su): You have worn your cloak long, and grown close with it. The magic of the cloak begins to permeate your very being and you learn to use it in new and different ways. Whenever you successfully make a saving throw against a spell or spell-like ability you gain a luck bonus to AC and attack rolls equal to one half the spell level (rounded up) for a number of rounds equal to the spell’s level.

    Mettle (Ex): Just as your reflexes allow you, and your cloak, to avoid many tight squeezes you’ve learned to harden yourself, or your cloak has hardened you, to inure yourself to the worst effects that would assail you. At 4th level a Waywanderer gains Mettle as the Hexblade ability of the same name.

    Cloaked Life (Su): The resistance bonus to your saving throws gained from wearing a cloak of resistance is doubled, this has no effect on other effects calculated from this bonus (so a Cloak of Resistance +3 would grant you a +6 bonus to saves and universal energy resistance 15). In addition if your Cloak of Resistance would be dispelled (such as by Dispel Magic) you instead simply lose the increased bonus from this ability for the duration.

    Iron Body (Su): Your cloak goes far beyond simply protecting your from magical threats, its wards you from other dangers as well, toughening your body against blows. While wearing a cloak of resistance you gain DR X/- where X is twice its bonus (not including the increase to its bonus from Cloaked Life) and gain a luck bonus to AC equal to the bonus of the cloak.

    Spell Reflection (Su): You and your cloak continue to become still closer, allowing you to use its mystical properties not only to resist magic but to redirect it. Starting at 7th level a waywanderer may once per day per class level + their Wisdom modifier times per day, when they successfully make a saving throw against a spell (or spell-like ability) that targets them, they may choose to spend an immediate action to reflects the spell back on its caster (as Spell Turning). Only spells which can be affected by Spell Turning can be affected by this ability. If you activate this ability you forfeit any benefits you would have gained from Spell Absorption. A waywanderer must be wearing a cloak of resistance to use this ability.

    Traveler’s Fortune (Ex): The protective properties of your cloak have interwoven with your very essence. Even should you shed yourself of your cloak and its magic they have changed your very being, making it hardier and less at the vagrancies of fate or luck. Starting at 8th level a waywanderer no longer automatically fails saving throws on a natural 1.

    Supernatural Reflection (Su): Magic and mystical forces begin to blur and mix to a waywanderer. Beginning at 9th level they may use Spell Absorption and Spell Reflection on Supernatural abilities as if they were spells with a spell level of 1/3rd the user’s hit dice.

    Spell Theft (Su): You have learned to use your cloak to facilitate storing magical energies within your own being. Starting at 10th level when a waywanderer successfully makes a saving throw against a spell or spell-like ability (but not supernatural ability) which only targets them they may choose to store that spell for later use. This uses a daily use of their Spell Reflection ability, but does not use any action. They may then activate that spell as if it had been cast by its original caster for all variables (CL, save DC, etc) at any point within the next hour, doing so requires you to spend whatever action was required to cast the spell when it was targeted at them; once the spell is activated in this way it is expended. This ability can affect even effect and touch spells as long as they were directed solely at the waywanderer, but not area of effect spells. A waywanderer must be wearing a cloak of resistance when the spell targets them, but if they take the cloak off they retain any stolen spells and may still activate them normally.

    Soul Cloak (Ex): A waywanderer and their cloak permeate each other becoming almost one being. At 10th level even if a waywanderer is not wearing a cloak of resistance they are considered to be wearing a +3 Cloak of Resistance for all class features. This does not actually grant them a resistance bonus to their saving throws except through the increase from Cloaked Life (so they have a +3). Needless to say no self-respecting waywanderer would wish to stay in this position long and will almost certainly seek out a new cloak or their old one as soon as possible.

    PLAYING A WAYWANDERER
    A waywanderer has a variety of skills at their disposal, which can aid in scouting or diplomacy.
    Combat: Waywanderers mostly rely on simple combat skills to do damage in combat, falling back on the augmented defensive properties of their cloak to survive and resist attacks. Their ability to absorb incoming spells allow them to gain an offensive boost by resisting offensive attacks. Once they’ve obtained Spell Reflection it even allows them to turn an enemy’s offensive abilities against them. When a waywanderer has finally gained Spell Theft they can even allow allies to attack them with dangerous spells which they can unload upon enemies in a later encounter helping in breaking action economy.
    Advancement: There are not many paths within the class proper, few of their abilities are selected. A better cloak of resistance is the first thing on their to do list, of course, once they have that they can invest in offensive supplies and abilities with their feats and other equipment. Once they have finished as a waywanderer many continue in whatever they were previously usually rogues, rangers, scouts, or monks. Others become swordsages or warblades to take advantage of the offensive abilities those classes offer.
    Resources: Your first and foremost resource is your cloak of resistance. Other resources are those often available to wanderers, and the various information they can gather on their wanders. It is possible that there are organizations of waywanderers dedicated to sharing information that they have gathered.

    WAYWANDERERS IN THE WORLD
    ”Nobody could have survived that!”

    Waywanderers are often seen as vagabonds, aimless wanderers concerned only with themselves and their survival. Their tattered cloaks, scarred with the signs of dozens of battles and near escapes.
    Daily Life: Wake up. Check on cloak. Check wallet. Look for money to eat. Find get rich quick scheme. Profit.
    Notables: Frod Ctefrep is a waywanderer who has taken it upon himself to travel across the world collecting information to create the ultimate tome of traveller’s lore, to provide travelers with the information needed to survive their journeys. Korash the Strider is another waywanderer of some note, known as the agent of a god of chaos he travels the world spreading dissent.
    Organizations: Waywanderers often gather into lose guilds, informal organizations dedicated to travel and sharing certain tips to surviving in the world at large.

    NPC Reaction
    Waywanderers are often given the treatment one would expect to see a vagrant receive. Perceived as being without loyalty or homeland, waywanderers are often treated with suspicion. If a region is in need of an adventurer’s aid, though, this reception can easily find itself reversed.

    WAYWANDERERS IN THE GAME
    As a waywanderer ends up with a +7 bonus to all saves compared to a monk or other class with all good saves, all three save boosting feats, and both Mettle and Evasion, their presence encourages non-save based strategies either directly attacking or the use of spells or abilities which do not allow saves. Their spell absorption and related abilities actively punishes casting spells on them offensively encouraging strategies other than blasting them with magic.
    Adaptation: One could easily adapt a waywanderer to work with a vest of resistance; the imagery associated with vests, though, is quite different than that associated with a cloak. This facilitates a change towards a less of a wanderer and more of a resilient guard, although a cloak could still easily be used. Perhaps waywanderers could be tied to a single order of elite guardsmen, who wear cloaks (of resistance) of a specific design and their abilities only work with these special cloaks of resistance. Another option is to go even further towards Chaotic, disallowing Lawful (or perhaps non-Chaotic) alignments entirely. Waywanderers could be tied to a god of luck or travel working as their agents in the world.
    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
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  10. - Top - End - #10
    Bugbear in the Playground
     
    dspeyer's Avatar

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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    SEEKER OF THE NINE

    When Reshar left the Temple, he told his disciples "So long as these swords remain together, the temple will never fall." But the swords did not remain together, and the temple did fall. Now the swords are scattered to the winds. Some seek them. Some even claim that if all nine can be gathered in one place, the temple can be rebuilt. It is probably futile, but what is life without a purpose?
    -- A swordsage, teaching the history of the Sublime Way

    Seekers of the Nine are those dedicated souls who strive to recover and reunite the Nine Swords of Reshar. The long search heightens their investigative skills, and their single-minded devotion grants them supernatural powers in somewhat the same manner as a crusader or cleric of a cause. If they actually find any of the Swords, the same devotion resonates with the power inside the blade to produce a supremely powerful connection between the wielder and the Sublime Way.

    BECOMING A SEEKER
    Generally, Seekers feel a connection to the entire Sublime Way before becoming Seekers. A desire to reunite the paths and rebuild the Temple is common. As such, they are usually mutliclass, with swordsage/crusader the most common combination. Though single-class swordsages with multiple Martial Study feats are not unknown. While Masters of Nine are sympathetic to the Seeker's path and well-positioned to begin it, they usually find the class too limiting. A Master of Nine who goes seeking the Swords will rarely take levels in Seeker unless he has already found at least one of the Swords.

    ENTRY REQUIREMENTS
    Skills: 9 ranks each in Martial Lore, Knowledge(history), and at least one key skill of a martial discipline
    Maneuvers: At least one from each of the nine schools, and at least one maneuver second level or higher from the school in which he has 9 ranks in the
    key skill.

    Class Skills
    The Class Name's class skills are: Balance, Concentration, Decipher Script, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge(history), Knowledge(local), Knowledge(the planes), Move Silently, Sense Motive, Speak Language, Survival, Tumble,
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances
    1st|0|2|2|0|Obsession; Negate Costs; Ignore Requirements|1|0|0
    2nd|1|3|3|0|Legend Lore; Sword Skill|1|1|0
    3rd|2|3|3|1|Urban Tracking; Body Adjustment|0|0|1
    4th|3|4|4|1|Teleport; Sacrifice Enemies|1|1|0
    5th|3|4|4|1|Decipher Text; Eternal Readiness|1|0|0
    6th|4|5|5|2|Find the Path; Multimaneuver|0|1|1
    7th|5|5|5|2|Spot the Clues; Sword Tactics|1|0|0
    8th|6|6|6|2|Plane Shift; Lesser Maneuvers|1|1|0
    9th|6|6|6|3|Eternal Seeker; Sword Apotheosis|1|0|1
    [/table]

    Weapon Proficiencies: Seekers are proficient with the scimitar, falchion, rapier, bastard sword, short sword, dagger, greatsword, kukri, and longsword. While they remain proficient with whatever weapons they knew before becoming Seekers, they rarely use them, preferring these nine.

    Martial Schools: Upon entering this class, a Seeker selects one school in which he has 9 ranks and a 2nd level maneuver. He may learn new maneuvers and stances from this school. He may also learn maneuvers and stances from any schools for which he has the swords. If he then loses the swords, he retains the maneuvers, but cannot learn new ones.

    Obsession(ex): Having focussed his studies, a Seeker gains a competence bonus on knowledge checks relating to the swords equal to his class level.

    Negate Costs(su): When bearing one or more of the Nine Swords, a Seeker ignores the costs associated with doing so. The chi that would normally power the sword is replaced with the quasi-divine energy of the Seeker's drive and dedication.

    Ignore Requirements(su): Because he focuses so intently on them, a Seeker can bear any of the Nine Swords even if he does not meet the normal requirements.

    Legend Lore, Teleport, Find the Path, Plane Shift(sp): A seeker can use these spell-like abilities once per day. The caster level is his initiator level and any saving throws are charisma-based.

    Sword Skill(su): A Seeker gains an enhancement bonus equal to twice his class level to all skill checks in key skills of Swords he possesses.

    Urban Tracking(ex): As Urban Ranger

    Body Adjustment(su): A Sword is for using, so a Seeker with more swords than he can wield can grow additional arms to wield them with, sufficient for the swords he possesses (only Unfettered, the Stone Dragon greatsword is wielded two-handed. All others must be used one-handed). A Seeker gains the multiattack feat when he uses this power. He cannot wield any other weapon while using this power, nor carry a shield. Growing or retracting the arms is a swift action.

    Sacrifice Enemies(ex): The swords know they are for battle. While the awakening rituals often call for expensive components, a Seeker knows how to use the bodies of his defeated enemies in their place. Each hit die of enemy replaces 100gp of components. The enemies must have been genuine threats to him, and antagonized for some reason other than feeding the blades.

    Decipher Text(ex): A Seeker spends many hours pouring over obscure texts, and benefits from the experience. He never forms misunderstandings from Decipher Script checks, and learns the full details of the text, not just a general understanding.

    Eternal Readiness(su): All maneuvers a Seeker knows from schools for which he holds the Sword are always readied (and granted, if applicable). These are not counted against the Maneuvers Known or Granted limit. If this results in maneuvers known slots that cannot be filled, they are wasted.

    Multimaneuver(su): When using multiple Swords and the Body Adjustment power, a Seeker can make one strike with each sword as a full-round action. Each strike must be a standard action, from the Sword's school.

    Spot the Clues(ex): A Seeker practices awareness of details. As such, whenever he sees a clue which he has the necessary knowledge to decode (which may require spot and knowledge checks) he recognizes it. Since this is a practiced talent, it applies both to clues about the Swords and to clues about any other mystery currently of interest to the seeker.

    Sword Tactics(su): A Seeker has access to the tactical feats associated with the disciplines whose Swords he possesses.

    Lesser Maneuvers(su): A Seeker knows all maneuvers of third level or below for the Swords he possesses. These do not count against the maneuvers known limit.

    Eternal Seeker(su): A Seeker who has not found all the Swords need not rest until he does. He becomes immune to aging penalties and death from old age. If he later finds all nine Swords, he may continue to enjoy this power for nine days before old age catches up with him.

    Sword Apotheosis(su): A Seeker who has found all the Swords can use their power, combined with the power of his own devotion, to ascend to godhood. This requires a day-long ritual uses all nine swords and which consumes the bodies of nine slain foes, each of at least 27 hit dice. At the end of it, he becomes the god of the Sublime Way, with a divine rank of 1 and all associated benefits.

    Ex-seekers: A Seeker who forgets the Swords loses all supernatural and spell like class abilities and can no longer advance in this class. To reverse this, he must take up the quest again and receive Atonement from a cleric with the War domain. A Seeker can go on side-quests of unlimited length so long as the ultimate goal is finding the swords (e.g. slay the dragon save the kingdom so the king will be grateful and assist in finding the swords).

    DMing a Seeker
    If one of your players has a Seeker, you can and should regulate his power by controlling the availability of the swords. Without any, he is likely to be weaker than a typical martial character (which still could leave him balanced in a party of barbarians, rogues and the like), and may resent being unable to try out half his class features. With too many, he can easily outshine other mundane characters. Finding all nine Swords should probably end the campaign. Don't be afraid to place particularly powerful swords in the personal hordes of ancient dragons or major demon-lords, or even to reveal that one of the Nine has been destroyed and the quest is impossible.

    SEEKERS IN THE WORLD
    If he found them, I'd be right in line to salute him, but until then I wish he'd put his skills to some useful purpose!
    --A warblade whose duties include defending the citadel and training the next generation of the guard

    Seekers are almost always on quests, usually with only a small hope of obtaining a Sword: digging through an abandoned wizard's tower for a divination stone which might reveal a Sword's location, slaying a dragon rumored to collect powerful magical weapons in the hope that it might have one of the Nine.

    NPC Reaction
    As a general rule, those who respect the Sublime Way for its own sake respect Seekers, and those who see it as a means to an end think they are wasting their lives. One exception is other Seekers. They know that only one of them can succeed in the end. While two seekers might work together for a time, they know that if they last, a duel to the death between them is inevitable.

    Adaptation:
    In games with other schools besides the nine from Tome of Battle, it is probably best for Seekers to ignore or disdain the other schools. This keeps the class limited in scope, and fits well with the obsession with the original temple. If the original schools are not the most widely practiced in the setting, or if the history of the temple is not as given in the Tome of Battle, adjustments may be needed. In any case, there should only be nine Swords. Allowing a Seeker to collect more than that would make him too powerful.

  11. - Top - End - #11
    Ogre in the Playground
     
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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    Dancer of Blades

    ”Most people satisfy themselves with only the weapons they can hold. I found that to be an inadequate number.”

    Dancers of Blades specialize in the use of Dancing weapons. By wielding these weapons, they are able to spread their attacks out over a larger area, controlling small-scale combats.

    BECOMING A DANCER OF BLADES
    Most Dancers of Blades begin play as Fighters or Rangers, whose dedication to their art of combat becomes such that simply fighting with the weapons they use is no longer enough. Occasionally, Barbarians, Monks, Rogues or Paladins will take up the Dancing Weapon and learn the tricks to make it truly great.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +7
    Special: Must own a Dancing Weapon which they are proficient with

    Class Skills
    The Dancer of Blades's class skills (and the key ability for each skill) are....Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Survival (Wis), Tumble (Dex)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Bonded Weapon, Echoed Blade

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Freed Blade, Dancing Weapon Trick

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Forced Opening

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Dancing Weapon Trick

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Living Weapon, Endless Dance
    [/table]

    Weapon Proficiencies: Dancers of Blades are proficient in all Martial weapons and Light and Medium armor, even if they were not before taking levels in this class.

    Bonded Weapon: A Dancer of Blades draws a bond to a specific Dancing Weapon. When he activates this weapon's Dancing property, the effect lasts for 2 additional rounds per Dancer of Blades level.

    A Dancer of Blades can bond to a new Dancing Weapon by practicing with the new weapon over the course of a full week. During this time, he must forgo the use of any other weapon.

    Echoed Blade: Whenever a Dancer of Blades activates a Bonded Dancing Weapon, the memories of the weapon spring into his hand. He may as part of the activation gain a similar, identical weapon which appears faint or ghostlike, lasting as long as his. Echoed Blades sent to Dance last only for one round, and do not benefit from any feature or ability which would extend that effect. This weapon does not have the ability to hit ethereal creatures any better than the base weapon, despite its appearance.

    If his Bonded Weapon is Dancing and the Dancer's hands are free, he can create an Echoed Blade as a Swift Action.

    Freed Blade: Dancers of Blades are more attuned to the magics that allow their Bonded Dancing Weapons to function. Their Bonded Dancing Weapons can operate from squares up to five feet per class level away from the Dancer. This does not allow Dancing Weapons to threaten, even the square they're dancing in.

    A Dancers of Blade's Dancing Weapon maintains its orientation to the Dancers of Blades, moving an equivalent amount whenever he moves. As a swift action, the Dancer of Blades can cause his weapon to adjust by up to five feet per Dancer of Blades level. A Bonded Weapon cannot make a full attack in the same turn in which it moves, either as it follows the Dancer or as the Dancer moves it.

    Dancing Weapon Trick: At second and fourth level, a Dancer of Blades learns a new Dancing Weapon Trick, selected from the list below.

    Forced Opening:
    As a Full Round Action, the Dancer of Blades and his Bonded Weapon may each make a single melee attack against the same target. If both attacks hit, the target provokes an attack of opportunity from anyone threatening it, and is considered Flat-footed for any such attacks made.

    Living Weapon:
    The Bonded Weapon takes on a semblance of life, allowing it to act almost completely independently. The Dancing Ability for a Bonded Weapon no longer ends until the Dancer of Blades chooses to end it. Furthermore, the Bonded Weapon threatens any square it can strike (including its own), and can flank. Bonded Weapons never gain precision damage such as Sneak Attacks, but they can allow allies to by flanking.
    The Dancer of Blades and his Bonded Weapons share attacks of opportunity per round. They gain an additional attack of opportunity per round by having this ability.


    Dancing Weapon Tricks
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    Two Weapon Dancing:
    Your Bonded Weapon ability can now apply to a one-handed and a light off-hand weapon, provided both have the Dancing property. The Dancer may activate both weapons in a Bonded Weapon pair using the same action, and his Echoed Blade ability applies to both weapons in the bonded pair. These weapons all gain the benefit of any Two-Weapon Fighting feats you may have.

    Weapon Call:
    A Dancer with this ability may activate his Dancing Weapons as Move Action. This ability may be taken twice. The second time it is taken, the Dancer may activate Dancing Weapons as a Swift Action.

    Dancing Trip:
    Requires: Improved Trip
    Your Bonded Weapon may forgo its attacks for a round to give you a +4 bonus to trip attempts against a target it is capable of striking. Alternately, your Bonded Weapon may make trip attempts, and gains the benefits of any feats you have that improve trip attempts.
    If a Dancing Weapon would be tripped as a consequence of failing a trip attempt, it immediately stops dancing.

    Dancing Disarm
    Requires: Improved Disarm
    As Dancing Trip, but applies to Disarm attempts.

    Dancing Sunder
    Requires: Improved Sunder
    As Dancing Trip, but applies to Sunder attempts.

    Extra Bond
    A Dancer of Blades with this trick may bond to an additional Dancing Weapon. He may only have one active Bonded Weapon Dancing at any time, but can change between them with no need to go through the week-long bonding process.
    This ability can be taken multiple times. It allows the Dancer to have one additional weapon for each time it is taken.

    Dancing Defense
    Whenever the Dancer of Blades is armed and his Bonded Weapon is dancing in his square, he gains a Deflection Bonus to his Armor Class equal to the Weapon's Enhancement Bonus, and he cannot be flanked.

    Dancing Reflexes
    The Dancer of Blades gains the Combat Reflexes feat, even if he does not meet the prerequisites. He gains additional Attacks of Opportunity each round equal to the Enhancement Bonus of his Bonded Weapon, so long as the weapon is wielded or Dancing.


    PLAYING A DANCER OF BLADES

    Combat: Dancers fight much like other melee classes, with the added bonus of getting a second round of attacks during a full attack, and being able to make melee attacks from farther away by grace of their weapons being able to move independently.

    A Dancer will almost always open combat by activating his Bonded Weapon, before maneuvering so that he and it can work together on a single target. Using his Dancing Weapon Tricks, he is more effective by working to fight the same target than he is in splitting his attentions. However, against lesser foes, he might split his attentions, taking weak enemies out twice as quickly as he could normally by having his weapon operate separately.

    Most Dancers would favor the Tricks which match their combat style before they took levels in the class.

    Advancement: Most Dancers return to the original class they were before becoming a Dancer after they finish their Dancer of Blades progression. Some few may take up a magic-themed class to benefit both the weapon and himself.

    DANCERS OF BLADES IN THE WORLD
    "I couldn't get through. Every time I thought I saw an opening, that damned sword of his flanked me of its own accord!"

    Daily Life: Dancers of Blades put practice with their Bonded Weapon above all. Most of them, when not adventuring, will dedicate six or more hours to weapons practice. However, some take to it naturally, and may follow other pursuits, as they prefer.
    Notables: David Ogresbane was originally a ranger who fought with a scimitar and a dagger. However, in earning his moniker, he lost his left arm. Acquiring a Dancing Weapon to take its place, he began to develop a new style incorporating this. It is thought that he was the first ever Dancer of Blades.
    Organizations: Dancers of Blades are even rarer than their chosen weapons, and as such no formal organization exists. One Dancer might train another individually, if the two get along well, but this is not an obligation of the title.

    NPC Reaction
    At first glance, a Dancer looks like whatever his occupation was before becoming a Dancer. However, when combat starts, his signature weapon quickly shows that he is something special. Those familiar with Dancing Weapons recognize it for what it is, but those unfamiliar will believe they face a spell-wielding warrior of some kind.
    Last edited by MoleMage; 2012-09-08 at 05:56 PM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

  12. - Top - End - #12
    Bugbear in the Playground
     
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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    Viscergist


    ”I’ve been mixing something up... it’s not gonna be pretty ” - Ba’althuun, Viscergist

    The natural world has long been an inspiration for the races of the world. Their hides and natural weapons have been coopted and mimicked throughout the ages to great effect. These imitations, however, are not always pretty.

    Inspired by ankheg, and other creatures known to produce acid and slime, a particular cadre of alchemists - their aversion to messier methods dwindling - went on a campaign across the land, slaughtering these creatures and harvesting their varying glands for study. Years of study revealed that these capabilities could be expanded upon and granted to any creature willing to go through the procedure. Their new “gland” could be fine-tuned to produce a wide array of substances, and was a huge boon to alchemists everywhere... assuming they weren’t too squeamish.

    It wasn’t long, however, before unique phenomena began to arise. Certain individuals with ties to unseemly extraplanar beings noticed their implanted glands reacting to the unique magicks they had been granted, and began experimenting further. Thus was born the Viscergist, depraved masters of eldritch and alchemic forces.

    Alchemic Pustule
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    Choose one of the following: Acid, Alchemist’s Fire, Potion of Cure Light Wounds.
    Three times per day, in a process that takes 30 minutes of uninterrupted “milking,” the Alchemic Pustule can produce one dose of the chosen item (ideally, into a container provided by the graftee.

    An individual can have any number of Alchemic Pustules, designed to ooze different things, or provide additional doses of the same substance. The area any Pustule implanted, however, becomes bulbous and swollen, often unnatural colors, which can provide a circumstance penalty to Charisma checks dealing with people sensitive to such ugliness.

    Graft Flesh, Acid Splash/Burning Hands/Cure Light Wounds; Price: 2500g


    BECOMING A VISCERGIST
    Becoming a Viscergist simply requires one to have the requisite eldritch energies and requisite graft. From there, all it takes is a desire to wrench more power from the sack of ooze you had implanted and really, who wouldn’t want that?

    ENTRY REQUIREMENTS
    Special: Must have at least one Alchemic Pustule graft
    Special: Eldritch Blast 3d6


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

    Hit Dice: d6

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Eldritch Cauldron, Visceral Blast

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Roiling Cauldron

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Creeping Infestation

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Arcane Effectiveness

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Monarchical Glue

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Accelerating Infestation, Malleability

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Acidic Retribution

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Alchemic Alteration

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Truly Universal Solvent

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Visceral Dissolution[/table]

    Eldritch Cauldron (Ex): The eldtrich energies suffusing a warlock’s body are mysterious and powerful, and often have unusual reactions where one wouldn’t expect. By directing energies toward the Pustule implanted within them, Viscergists find their abilities can be improved with the alchemic abilities of the strange graft. Viscergist levels stack with Warlock levels for the purposes of determining Eldritch Blast damage and invocations.

    Visceral Blast (Su): Early in their transformation, the Viscergist notices that the eldritch energies they are applying to their graft seem to push it into a higher state of functionality, kicking it into overdrive. Unfortunately, as the Viscergist is still inexperienced, what is initially produced is little more than thick, largely useless sludge, but it holds eldritch energy well, and can be ejected from the graft with much more gusto than what it normally produces.

    This is a blast shape invocation. When applied to an Eldritch Blast, treat the blast as a splash weapon. A direct hit does Eldritch Blast damage and applies all additional effects as normal. Creatures affected by splash damage take half the damage, but all additional effects are applied as normal.

    Roiling Cauldron: It doesn’t take long before the Viscergist learns how to use the oozing side-product of the mystical combination clashing within him. His gland was already specialized for creating bubbling oddities - with internal magic readily available, magical concoctions can be brewed.

    Instead of producing three doses of what an Alchemic Pustule graft is designed to produce, a given gland can, instead produce one flask of either Soveriegn Glue (the viscera from the Alchemic Pustule serves as the initial application of Salve of Slipperiness) or Universal Solvent. A Pustule that has produced any doses of its normal product cannot benefit from this ability until the next day.

    Creeping Infestation: Of course, when dealing with bizarre body parts implanted unnaturally into a different creature growing in power due to the influence of eldritch energies, there are bound to be some side effects. While the Pustule has certainly been gifting the Viscergist with what it was designed to, the by-products have been seeping through the host’s body, and a curious change is beginning.

    The Viscergist is becoming similar to the goop he produces within himself. He gains immunity to poison and critical hits as his internal organs mesh together into something less organized.

    Arcane Effectiveness: Originally, the Alchemic Pustule had to rely on energy borrowed and stolen from the body it was implanted in to produce its useful products. With the addition of a nigh limitless source of arcane energies, however, enables fascinating changes.

    Your Alchemic Pustule can now produce more of a substance or a more potent version of the substance.

    A Pustule that produces Acid can now produce 6 doses of Acid per day or 3 doses of Enlivened Acid that deals 3d6 damage on a direct hit and as splash damage.

    A Pustule that produces Alchemists Fire can now produce 6 doses of Alchemist’s Fire per day or 3 doses of Alchemist’s Inferno which does 5d6 damage on a direct hit and 2d6 as splash damage. Additionally, the remaining fire burns hotter and longer. Extinguishing the flames before additional damage occurs requires a DC 25 reflex save.

    A Pustule that produces Potions of Cure Light Wounds can now produce 6 doses of Cure Light Wounds per day or 3 doses of Curative Salve, which heals for 8d6 health and applies a Lesser Restoration effect.

    Enlivened Acid, Alchemist’s Inferno, and Curative Salve have no gold value on their own, as few people in the world recognize them and most immediately distrust them. The DM is encouraged to work with players adamant to sell the products of their oozing implanted boil.

    Monarchical Glue (Su): Sovereign Glue is a potent, if esoteric, mixture. When you need to stick things together, and keep them that way, there’s really nothing better. Sometimes, however, you need something less drastic. Dilluted with excess viscera from his Alchemic Pustule, the Viscergist can create a great deal of Monarchical Glue - not quite as sticky, but certainly easier to deal with.

    As a standard action, the Viscergist can fire a glob of Monarchical Glue to cover a 15’ radius area within 60’ that lasts 3 rounds before breaking down into harmless goop. Any creature caught in this area, or entering the area is Slowed. They remain slowed until 1 round after they leave the gluey area. A creature struck with a second dose of the Glue while still affected by the first has his movment speed reduced to 5’ for three rounds.

    While Monarchical Glue can be used any number of times per day, it requires a Pustule that has not been used yet that day - and can only be used for Monarchical Glue until the Viscergist would have regained spells (e.g. sleeps for 8 hours or trances for 4, etc.)

    Accelerating Infestation (Ex): As the Viscergist grows in power outwardly, the inward change becomes more pervasive. Typically, this doesn’t manifest outwardly, though clever Viscergists can make use of the fact that under their skin lies primarily jelly.

    The Viscergist can use Disguise Self as an extraordinary ability. Additionally, he becomes immune to sleep, paralysis, and polymorph effects.

    Malleability (Ex): This goopy body does allow the Viscergist to slip into places he may not otherwise fit - he can compress his body enough to squeeze through an inch-wide crack. He cannot expand inside a space that offers any resistance, such as an occupied suit of armor.

    Acidic Retribution (Ex): While, unfortunately, the Viscergist is not quite enough like an ooze to split when struck in combat, foes choosing to engage him from too close may find themselves regretting their decision quickly.

    When struck by a Bludgeoning, Slashing, or Piercing weapon, excess viscera oozing throughout his body explodes out of the wound, covering the area in a 5’ radius around him in acidic viscera, which does acid damage equal to half the damage dealt to the Viscergist with the attack that triggered it.

    Alchemic Alteration (Su): The merging of substance and arcane is growing more and more thorough, leading to even more bizarre applications. This is an Eldritch Essence Invocation. When applied to your Eldritch Blast, chose one substance a Pustule you own can produce (excepting Sovereign Glue and Truly Universal Solvent). On a successful hit, the direct hit effect is applied to the target.

    Truly Universal Solvent: While dissolving the effects of Sovereign Glue is impressive, Universal Solvent has never truly lived up to its name in the mind of a Viscergist. Luckily, their near-complete mastery of the mixture of eldtrich and alchemic forces enables them to produce a substance that would be intensely valuable if it were possible to bottle and sell it.

    By calling upon a Pustule that has not been used for another purpose that day, the Viscergist can spew a substance that chews through matter like fire chews paper. As a standard action, the Viscergist can target one creature or object within 100 feet with a burst of Truly Universal Solvent. The Viscergist must successfully target the square the creature is in (treat this as a ranged attack AC 10 - in the instance of a miss, use the rules for a missed splash weapon). A creature targetted must succeed on a Reflex Save (DC equal to the Viscergist’s ECL + Cha mod + 10) or be utterly destroyed (as the Disintegrate spell.)

    When used against an object, the Solvent simply dissolves as much as one 10-foot cube of nonliving matter. Thus, the Solvent dissolves only part of any very large object or structure targeted. The Solvent affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

    Using this ability expends the Pustule entirely - it cannot be used for any other purpose until the Viscergist would regain spells (if he had them).

    Visceral Dissolution (Ex): The final change within the Viscergist has occurred. He is almost exactly like the oozes of the world, but still altogether different. His hit die increases to d10, he gains immunity to precision-based damage, flanking, and stunning and gains Spider Climb as a permanent effect.

    Additionally, as an immediate action, the Viscergist can functionally dissolve, transforming himself and his equipment rapidly into a puddle of goo. At his option, he can either immediately reform no more than 10’ away from his initial position or remain a dissolute puddle of goop unable to take any action other than moving until he chooses to reform again as an Immediate Action. While in this state, he is untargetable and otherwise impossible to harm.

    If the Viscergist dissolves in response to a spell or melee attack, he gains a 50% miss chance against it.



    PLAYING A VISCERGIST
    Playing a Viscergist means a unique addition to your warlock powers: limited resources. Managing your Pustules is key to being at peak efficiency in any given situation. When you may not see combat, your Pustules are a good way to keep yourself and your party stocked with useful items, but doing so leaves you less versatile in combat.

    When itemizing a Viscergist, always keep Alchemic Pustules in mind. The more Pustules you have available, the more you will be able to use your class abilities.
    Combat: Monarchical Glue is a very potent crowd control ability, able to gum up the works of even the most well-planned out ambushes. Acidic Retribution can make the Viscergist a frightening melee combatant when paired with Hideous Blow or Eldritch Glaive, but be wary of ranged opponents exploiting your gooey nature to spray acid on your allies.
    Advancement: Your Eldritch Blast and Invocations will always be a crucial part of your function as a warlock, so any class that continues your Warlock progression will be an excellent way to further your character.
    Resources: As essentially a walking distillery of alchemic resources, most Viscergists don't require much outside of themselves. Most shadier organizations, however, will welcome them because of their unique abilities to keep their stockrooms full.

    VISCERGISTS IN THE WORLD
    "Look, he's with us, but he's not like... with us. We'll pay to clean the linens, we really just need a place to sleep tonight."

    Huge, pulsating pustules are generally a poor way to make a first impression. The second and third impressions generally aren't much better. Though many Viscergists are entirely decent people, it takes a special sort to want to follow this path to its end.
    Daily Life: While adventuring, they may only spend a few minutes early in the morning coaxing useful chemicals from their Pustules, and hope to make good use of those that remain. They are, generally, loners, beyond the few bonds they are able to make with people who really need someone with abilities like theirs.
    Notables: Bartus the Foul was a widely known Viscergist who openly demonstrated his viscous nature rather than using his abilities to look relatively normal. He worked for the royal family in the apothecary, and the king valued having such a unique and frightening member on staff... though he did discourage most traffic to the laboratories.
    Organizations: It generally takes finding a particular kind of guild to begin the path of the Viscergist at all. While some take the liberty of implanting themselves, others don't have the surgical skills or gumption to graft themselves, and need the help of people usually involved with the darker side of things.

    NPC Reaction
    NPCs generally react very poorly to Viscergists that aren't taking active measures to hide their nature and the sight of their Pustules. At best, they'd be considered plagued somehow. At worst someone will try to pop them for you with spears.

    VISCERGISTS IN THE GAME
    Viscergists can be tricky because a major factor of their power level is determined by how many Pustules they have. This can be a good method for tuning their power, but be careful not to over-regulate or you'll be cutting off a lot of versatility. Find a balance that works for your game.
    Adaptation: The Pustules could be adapted to be something less... grotesque. Crystalline powerhouses or perhaps even a strange variety of soulmeld. Being gross is half the fun, though, but creativity is quite welcome.
    Encounters: Parties might find Viscergists working as alchemists for this group or that guild or simply as wanderers in the world, towing their cart of homebrewed wares. They also make great "faces" for organizations less concerned with maintaining a good image and more than happy with a slightly more horrific one.
    Last edited by Hyooz; 2012-08-28 at 09:03 PM.

    Current Contest Entries:

    Prestige Class Contest: In the Shadows -The Ghost Wyrm

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  13. - Top - End - #13
    Orc in the Playground
     
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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    CARD SHARK

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    "Put down the deck? That wouldn't be playing the odds."
    - The Dealer, the first recorded Card Shark

    Card Sharks are people who live life on the edge, influenced by the raw chance that comes from wielding a deck of battle in combat They love to take risks, challenge fate, and generally spit in the face of caution. More importantly, they're people who have come across a Deck of Battle, a deck of enchanted cards that allows the bearer to draw from it to gain a variety of helpful or harmful effects.

    BECOMING A CARD SHARK
    Card Sharks are often rogues, swashbucklers, or bards before their encounter with a Deck. Any person with a penchant for taking risks and improvising their lives makes an excellent candidate for a Card Shark, but it is impossible to even gain the demeanor of one without owning a Deck of Battle. A deck, when used, manipulates and nudges its user toward ever-greater feats of chance and defiance of probability, eventually granting them the means to control the deck itself. Anyone thus chosen by a Deck to control its eldritch powers may become a Card Shark.

    ENTRY REQUIREMENTS
    Skills: Sleight of Hand 4 ranks, Knowledge (Arcana) 4 ranks, Profession (Gambler) 8 ranks
    Feats: Quick Draw
    Special: Must have used a Deck of Battle to kill or contribute to the death of a foe with a CR greater than their ECL.

    Class Skills
    The Card Shark's class skills (and the key ability for each skill) are...
    Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis)

    Skills Points at Each Level: 6 + Int modifier

    Hit Dice: d8

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +2
    +0
    Deal 'Em, Cash It In +2
    2nd
    +1
    +0
    +3
    +0
    Draw Two
    3rd
    +2
    +1
    +3
    +1
    Ace in the Hole (one card)
    4th
    +3
    +1
    +4
    +1
    Cash It In +3
    5th
    +3
    +1
    +4
    +1
    Draw Three
    6th
    +4
    +2
    +5
    +2
    Double Down (2 cards), Ace in the Hole (two cards)
    7th
    +5
    +2
    +5
    +2
    Cash It In +4
    8th
    +6
    +2
    +6
    +2
    Draw Four
    9th
    +6
    +3
    +6
    +3
    Ace in the Hole (3 cards)
    10th
    +7
    +3
    +7
    +3
    Double Down (3 cards), Stacked Deck

    Weapon Proficiencies: A Card Shark gains no additional weapon proficiencies.

    Deal 'Em (Ex): Normally, a Deck of Battle must be wielded to draw cards from it. You may instead draw cards from the deck regardless of whether your hands are full as long as it is somewhere in arm's reach.

    Cash It In (Su): Every turn a Card Shark activates a card in combat, he builds up a little more luck from the cards themselves, manifesting as a faint white glow around the Card Shark's fingers. Each card activated gives the Card Shark 2 points of Luck, which can stack up to twice their Card Shark level. As long as they maintain their Luck, which persists for up to 1 hour per Card Shark level after the most recent gain of Luck, they receive a bonus to Profession(Gambler) checks equal to their stored Luck. As a free action, they can expend their Luck, giving them a luck bonus to the attack and damage rolls for their next attack equal to their current Luck and resetting their Luck to 0. Alternatively, this bonus may be applied to a single skill check (other than Profession(Gambler) skill checks). This attack or check must be made in the same turn as the bonus is expended or the bonus is lost.
    At level 4, the Card Shark instead gains 3 Luck per activated card.
    At level 7, they gain 4 per activation.

    Draw Two (Ex): You can draw two cards from a Deck of Battle with a single draw. You may still only activate one of the cards. The other is returned to the deck and the deck is shuffled.
    At level 5, you can instead draw three, but still only activate one.
    At level 8, you may draw four.

    Ace in the Hole (Ex): If you are about to burn or reshuffle a card, you may instead keep it readied as a free action, activating it later as if it had just been drawn. Unlike a usual draw, the card retains its potency for 1 minute before needing to be reshuffled to regain its power. You may only ready one card at a time, and may reshuffle a readied card as a free action.
    At level 6, you may ready two cards at once.
    At level 9, you may ready three.

    Double Down (Ex): When drawing multiple cards, you may activate two cards with a single standard action, including cards readied with Ace in the Hole. Their effects take place as discrete events in an order of your choosing (meaning, for example, you can't use Flame and Paladin to make an exploding attack that also heals you, but you can use them to make two separate attacks). The unactivated cards are reshuffled as normal. You may do this a number of times per day equal to 3 + your Charisma modifier (minimum three).
    At level 10, you may instead use this ability to activate up to three cards at once.

    Stacked Deck (Su): Activating this ability allows you to scan through your deck, drawing five cards of your choice from it. You may freely swap these cards with your readied cards, but unless using Double Down, you may not activate more than one. In addition, activating Stacked Deck fills your Luck to its maximum value. You may use this only once per day.

    PLAYING A CARD SHARK
    Card Sharks are marked by intense versatility between attacks and the utility, damaging, and support powers provided by the cards within the Deck of Battle. They are played best improvisationally, and should never have a set plan for overcoming an obstacle, as they can never depend on drawing a specific card.
    Combat: Card Sharks should constantly be drawing out new cards as they play, activating them whenever beneficial and using their Cash It In feature liberally to maintain solid attacks and damage output in the rounds when the odds aren't in their favor. Card Sharks can fill any role in a pinch due to the versatility of the effects in a Deck of Battle, but should never be depended upon to keep to a single role.
    Advancement: Card Sharks are most often rogues or other quick, mobile classes, but advance equally well as fighters or even spellcasters, both of whom benefit from the improvements to their versatility and accuracy that the class provides.
    Resources: Card Sharks don't have any kind of organization of which they're a member, but always have a knack for scrounging up a useful object anywhere they go, whether it's through connections, a keen eye for deals, or simply through pure luck.

    CARD SHARKS IN THE WORLD
    "I'll never forget the keen glint in that wanderer's eye as he came into the saloon. Took damn near everything we had at the poker table, threw down this mad blue card and the world went dark. 'E was gone by the time we came to again. So was our wallets." - Ol' Jimmy, patron of Gimlet's Saloon about a visit from a Card Shark

    Card Sharks are seen as dangerous, reckless, or even mysterious by most in society. Their attachment to their Deck is a source of endless rumor when they wander through a town, and wherever they go, they leave stories of their incredible luck and daring behind them.
    Daily Life: Many Card Sharks make their trade in gambling, as their name suggests, using their Deck only in emergencies or when a hand turns ugly. Many are mercenaries, selling their services to the highest bidder (or the winner of a coin toss), and still others are vigilantes, using their Deck to aid the weak and oppose evil. Stunningly common, however, are those who have been corrupted by the deadly power of the Deck, and wander the world terrorizing villages and robbing others of their possessions with the magic at their disposal.
    Notables: The Dealer, the first discoverer of one of the enigmatic Decks of Battle, was a high-ranking member of a local thieves' guild who nabbed a deck from the collection of a powerful adventurer and was quickly tempted by its power, beginning a career of mixed vigilante justice and criminal mischief, ranging from vandalizing or even partially destroying buildings to delivering dead criminals to the door of the watch house. Despite the fact that he would now be over 120 years old, his death was never confirmed, and he is still the most wanted criminal in his home city.
    Organizations: The versatility and utility of a Deck of Battle attracts Card Sharks to resourceful organizations such as the Harpers or thieves' guilds. They have no official organization of their own, however.

    NPC Reaction
    Card Sharks typically have a distinctive appearance that suggests unpredictability, and it can put them off at first glance, but the typical charisma and silver-tongued wordtwisting that the class is known for often wins over suspicious folk.

    CARD SHARKS IN THE GAME
    Card Sharks make a group's strategy very flexible because of the array of options available to them, and it only gets easier to tailor a strategy as they level up. Card Sharks make an excellent fifth wheel for a balanced party, but if expected to fill a specific role such as damage-dealer or healer, they may suffer due to the fact that their abilities are not nearly as powerful as those of a focused character such as a cleric or barbarian, and until later levels a given type of ability cannot be called upon reliably.
    Adaptation: A Card Shark can just as easily be flavored as a divine caster begging boons from a god of tricks or chaos, or a fatalistic oracle wielding the power of tarot cards. Their abilities are fairly generic, and the assigned flavor is far from the only possible one.
    Encounters: Card Sharks are rare, since only a few dozen Decks of Battle have ever been found and many don't take to their ways, but those the players do find will typically be loners, spreading either chaos or peace depending on their leanings. Their reaction to the players will depend entirely on the player's reaction to them, but Card Sharks are often quick to judge others and react accordingly.

    Deck of Battle
    A Deck of Battle is a set of vellum cards typically found in a small wooden box. Each card is covered with eldritch sigils and complex glyphs, glowing a bright blue. When a card is activated, it produces some beneficial effect for the wielder, though it often harms as well as helping. All effects of the Deck of Battle are considered Supernatural.

    The character with a Deck of Battle may draw a single card as a swift action. Afterward, the card may be activated as a standard action (expending its power until reshuffled) or reshuffled as a free action. Either way, if the card is not activated in the same turn that it is drawn, it loses its magical potency until reshuffled. Cards cannot be drawn from a Deck of Battle unless it is being held in one of the wielder's hands.

    A Deck of Battle contains the 22 cards listed below. Any others, even cards from other decks of battle, will be ejected from the deck instantly and without effect if an attempt is made to insert them into the deck. These may be simulated with either playing cards or tarot cards, as in the table below.

    Plaque Tarot Card Playing Card Summary of Effect
    Archmage I. The Magician King of hearts A nearby caster of your choice does not expend the next spell they use.
    Assassin XIII. Death Jack of clubs Turn invisible, next attack while invisible does 3d6 additional damage
    Baator XVI. The Tower Two of clubs Explosion of fire harms all nearby creatures
    Betrayal III. The Empress Jack of spades Make an attack that deals 5d6 additional negative energy damage but 1d6 to you and an ally
    Blessing II. The High Priestess Ace of hearts Restores 2d8+3 hp to all nearby creatures
    Boon V. The Hierophant Queen of Hearts Restores 4d8+7 hit points to a single target and restores ailments
    Construct VII. The Chariot Two of hearts Give nearby creatures temporary hit points
    The Coward IX. The Hermit Ace of diamonds Teleport yourself and up to four others with a dimension door spell.
    The Dancer XVII. The Star Jack of diamonds Make an attack that turns you invisible briefly
    Escape XVIII. The Moon Queen of diamonds Creates a passageway through nonmagical material
    Flame X. Wheel of Fortune Two of diamonds Make an attack that explodes to harm nearby creatures
    Ghoul XV. The Devil Queen of clubs Ray of energy drains life from target
    Hammer XI. Justice Two of Spades Stun nearby enemy
    Knight VIII. Strength Queen of spades Give all nearby creatures +3 to next attack roll
    The March XXI. The World Joker (no trademark) Exhausts three targets of your choice
    The Oracle XIX. The Sun King of diamonds All nearby creatures see invisible temporarily.
    The Pact VI. The Lovers Ace of spades Split damage of next attack with willing ally
    Paladin IV. The Emperor Jack of hearts Make an attack that heals you but does half damage
    Sadism XII. The Hanged Man King of Clubs Make an attack that bleeds for ongoing damage
    Trick 0. The Fool Joker (trademark) Dazes all nearby creatures
    The Wall XIV. Temperance King of spades Nearby creatures gain damage reduction
    Wrath XX. Judgment Ace of clubs You are struck with lightning but temporarily add lightning damage to your attacks.
    Archmage: Upon activating this card, you choose a nearby spellcaster who uses spell slots. The next time they cast a spell within the next minute, they do not expend a spell slot. If they do not use a spell within this time, the ability is wasted. This ability cannot affect the same caster more than once a day, regardless of whether it is used.
    Assassin: Upon activating this card, you instantly turn invisible for 3 rounds. This invisibility will break under any condition that would break the invisibility spell, but if you attack a foe while invisible, it does an additional 3d6 damage.
    Baator: Upon activating this card, it explodes in an enormous 30-foot-radius spread of hellish flames, burning everyone in the radius (including you!) for 5d6 fire damage (Reflex DC 17 half).
    Betrayal: Upon activating this card, you swing your weapon or fire off a round from a ranged weapon. Dark tendrils connect the weapon and yourself, as well as a willing ally of your choice within 10 feet, dealing 1d6 untyped damage to both of you. This damage cannot be reduced or negated in any way. The attack is thus empowered by your energies, dealing 5d6 additional negative energy damage on hit.
    Blessing: Upon activating this card, a golden nimbus envelops the battlefield in a 30-foot spread, healing all creatures within for 2d8+3 hp as if they had a cure moderate wounds spell cast on them. This does not discriminate between allies and enemies; everyone is healed.
    Boon: Upon activating this card, you choose a target within 30 feet. This target gains 4d8+7 hp as if they had been targeted by a cure critical wounds spell and receives the effects of a lesser restoration spell.
    Construct: Upon activating this card, all creatures in a 30-foot spread gain a faintly glowing barrier that persists for 1d4 rounds, providing them with 10 temporary hit points. This does not discriminate between allies and enemies; everyone is protected.
    The Coward: Upon activating this card, you and up to four willing allies within 20 feet of you are teleported as if by a dimension door spell (CL 9).
    The Dancer: Upon activating this card, you make an attack with a wielded weapon. If it hits, you turn invisible as the greater invisibility spell for 3 rounds.
    Escape You may create a 10-foot-long passageway wide enough to comfortably fit you in any nearby nonmagical material. This passageway can be in any direction or location, but must start and end within 30 feet of you. Enemies receive a DC 17 Reflex save to avoid falling into the passageway if it is made below them.
    Flame: Upon activating this card, you make an attack with a wielded weapon. If it hits, it explodes, dealing half the total damage it dealt to its primary target as fire damage to all creatures adjacent to the target as well as the target (including you, if you're adjacent).
    Ghoul: Upon activating this card, a ray of pure blackness bursts from the card. Make a ranged touch attack against a foe within 60 feet. If it hits, the target takes 3d6 negative energy damage. You gain half of the damage dealt as temporary hit points lasting 10 minutes.
    Hammer: Upon activating this card, a golden hammer manifests and strikes a target of your choice, stunning them for 1d4 rounds (fortitude DC 17 negates).
    Knight: A green radiance emanates from this card upon activation, inspiring creatures within 20 feet to greater feats. All creatures in range (allies or enemies) gain a +3 morale bonus to their next attack roll. This attack must be made in the next round or the bonus is lost.
    The March: A red haze engulfs three foes of your choice, subjecting them to memories of days of endless marching and exertion. They are exhausted for 1d6 rounds. On a successful DC 17 will save, they are only fatigued.
    The Oracle: Silvery mist fills the air in a 30 foot radius, revealing all invisible creatures in the area. The mist persists for 1d6 minutes.
    The Pact: A golden tendril links you to a nearby ally. The next time an attack hits either one of you, the damage is split evenly between the pair and the tendril is severed.
    Paladin: Upon activating this card, you make an attack with a wielded weapon. The weapon or projectile is wreathed in golden light, dealing only half the total damage it would otherwise deal, but, if the attack hits, healing you for the total damage dealt.
    Sadism: Upon activating this card, you make an attack with a wielded weapon. If it hits, the attack deals its normal damage and opens a wound that bleeds for 1d6+2 damage each round until the victim is healed for at least 5 hp or until an ally succeeds on a DC 15 Heal check to close the wound. This ability wounds even those without a bloodstream, as its effects are magical.
    Trick: A massive sonic boom echoes from the card, dazing all creatures in a 30-foot spread for 1d4 rounds and deafening them for twice as many rounds (fort DC 17 negates both).
    The Wall: All creatures within 20 feet of the card gain a thin iron skin when it is activated, giving them DR 3/- for 1 minute. This does not discriminate between allies and enemies; everyone is protected.
    Wrath: A bolt of lightning strikes you for 3d6 lightning damage when you activate this card, but it empowers your attacks, causing them to deal an extra 2d6 lightning damage for the next 1d8 rounds.
    Last edited by Cheesy74; 2014-08-13 at 11:07 PM.
    HOMEBREW
    The Phase Dancer - A spellsword who has learned to use teleportation to stab people.
    The Stalwart - An unarmed, unarmored wall of muscle that fights with surges of strength and massive combat maneuver combos.

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Aug 2008
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    Midwest, not Middle East
    Gender
    Male

    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    Brilliant Paladin
    Spoiler
    Show


    Paladin by H-Minus


    “There may be ten thousand of you and one of me, but I shall never surrender!” - Lord MacElroy, shortly before his death.

    Brilliant Paladins augment their unrelenting fight against evil with one of the most powerful magic items known: the Helm of Brilliance. In mastering this versatile item which is both shield and weapon, some of their other paladin skills must be neglected. Nevertheless, Brilliant Paladins shine brightly in the war against evil and unrighteousness.

    Becoming a Brilliant Paladin
    The most difficult parts about becoming a Brilliant Paladin are acquiring the helm which is the center of your power and learning that you can tap the deeper potential in the shining symbol of righteousness you wear. Often angelic advice steers heros towards the discovery of the true power of the helm atop a righteous head.

    Entry Requirements
    Special: Lawful Good alignment
    Special: Must possess a Helm of Brilliance


    Class Skills
    The Brilliant Paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive(Wis).

    A Brilliant Paladin receives 2+int mod skill points per level.

    Hit die:d10

    Level BAB Fort Ref Will Special
    Special
    1st +1 +2 +0 +2
    Hero’s Helm, Fist of Justice, Path of Justice
    2nd +2 +3 +0 +3
    Dawn of Justice, Fire of Burning, Venyan Blessing
    3rd +3 +3 +1 +3
    Erupting Justice, Arcadian Radiance
    4th +4 +4 +1 +4
    Metered Justice , Sparking Shield
    5th +5 +4 +1 +4
    Pyre of Judgement, Winged Justice
    6th +6 +5 +2 +5
    Maximum Justice, Stainless Purity
    7th +7 +5 +2 +5
    Light of Judgement, Unchangeable Justice
    8th +8 +6 +2 +6
    Swift Justice, Tongue of Angels
    9th +9 +6 +3 +6
    Double Judgement, Angelic Persuasion
    10th +10 +7 +3 +7
    Brilliant Soul

    Weapon Proficiencies:
    A Brilliant Paladin gains proficiency in the longsword and the lance, the most knightly of weapons.

    Special:
    A Brilliant Paladin’s Su and SLA abilities may only be used when he is wearing a Helm of Brilliance, until the Brilliant Soul class feature changes this.

    Hero’s Helm(Ex):
    As his heroic spirit suffuses the Helm of Brilliance, a Paladin of Brilliance finds that his force of will affects the powers of the helm. All spells cast from the Helm or as one of your class features have a DC equal to either ten plus the level of the spell plus the Paladin of Brilliance’s Charisma modifier, or twenty, whichever is higher.

    Fist of Justice(Ex):
    Levels in Brilliant Paladin stack with levels in Paladin to determine your Smite Evil damage and uses per day. If the Brilliant Paladin has no levels in the Paladin base class, he smites like a Paladin with a level equal to his class level.

    Path of Justice(Ex):
    Characters may multiclass between Brilliant Paladin and Paladin freely.

    Dawn of Justice(SLA):
    The path of brilliance begins with the lowliest power of the Helm. A Brilliant Paladin may cast Daylight at will with a caster level equal to his character level. The caster level is the higher of his character level and 13.

    Fire of Burning(Su):
    A Brilliant Paladin may, as a free action, command any weapon he wields to become a flaming burst weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.

    Venyan Blessing(Su):
    The body of a champion of justice is often criss-crossed with scars. As he walks the path of the Brilliant Paladin, new wounds heal with something purer and holier than mere flesh. The first consequence of this is resistance to cold. A second level Brilliant Paladin gains cold resistance 10.

    Erupting Justice(SLA):
    The next ledge on the path of brilliance is mastery the Fire Opal, but unlike the Opal even a master cannot tap the power with no limit. A third level Brilliant Paladin may cast Fireball a number of times per day equal to his charisma modifier. The caster level is the higher of his character level and 13.

    Arcadian Radiance(Su):
    The mere presence of a third level Brilliant Paladin is dangerous to unlife. All undead within 30’ of the Brilliant Paladin take a number of d6 of damage each round equal to the Brilliant Paladin’s Charisma modifier. The Brilliant Paladin may suppress or resume this ability as a free action.

    Metered Justice(Ex):
    One of the risks of the path of brilliance is the tendency of the helm to explode if exposed to too much fire. A fourth level Brilliant Paladin achieves full control of the helmet; he is no longer required to make a will save if he takes fire damage and he may detonate the helmet as a standard action. Despite this ability being Ex, a Brilliant Paladin may not detonate a helm of brilliance if he is not wearing one.

    Sparking Shield(Su):
    As more of the Brilliant Paladin’s wounds heal differently, the transformation grants another boon. A fourth level Brilliant Paladin gains Electricity Resistance 10.

    Pyre of Judgement(SLA):
    The third great power of the helm of brilliance is the wall of fire. At fifth level, the Brilliant Paladin has deepened his connection to the power behind the helm and is able to cast a Wall of Fire twice a day without expending any rubies from the helm.

    Winged Justice(Su):
    The question of what the paladin is turning into is answered: a fifth level Brilliant Paladin grows angel wings. He may use these to fly at a speed of 60’ with good maneuverability.

    Maximum Justice(Ex):
    The power of the Helm of Brilliance is sometimes variable in its effect. A veteran Brilliant Paladin can remove the uncertainty from the smiting. A sixth level Brilliant Paladin may, as a free action during casting, maximize any of the spell like abilities from the Helm of Brilliance or from this class. He may do this twice per day.

    Stainless Purity(Su):
    As the angelic transformation continues, the Brilliant Paladin gains more resistance to the perils of mortal life. A sixth level Brilliant Paladin gains Acid Resistance 10.

    Light of Judgement(SLA):
    Near the peak of the Brilliant Paladin’s abilities comes mastery of the final power of the helm. A seventh level Brilliant Paladin may cast Prismatic Spray once per day without consuming a diamond from the Helm of Brilliance.

    Unchangeable Justice(Su):
    A Brilliant Paladin’s angel-suffused body is more difficult to affect with hostile magics. A seventh level Brilliant Paladin gains a +4 bonus to saves against all petrification and polymorph effects.

    Swift Justice(Ex):
    Sometimes a Brilliant Paladin needs to do more things in less time. A deeper connection with the Helm of Brilliance lets him occasionally draw on its powers more quickly and easily. An eighth level Brilliant Paladin may activate his Helm of Brilliance or use any of his SLA’s from this class as a swift action instead of a standard action. He may do this a number of times per day equal to his Charisma modifier.

    Tongue of Angels(Su): Angels can speak with anything that has a language. An eighth level Brilliant Paladin is constantly under the effect of a Tongues spell.

    Double Judgement(SLA): The brightest and shiniest power of the helm requires the most effort to get right. A ninth level Brilliant Paladin may cast Prismatic Spray twice a day without using up a diamond.

    Angelic Persuasion(Ex): The otherworldly beauty and splendor of the angel emboldens the Brilliant Paladin to live even larger. A ninth level Brilliant Paladin gains a +2 to his charisma score.

    Brilliant Soul(Ex): You have become brilliant. You gain the Half-Celestial template; resistances and stat bonuses from this template overlap with resistances and stat bonuses from this class. You do not gain LA from this template. You may still be raised as though you were not an outsider. In addition, you no longer require a Helm of Brilliance in order to use your class features. The exception is that you cannot detonate a Helm of Brilliance if you are not wearing a Helm of Brilliance.

    Playing a Brilliant Paladin
    You gain some powers that are normally the domain of wizards. Despite this new strength, your purpose and resolve are still that of the paladin.
    Combat: Smite. Hit things. Use your spell like abilities to strike down evil doers. Appreciate your resistances as they help you stay in the fight.
    Advancement: Ability Focus is a feat you might consider. More levels of Paladin might be ok; but you also could consider Pious Templar for Mettle or other PrCs for other nice stuff.
    Resources: Your resources are drawn from the church you affiliate with as well as the murderous band of hobos you are a part of.

    Brilliant Paladins in the world
    What courage! What bravery! What a big mess he made! -unnamed peasant who witnessed the Fall of Sir Cyrothe

    Daily Life: Wake up. Pray. Smite evil. You’re a paladin, bub.
    Notables: Sir Cyrothe’s fall was not metaphorical, but literal. The dread dragon C’vwnvoi was attacking a city, and Sir Cyrothe was unable to fly. So he climbed a tower, leapt on to the dragon’s back, and pinned its wings. They fell to their mutual deaths, and the town built a statue to him.
    Organizations: Paladins tend to gather in orders. Most orders are led by a young hero full of promise who is advised by the few paladins who survive until retirement.

    NPC Reaction
    In general, people are glad to see paladins visit but don’t want them to stay. Maybe you are cheating on your taxes, maybe you pay off the city watch to overlook your underground fighting arena, maybe you have a wife in every town. Paladins are great when they are slaying Evil, but when they stick around long enough to find evil it can be troublesome.

    Brilliant Paladins in the game
    Nothing the Brilliant Paladin does is significantly stronger in one round than a Helm of Brilliance. The class does give more long-term utility to a very expensive expendable item, but the combination of spells and full BAB is not necessarily too strong.
    Adaptation: File off the numbers and attach it to any knightly order you like. Moving it to be powered by a different item is very difficult; it is about the same as writing a new class entirely. It would be possible to lift the angelic transformation powers though.
    Encounters: Traditionally, PC’s are good and neutral, which means they would meet a Brilliant Paladin as an ally or at worst a rival. Evil characters should already be planning what to do with paladins. Like many classes, a single Brilliant Paladin isn’t a serious challenge to PCs of similar level because of the action advantage. The Helm of Brilliance is both dangerous because it could kill one or more PCs via Prismatic spray and dangerous because it is worth a lot.
    Last edited by Glimbur; 2014-04-16 at 04:52 PM.

  15. - Top - End - #15
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

    Join Date
    Oct 2008

    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    Verdant



    Live alongside nature long enough and it begins to grow on ya...
    -Amalla Nesta, a Verdant making a joke about her abilities

    A Verdant is bonded closely to nature through a very specific spell, Goodberry. Much like those that are spelltouched, the Verdant is so closely attuned to and touched by the spell that they have combined their form with an item based entirely on the spell, expanding its power and augmenting her form with the nature of the berry itself, simultaneously shaping the magic of the spell to turn it into something else, something that can be used for defence, offence, and to improve on the abilities of others.

    BECOMING A VERDANT
    The most likely to become Verdant's are wilderness experts such as the druid, ranger, and scout, however, almost anyone can become a Verdant as long as they meet the requirements, which are relatively easy to achieve.

    ENTRY REQUIREMENTS
    Alignment: Any Nonevil
    Skills: Craft (Alchemy) 4 Ranks*, Knowledge (Nature) 8, Profession (Herbalist) 5 ranks
    Special: Must have eaten a berry from a Goodberry spell and own a Goodberry Bracelet
    Spoiler
    Show
    Note: These requirements are under the assumption that anyone can use alchemy, not just spellcasters.


    Class Skills
    The Verdant's class skills (and the key ability for each skill) are Concentration, Craft, Handle Animal, Heal, Knowledge (Arcana/Nature), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Use Rope.
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Class Abilities
    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Goodberry Roots, Ironwood Slam|-
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Oak Body (+1)|+1 Existing Class Level
    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |Ironwood Resilience (5/-)|-
    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Oak Body (+2)|+1 Existing Class Level
    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Regrowth (Half HP)|-
    6th|
    +4
    |
    +5
    |
    +2
    |
    +2
    |Oak Body (+3), Ironwood Slam (Second Slam)|+1 Existing Class Level
    7th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |Ironwood Resilience (10/-)|-
    8th|
    +6
    |
    +6
    |
    +2
    |
    +2
    |Oak Body (+4)|+1 Existing Class Level
    9th|
    +6
    |
    +6
    |
    +3
    |
    +3
    |Regrowth (Full HP)|-
    10th|
    +7
    |
    +7
    |
    +3
    |
    +3
    |Lord/Lady of the Orchard, Oak Body (+5)|+1 Existing Class Level[/table]

    Wpn/Arm Prof: A Verdant gains no new weapon or armor proficiencies, but she now possesses the Druid's restriction on wearing metal armor as well.

    Goodberry Roots (Ex): The Verdant is innately connected to the spell goodberry and the goodberry bracelet from which she derives her abilities. Upon attaining her first level in this class, the Verdant's Goodberry Bracelet takes root in her body and becomes a part of her. The Verdant's goodberry bracelet cannot be removed and does not take up a magic item slot. Additionally, the Verdant's goodberry bracelet grows a number of additional berries equal to her Con mod times her class level and the damage healed by the berries is increased by her Con mod.

    Each level after first, the Goodberry Bracelet's abilities expand as it attunes itself to the Verdant's intent and abilities. At each level after first, the Verdant gains one of the following abilities.
    Spoiler
    Show
    Revitalizing Berries: Instead of only healing 1+Con mod points of damage, the berry heals Xd4+X points of damage, where X is equal to the Verdant's class level. Additionally, a single person can benefit from more than one goodberry each day. By expending an additional berry, the Verdant may increase the healing magic of the berries, causing them to heal d8s instead of d4s. The Verdant adds his Con mod to the damage healed for each damage die.

    Restoring Berries: The Verdant may expend a goodberry to imbue another berry with restorative magic. Eating the berry provides the benefits of the Lesser Restoration spell. At 5th level, the Verdant can expend three berries for it to instead grant the benefits of the Restoration spell. At 10th level, the Verdant can expend five berries for it to instead grant the benefits of the Restoration spell. Requires Revitalizing Berries.

    Nature Gift: The Verdant can invert the magic of her goodberries to make it damaging instead. When picking a goodberry, the Verdant can choose to shape its magic into one of the following energy types: Fire, Cold, Electric, or Acid. The berry can be thrown as a grenade-like weapon with a range increment of 10ft that deals 1d6+1 points of the chosen type of damage plus an additional 1d6+1 points damage every odd numbered level (up to 5d6+5 at 9th level). The Verdant adds his Con mod to the damage for each damage die.

    Cherry Bomb: When using Nature Gift, the Verdant may empower the damaging power of the berries. The range increment of the berries increases to 30ft and they explode in a 20ft radius burst when thrown instead of acting as a splash weapon. A Ref save, DC 10+Class Level+Con mod, halves the damage. Requires Nature Gift.

    Natural Endurance: Anyone benefiting from one of the Verdant's goodberries gains the benefits of the Endure Elements spell for 24 hours.

    Wild Gift: The Verdant can expend an additional two berries when picking a goodberry to grant the one that eats it a +2 bonus to any one ability score for one minute per class level. The Verdant can expend an additional three berries to increase the bonus by two or provide another ability score a +2 bonus. The Verdant may expend four extra berries to have the bonus last for one hour per class level. A person can only benefit from one such berry at any given time. Requires Verdant Level 6th.

    Goodberry Armor: The Verdant infuses a goodberry with the strength of Ironwood. The Verdant expend an additional goodberry to provide anyone that eats it the benefits of the Barkskin spell for one minute per level. The Verdant may expend three extra berries to have the benefits to last for one hour per class level. Requires Natural Endurance.

    Heartwood Resilience: When using the Goodberry Armor, the Verdant can expend four additional goodberries to provide Damage Reduction equal to half the Verdant's class level overcome by Magic and Adamantine weapons. Requires Goodberry Armor.

    Vines: The Verdant may plant a berry into their body to grow a vine that can be used as a secondary tentacle attack that deals 1d4 + Str mod with 10ft reach. The Verdant can have two such vines grown at any given time. These vines gain the enhancement bonus from Oak Body. The vines wither away when the Verdant regenerates her goodberries.

    Verdant Armory: The Verdant can imbue their natural attacks with the power of their goodberries to augment them. The Verdant can expend two goodberries to grant his slam attacks a +1 weapon enhancement. Every two additional goodberries expended grants an additional +1 enhancement. The Verdant cannot gain more than +5 total equivalent enhancements from this ability. Additionally, the Verdant may trade enhancement bonuses from Oak Body to gain an equivalent enchantment. This enchantment lasts until the Verdant regenerates her goodberries. Requires Verdant Level 5

    Harvest Potion: When a Verdant drinks a potion, some of the magic remains, and she may infuse it into one of her goodberries. The Verdant may expend one goodberry to reproduce the effects of a potion she has used in the past 24 hours within another goodberry. This goodberry can then be eaten by anyone to gain the benefits of the spell. The Verdant cannot recreate the effects of a potion held within a goodberry. As normal, a goodberry created by the Verdant disappears at dawn, as does the magic held in it. Requires Harvest.

    Harvest: A Verdant, like any plant, can benefit from good fertilizer. When a Verdant deals enough damage with a natural attack, she can grow a goodberry as a swift action. This goodberry is like any other goodberry and can be used with any of the Verdant's class features as normal.

    Thorns: The Verdant can expend a goodberry to grow thorns over her body. These thorns act as armor spikes appropriate for her size. The Verdant may expend two extra goodberries to make the thorns on her arms and vines more prominent, causing them to deal damage as if they were one size category larger. They also deal bludgeon and piercing damage instead of just bludgeon damage. These thorns last for a number of minutes equal to the Verdant's class level or her Con mod, whichever is higher.

    Grim Harvest: When a Verdant finds themselves in over their head, they may use the magic in their goodberries and their own blood to get out of it. A number of times per day equal to the Verdant's Con bonus, she may sacrifice a number of goodberries to cast a spell. The number of goodberries expended is equal to the Spell Level squared. The Verdant loses five hit points for every goodberry expended for this ability and takes one point of Con Burn for every spell level beyond half the Verdant's class level (rounded down). The Verdant does not need to provide any material components or focus for spells cast with this ability, but must still provide any exp components for them. Requires Harvest, Harvest Potion, and Verdant Level 8th.

    Spores: The Verdant can change the essence of their goodberries to induce _____. (To be finished later)

    More to come.


    Ironwood Slam (Ex): The goodberry bracelet of a Verdant may grows up and into her arm, turning it into ironwood, granting her a natural Slam attack that deals 1d8 + Str mod damage. At 6th level, she gains an additional slam attack and may use her slams as manufactured weapons for iterative attacks or as natural attacks as she chooses.

    Class Advancement: At every even numbered level the Verdant advances class features from his previous class, including increasing existing class features and gaining new class features as if gaining a level in her previous class. This does not grant any other features like skill points, hit die, base attack bonus, or saves.

    Oak Body (Ex): At 2nd level, the Verdant's goodberry bracelet expands to cover more of her body, fusing into it and turning her body slowly to living ironwood. The Verdant gains a natural armor bonus equal to half her class level as her body is changed from flesh and blood to ironwood and sap. Additionally, her Ironwood Slam gains an enhancement bonus equal to her natural armor bonus from this ability.

    Ironwood Resilience (Ex): As a Verdant's body converts to enchanted ironwood, it gains in resilience, becoming much harder to damage and blunting damage that does manage to reach it. At 3rd level, the Verdant gains damage reduction 5/-. At 7th level, this damage reduction increases to 10/-.

    Regrowth (Ex): At 5th level, the Verdant's ironwood body starts to take on traits of livewood, allowing her to heal rapidly. She gains fast healing 1 that can heal her up to half her full HP. Additionally, when the Verdant is healed to full hit points, any and all missing body parts are regrown. At 9th level, the Verdant's fast healing can heal it up to full HP.

    Lord/Lady of the Orchard (Ex): At 10th level, the Verdant truly fuses his very essence with that of her goodberry bracelet, turning her into a plant creature, closely bonded to the natural world and plant life. The Verdant's type changes to plant. Additionally, her Con score increases by 2.

    PLAYING A VERDANT
    A Verdant is a defensive class that is adept at using the healing abilities of her goodberry bracelet and turning them to more offensive capabilities, making the class mildly versatile.
    Combat: A Verdant is known for its defense, but many of its goodberry abilities can be used for offensive purposes. Many of its abilities are designed to boost itself or its allies by shaping the magic within the berries.
    Advancement: Because a Verdant continues to advance the class features of the previous class, many return to their previous class or go into a PrC for their base class.
    Resources: A Verdant is often able to draw resources from druid organizations or from organizations that cater to nature deities.

    VERDANT IN THE WORLD
    "She was different, looked like she was made of wood, and all those little berry charms... definitely different."

    The Verdant is an adept survivor and healer, however, they are uncommon, often mistaken for particularly dedicated druids, a hedge magician medicine man, or some form of helpful fey creature. This makes them rather well accepted wherever they go.
    Daily Life: As the Verdant no longer really needs to eat or drink do to nourishment from her goodberries, they tend to simply travel from place to place, offering their services and adventuring for fun and profit.
    Notables: The most notable Verdant is an elven druid whose name has been lost to time, she was the first to develop the power of the spell Goodberry and bond with a goodberry bracelet, and used the abilities granted from it to keep an entire elven city from destruction from an orc and hobgoblin horde dedicated to razing the entire city to the ground and slaughtering its people.
    Organizations: There is only one organization for the Verdant, which is simply called the Orchard Court. Here, they teach the basics of how to become a Verdant, instructing and giving pointers for any that come to them, so long as they meet their requirements.
    Last edited by EdroGrimshell; 2012-09-07 at 01:09 AM.
    Quotes
    Spoiler
    Show
    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
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  16. - Top - End - #16
    Halfling in the Playground
    Join Date
    Jan 2012
    Gender
    Male

    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    MONADIC TEMPLAR

    "Know yourself. Know your enemy. Know your battlefield." - First Mantra of the Monadic Templars

    The twin pursuits of physical and mental perfection are followed in many monasteries the world over. Whether sought as a means to an end, or an end in itself, becoming one with the world around oneself is a difficult path to master, and many seek to find an easier or more approachable method to achieve such unity.
    The monadic templars are one such order, having unlocked the secrets of the third eye to allow for expanded consciousness and heightened perceptions beyond mortal ken.

    BECOMING A MONADIC TEMPLAR

    Whether trained in a monastery or by a travelling master in a more informal setting, all aspiring monadic templars must be practised in physical combat and mental discipline.
    And of course, they must possess the third eye required to unlock their latent power.

    ENTRY REQUIREMENTS
    BAB: +5
    Feat: Psionic Meditation
    Item: Third Eye (any)
    Skill: Concentration 10 ranks

    Class Skills
    The Monadic Templar's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Concentration (Con), Gather Information (Cha), Knowledge (Arcana, History, the Planes, Psionics, and Religion, chosen seperately) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Use Psionic Device (Cha).
    Skills Points at Each Level: 4 + intelligence modifier

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Open Eye, Templar's Smite
    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Intuitive Action
    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Far Hand, Templar's Smite (Material)
    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Sight Beyond Sight
    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Expanded Eye, Templar's Smite (Dispelling)
    6th|
    +6
    |
    +2
    |
    +5
    |
    +5
    |Instinctive Insight
    7th|
    +7
    |
    +2
    |
    +5
    |
    +5
    |Telepathy, Templar's Smite (Aligned)
    8th|
    +8
    |
    +2
    |
    +6
    |
    +6
    |Telekinesis
    9th|
    +9
    |
    +3
    |
    +6
    |
    +6
    |Inner Eye, Templar's Smite (Critical)
    10th|
    +10
    |
    +3
    |
    +7
    |
    +7
    |Soul Sight, Monadic Ascendancy[/table]

    Proficiencies: Monadic templars gain proficiency with all simple weapons and light armour.

    Open Eye (Su): By meditating upon and attuning themselves to their third eye for an uninterrupted hour, a monadic templar begins to unlock their own hidden potential.
    They gain the ability to sense the presence, and emotional state, of any creature with an intelligence score within 60 feet.
    As well, they may use their ranks in concentration minus three as the manifester level for their third eye if doing so would be beneficial.
    This ability, and all other (Su) class abilities, require attunement to a functioning third eye before the monadic templar may use them.

    Templar's Smite (Ex): Becoming one with the world around themselves affords monadic templars greater skill in battle.
    A number of times per day equal to their wisdom modifier plus one, they may declare an attack they make to be a templar's smite.
    The monadic templar gains a bonus on the attack roll equal to their wisdom modifier, and bonus damage equal to their ranks in concentration minus three.
    If the monadic templar possesses any other smite ability with uses per day, they may expend those uses to instead power their templar's smite.
    At third level, when making a smite they may choose a material for the attack to count as for the sake of overcoming damage reduction - one of adamantine, cold iron or mithril. (More materials may be available at the DM's option, depending on the campaign setting.)
    At fifth level, a templar's smite also dispels magic and/or psionics. If the smite damages a creature or object, they are subject to a targetted dispel magic. The monadic templar uses a concentration check in place of a caster level check to determine whether or not the dispelling is effective.
    At seventh level, the templar's smite is considered to be aligned with one alignment aspect that does not oppose the monadic templar's alignment. As with the material aspect of the smite, the exact choice can be changed each time a smite is made.
    Finally, at ninth level, the templar's smite ignores any immunity to critical hits that the target may possess.

    Intuitive Action (Su): As their consciousness expands, a monadic templar becomes more able to quickly respond to the trials they face.
    They gain a bonus to initiative equal to half their class level, and can never be caught flat-footed.

    Far Hand (Su): Pushing beyond the boundaries of their physical bodies, monadic templars learn to effect change in the world around them through force of will alone.
    By expending their psionic focus, they may replicate a far hand power with a manifester level equal to their ranks in concentration minus three.

    Sight Beyond Sight (Su): The supernatural senses of the monadic templars continue to grow with experience.
    They gain blindsense out to 60 feet.

    Expanded Eye (Su): As their connection to the third eye grows, both its and the templar's powers expand.
    The save DC for any power of the third eye is increased by the monadic templar's wisdom modifier.
    Any skill bonus granted by the third eye is increased by half the monadic templar's class levels.
    The monadic templar may also expend one use of their templar's smite to instead activate any per day ability of the third eye beyond the usual limit.

    Instinctive Insight (Su): Knowing is more than just half the battle.
    At will, the monadic templar may expend their psionic focus to make a concentration check in place of any other skill check.

    Telepathy (Su): Their empathic senses grow once more, allowing the templar to not just sense the presence of other minds, but contact them as well.
    The monadic templar gains telepathy out to 60 feet, but may communicate with any creature that has an intelligence score, regardless of whether or not it can understand a language.

    Telekinesis (Su): As their mental powers grow alongside their physical prowess, templars learn to make greater use of their connection to the world.
    By expending their psionic focus, a monadic templar may manifest Telekinetic Force, Telekinetic Maneuver or Telekinetic Thrust with a manifester level equal to their ranks in concentration minus three.

    Inner Eye (Ex): Nearing the pinnacle of their craft, templars learn to unlock their own inner sight, and not to rely on that granted from external forces.
    A monadic templar may grow their own third eye in a process that requires a whole day of uninterrupted meditation.
    The created inner eye may not be removed by any means, though it can be damaged or targetted as normal for a magic or universal item.
    It grants both a +5 circumstance bonus to any one Intelligence, Wisdom or Charisma based skill in which the monadic templar has at least one rank, and the ability to once per day manifest a Clairsentience or Telepathy power from the psychic warrior's power list (the power may be chosen freely each time it is manifested).
    As with all powers emulated by the monadic templar, their manifester level is equal to their ranks in concentration minus three.
    A monadic templar may choose between their inner eye and a normal third eye, but each time they change requires the usual one hour attunement.

    Soul Sight (Su): Reaching the final step on their path, or perhaps the first step towards something greater, unlocks the purest vision of the mind.
    The monadic templar gains blindsight out to 60 feet, but is also able to distinguish colour and visual contrast (allowing for reading, among other things).
    This unique form of blindsight also works in a vacuum.
    Lastly, soul sight also allows communication with non-intelligent beings, in the form of Sensitivity to Psychic Impressions, although centred on the target object or non-intelligent creature rather than on a fixed point in space.
    Using this power requires the monadic templar to expend their psionic focus as a standard action, and has, once again, a manifester level equal to their ranks in concentration minus three.

    Monadic Ascendancy (Ex): Becoming one with the world around them unlocks a greater source of power for the templar.
    They no longer suffer any penalties for aging (remooving any already accrued), and cannot die of old age.
    They no longer require food or water, rather being sustained by the energy of the universe itself.
    Finally, they are always considered native to whichever plane they are on, and suffer no negative consequences from planar traits that would normally be harmful.

    PLAYING A MONADIC TEMPLAR
    Monadic templars are both warriors and mystics. Finding your balance between conflict and meditation is what being a monadic templar is all about.
    Combat: Most templars prefer elegantly straightforward methods of combat. Locate your opponent. Attack your opponent. Locate your next opponent, and so on.
    Advancement: Wisdom based classes, psionic classes and/or combat oriented classes are all good choices. Psychic warrior and swordsage in particular, or related prestige classes, are good options for advancement.
    Resources: Monadic templars have a very loose connection with each other. You may have a former master or an affiliated monastery to call on, but you should never rely on them more than on yourself.

    MONADIC TEMPLARS IN THE WORLD
    "I didn't understand half of what she said, but there was nobody else I'd rather trust to watch my back in a fight." Liandra Dohva, retired sorceress.

    Monadic templars come from all walks of life. Talented youngsters with an innate gift for psionics, learned scholars dedicated to unlocking the mysteries of reality, and veteran warriors seeking to add new weapons to their arsenal.
    Daily Life: Monadic templars are defined by their pursuits. They may spend years studying in isolated temples, only to pack up and fight their way across an untamed continent, all in the name of self-discovery.
    Notables: Jirado Sunblest was a well-known hero of the people. He dedicated himself to saving others in the name of Pelor, seeking to become closer to the deity he served.
    Elaria Dunhame is the current Mother-General of Ajnacourt. Her goals are selfish, and she uses her rank and power for personal gain. But she will defend the monastery and its inhabitants fiercely - they are easily her most prized possession, and her most dangerous weapon.
    Organizations: The Monastery of Ajnacourt is known for training warriors in the arts of the mind. They often send out senior members to search for potential acolytes, and welcome supplicants who are willing to prove themselves.

    NPC Reaction
    Most mundanes will have difficulty telling the difference between a monadic templar and any other skilled warrior with a crystal stuck to their face.
    Obviously armed templars will be treated much as any other sellsword, while those of more monastic bent will often find themselves to be considered the same as travelling scholars.
    Either way, there is normally a touch of the exotic about them that can be equally fascinating and off-putting.

    MONADIC TEMPLARS IN THE GAME
    Being a monadic templar allows a combat oriented character to dabble in psionics without having to keep track of pesky powers known or points expended.
    Adaptation: With its emphasis on concentration, the Diamond Mind discipline would be a good choice to replace psionics for the bones of the class.
    Encounters: NPC templars can be encountered anywhere. Their quest for knowledge of the world and their own selves leads them to places few mortals tread. While most will not be aggressive unless threatened, the darker side of monadic enlightenment can lead to a callous disregard for the lives of others, so PCs should be careful when competing with templars.
    Last edited by hierophant; 2012-09-16 at 08:41 AM.

  17. - Top - End - #17
    Bugbear in the Playground
     
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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    Spoiler
    Show

    "Everything's just odds, Whether we live or die, some call me stupid, but I just change the odds" Artix Archibald, 2nd Gambler of Wonder


    Gambler of Wonder
    Many adventurers shudder when they hear the legends about the Deck of Many Things, and few would seriously consider using a Rod of Wonders as their main weapon. However, every so often, a person uses both. Some call him or her stupid, however they just learned how to use both with skill.

    Becoming a Gambler of Wonder

    Gamblers of Wonders are incredibly rare as there usually is only one Deck of Many Things. Generally a Gambler of Wonder is more than willing to rely on his luck rather than his skill. He or she is the type willing to lay their life on a hand of poker.

    Entry Requirements


    Skills:Sleight of Hand 7, Bluff 7, Use Magic Device 13
    Special:Must Possess a Deck of Many Things and a Rod of Wonder

    Class Skills:
    The Gambler of Wonder’s class skills (and the key ability for each skill) are Appraise (Int), 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), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Skill Points at Each Level: 6 + Int modifier

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

    1st|+0|+0|+2|+2|Card Counter 1/day

    2nd|+1|+0|+3|+3|Force a Hand

    3rd|+2|+1|+3|+3|Even More Wonderous 1/day

    4th|+3|+1|+4|+4|Cut the Deck

    5th|+3|+1|+4|+4|Card Counter 2/day

    6th|+4|+2|+5|+5|Even More Wonderous 2/day

    7th|+5|+2|+5|+5|Bluff the Cards

    8th|+6|+2|+6|+6|Luck Runes

    9th|+6|+3|+6|+6|Even More Wonderous 3/day, Card Counter 3/day

    10th|+7|+3|+7|+7|Lucky *******

    [/table]
    Alignment: Any
    Hit Die: 1d8
    Weapon Proficiencies: A Gambler of Wonder gains no new proficiencies for his levels in this class.

    Card Counter(SU): At first level, 1/day you may look at the top card of your Deck of Many Things without enabling the effects. This increases to 2/day at 5th level, and 3/day at 10th level

    Lucky Magic(SU): At first level, when using a Rod of Wonder, you may chose to limit the results to either 1-50 or 51-100, if you chose 1-50 any result above 50 you should subtract 50, and vice versa

    Force a hand (SU): At second level, you gain the ability to try and force people to draw. If they fail their will save they are forced to draw the top card of the deck. You may use this ability 1/encounter
    Will save is DC 15+Gambler level

    Even more Wonderous!(sp) : At 3rd level 1/day you may use your Rod of Wonder to activate the ability of a rod you do not have. For example, Chuck the Gambler while fighting a tribe of goblins activates his Even More Wonderous ability to mimic a Rod of Rulership and charms the goblins, after the duration however it turns back to a Rod of Wonders rather than crumbling to dust. This increase to 2/day at 6th level and 3/day at 10th

    Cut the Deck(ex): At 4th Level, you may chose to draw the 11th card in the deck instead of the top if you so chose.

    Bluff the Cards(ex): At 7th level , you may attempt to make a bluff check to ignore any card effect a single time against a DC of 30-your Gambler level. You may only bluff any single card once ever.

    Luck Runes(sp): At 8th level, you may set the top card of your Deck of Many Things, or a random effect of a Rod of Wonder at any 5 foot square. If any creature steps on that square, the effect activates treating them as drawing the card or being targeted by the Rod. You may use this ability 2/day.

    Lucky ******: At 10th level you are so renowned for your luck that the very heavens bow down to you. You are treated as Divine Rank 0 as soon you reach 20th Character level.

    PLAYING A GAMBLER OF WONDER


    Combat: Typically, a Gambler of Wonder is relying on his trademark items, literally gambling on every round on certain cards coming up. A typical combo is to use your Card Counter ability to read the first card, and either use Force the Hand or just draw depending on the effect.

    Advancement: A Gambler of Wonder is rather unique as they are expected to be taking their 10th level in this class when they get to 20th character level. A rogue pairs up relatively easily as you do reach 5d6 Sneak attack and a special ability before you leave for the Gambler.
    Resources: Luck and lots of it...


    CLASS NAME IN THE WORLD

    "Skill is just another name for being really lucky" Jack the 21st, First Gambler of Wonder

    A Gambler of Wonder's daily life spans the wide spectrum from petty theives, to millionaire merchants. The only requirement is the willingness to gamble.
    Daily Life: Gambler of Wonder occur once a blue moon, as the deck is lost many times. Many people disagree how many there have been, however there can only be one at any given point of time.
    Notables: Artix the Archibald was a simple pickpocket whom accidentally pick pocketed the deck from a traveling merchant. He became obsessed with the deck and rod that he eventually fell into insanity. He would decide everything by drawing a card from the Deck.


    Organizations: A Gambler of Wonder can belong to any organization if they so chose, there are no specific organization dedicated to any of them.


    NPC Reaction

    People tend to think that a Gambler of Wonder is insane if they discover his weapon of choice and know of its nature. However otherwise they treat them ambivalently.

    GAMBLERS OF WONDER IN THE GAME
    Adaptation: Fits any game with both the Rod of Wonder and the Deck of Many Things Exists
    Encounters: A Gambler of Wonder will typically be carrying both items on his person. Otherwise treat as a normal encounter.
    Last edited by smasher0404; 2012-09-14 at 06:14 PM.
    ARRRRGH, I'm a pirate, ninjas are no match for me, Yargh!
    Also this awesome avatar was done by KillItWithFire

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

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    Default Re: GitP Prestige Class Contest XXXIV: Items of Power

    Artificer of Kwalish

    "They think it's just an overpriced piece of junk, do they? I'll show them! I'll show them all! Mwahaha--er, hold on, it's not supposed to make that noise, is it?"

    If a person wandering through a marketplace where magical items are sold comes across one of the much-maligned items known as the Apparatus of Kwalish, the prospective buyer's general reaction falls into one of three categories. The curious buyer sees it and thinks, “Well, that's an interesting device...I wonder how it works?” and perhaps fiddles with it for a bit, but eventually decides against buying it. The practical buyer sees it and thinks, “Well, that's a strange contraption...I wonder what sort of fool would actually want one?” and walks away disappointed. The scholarly buyer sees it and thinks, “Well, that's a historical oddity...I wonder why this 'Kwalish' didn't create anything else of note?” and makes a mental note to do some research on the subject later while ignoring the Apparatus itself.

    It takes a very rare person to come across the Apparatus and think “Y'know, it doesn't look like much, but if you add a lever there, sharpen the claws, maybe lengthen the tail....” and actually buy it for later tinkering. Those with enough magical knowledge and crafting skill to learn something from their tinkering can become just a bit obsessed with the Apparatus, using it as much as possible and spending every waking hour working with it. They follow in the footsteps of Kwalish himself and learn many of his secrets, turning one of the cheap overpriced knock-offs of the great wizard's original Apparatus into a truly impressive device.

    Becoming an Artificer of Kwalish

    ENTRY REQUIREMENTS
    Skills: Knowledge (Architecture and Engineering) 6 ranks, Knowledge (Arcana) 6 ranks, Craft (Metalworking or any variation thereof) 6 ranks
    Special: Must purchase an Apparatus of Kwalish, or find one and actually use (or at least play around with) it at least once a day for one month instead of selling it.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Dex), Knowledge (all skills taken individually) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Speak Language (None), Spellcraft (Int), and Swim (Str), Use Magic Device (Cha).
    Skills Points at Each Level: 6 + Int

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Modification Points|Spellcasting
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Idiosyncratic Modifications, Smooth Operator (Standard)|1|—
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Where No Crab Has Gone Before, We're Gonna Need a Bigger Barrel|2|+1 level of existing arcane spellcasting class
    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Throw It Together, Smooth Operator (Move)|3|+1 level of existing arcane spellcasting class
    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Crabwalk, Up To Eleven|5|+1 level of existing arcane spellcasting class
    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Can't Settle For Just One, Smooth Operator (Swift)|7|—
    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Like An Extension Of Myself, Transform And Scuttle Out|10|+1 level of existing arcane spellcasting class
    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Mass Production, Smooth Operator (Multitasking)|13|+1 level of existing arcane spellcasting class
    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Dance Crab Dance!, Kwalish Is My Copilot|17|+1 level of existing arcane spellcasting class
    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Unconventional Enhancements, Smooth Operator (Repetition)|21|—
    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Apotheosis of Kwalish|25|+1 level of existing arcane spellcasting class[/table]

    Class Features
    All of the following are class features of the Artificer of Kwalish.

    Weapon Proficiencies: Artificers of Kwalish gain no proficiency with any weapon or armor.

    Spells per Day/Spells Known: An Artificer of Kwalish who was previously an arcane spellcaster gains new spells per day (and spells known, if applicable) as if he had also gained a level in the spellcasting class he belonged to before becoming an Artificer of Kwalish at the levels noted on the table above. He does not, however, gain any other benefits a character of that class would have gained (familiar advancement, bonus feats, and so on). If the character had more than one arcane spellcasting class before he became an Artificer of Kwalish, he must decide to which class to add each level of Artificer of Kwalish for the purpose of determining arcane spells per day and spells known.

    If the Artificer of Kwalish did not previously belong to an arcane spellcasting class, he gains a limited ability to cast arcane spells. His spell progression is the same as that of a beguiler regarding spells per day, bonus spells and save DCs based on Intelligence, knowing all spells on his class list, and so forth, but he casts spells from the Magewright spell listECS 257.

    Idiosyncratic Modifications (Ex): The first Apparatus you found holds a special place in your heart, and you've spent a lot of time making it yours. Upon entering this class, the Apparatus that you used to qualify for this prestige class becomes personalized to you. The benefits from this prestige class apply only to that Apparatus (at least at first), but in exchange you are able to customize it to a limited extent. You possess a number of Modification Points at each level as indicated on the table above, which can be used to purchase modifications (listed below the class description). You automatically succeed on the Search check to find the hidden catch on your Apparatus, and the DC increases by +10 for anyone else.

    Anyone but you must make an Intelligence check against DC 10 + 1/2 your character level + your Int modifier to operate your Apparatus if you are not there to assist them, and even if they make this check they take a -4 penalty on any attack rolls or skill checks made in or related to the Apparatus. If you obtain a second Apparatus, you may transfer your modifications to the new Apparatus with a frenzied 4-hour session of enthusiastic tinkering, returning the first Apparatus to its standard functionality in the process as you trade parts around and such.

    Smooth Operator (Ex): After hours or days of tinkering, you've discovered that most of the difficulty in operating an Apparatus of Kwalish comes from the fact that they're old and badly-maintained by unappreciative prior owners—once you know how much pressure each lever needs and how to give that one stubborn lever the right half-twist when you pull it, it runs like a dream. As you advance in your abilities as an Artificer of Kwalish, you become better able to make use of your personal Apparatus:
    • 1st level: Operating a lever takes only a standard action rather than a full-round action.
    • 3rd level: You may operate a lever using either a standard or a move action, but you can only operate one lever per round.
    • 5th level: You may operate a lever using a standard, move, or swift action, but you may still only operate one lever per round.
    • 7th level: You may operate a lever as many times per round as your available actions permit.
    • 9th level: You may operate a given lever as many times per round as desired.

    Other creatures operate levers normally even with your oversight; no amount of explanation will substitute for hours of practice with your personal modifications.

    Where No Crab Has Gone Before (Ex): Installing air purifiers and reinforcing the outer shell is so easy, you wonder why no one tried it before. The depth the Apparatus can safely achieve doubles to 1,800 feet below sea level, and the amount of air it can hold increases to 12 hour per two occupant slot (24 hours for two occupant slots by default, but see below).

    We're Gonna Need a Bigger Barrel (Sp): What's the use of putting all this work in your personal Apparatus if you can't show it off? A combination of mechanical streamlining and some extradimensional enhancement allows you to fit more passengers into your Apparatus at once. The capacity of your personal Apparatus is expanded to fit an additional number of Medium creatures equal to your Intelligence modifier plus 1/2 your Artificer of Kwalish level. Creatures larger than Medium take up an amount of space based on their Medium-creature equivalent: A Large creature takes up 2 Medium spaces, a Huge creature takes up 4 Medium spaces, and so forth.

    This capacity is for additional passengers only; no more than two creatures may operate the Apparatus at any one time, regardless of the number of creatures inside.

    Throw It Together (Ex): At this point you could repair your Apparatus in your sleep, and you could definitely build another one if you really wanted to, which of course you do. You may create Apparatus of Kwalish using the normal magic item creation rules without needing to meet any of the prerequisites, though the gold, time, and experience point costs are unchanged.

    Crabwalk (Sp): Some people claim that it isn't appropriate to constantly be in your Apparatus; you probably disagree, but you've managed to accommodate them. You've made the levels for extending the Apparatus' legs and opening its hatch easily detachable and reattachable and now take them with you wherever you go. As long as both levers are on your person, you may remotely control your personal Apparatus up to a distance of 1 mile. With only two levers, though, the only actions you can cause it to take remotely are to move towards you to the best of its abilities, taking the most direct path possible; to open or close the hatch; and to retract all limbs to appear as a normal barrel. Treat your Apparatus as having Int 2 for the purposes of figuring out ways to get past obstacles on its way to you.

    As well, once per day you can scry on your Apparatus as a spell-like ability with a caster level of twice your class levels using your levers as a focus. If your levers are ever broken, lost, or destroyed, you make create new ones with 2 hours' work and 50 gp worth of appropriate materials per lever, or repair them for half the time and materials cost each.

    Up To Eleven (Ex): You've managed, after plenty of tinkering, to enhance the functionality of the levers in your personal Apparatus. Each lever now has a “normal” position, which functions normally, and an “enhanced” position. Only one lever may be placed in an enhanced position at one time, and operating a lever in this way requires a standard action. The enhanced functions are as follows:
    • Extend/retract legs and tail: Further extend legs and tail. The Apparatus' speed is doubled for both movement modes.
    • Uncover/cover forward porthole: Periscope up. Any Spot checks or ranged attacks made by the pilot or copilot have their range penalty halved.
    • Uncover/cover side portholes: Zoom in. Any Spot checks or ranged attacks made by any passengers have their range penalty halved.
    • Extend/retract pincers and feelers: Further extend pincers and feelers. The reach of the Apparatus extends by 10 feet.
    • Snap pincers: Increase pincer force. The Apparatus' claws ignore the first 5 points of damage reduction or hardness possessed by their target.
    • Move forward/backward: Shoot forward. The apparatus moves double normal speed in a straight line; this counts as a charge if it is followed immediately by a claw attack.
    • Turn left/right: Slide left/right. The Apparatus moves in any direction up to its speed and retains the same facing as before.
    • Open/close "eyes": Open enhanced eyes. The light from the Apparatus' continual flame eyes reveals invisible and ethereal creatures within its illumination radius.
    • Rise/sink in water: Hover. The Apparatus ignores difficult terrain while on land and its weight is halved.
    • Open/close hatch: Batten down the hatches. The Apparatus gains a +5 deflection bonus to AC.


    Can't Settle For Just One (Ex): You have too many ideas for new modifications to use just one Apparatus. You may now treat a total number of Apparatus of Kwalish up to your Intelligence modifier (minimum 2) as your personal Apparatus. You must share your Modification Points among all your personal Apparatus, and any limited-use class features apply to all of your personal Apparatus, not on a per-Apparatus basis.

    Transform And Scuttle Out (Sp): You've become practically inseparable from your beloved Apparatus and feel naked and vulnerable while outside it. To fix that, you've made some more-comprehensive-than-usual modifications. As long as you are inside your personal Apparatus, you can transform it into a suit of masterwork mechanus gearPlanarHB as a full-round action, which appears on you fully-donned and ready to use. Transforming your armor back to its Apparatus form and leaving you in the pilot seat requires another full-round action. Your Apparatus can spend a total of 1 hour per day in armor form, broken up as desired; the full round spent transforming the Apparatus in either direction counts toward the time limit.

    Like An Extension Of Myself: That's exactly how you feel about your Apparatus. You may use any of your feats, other class features, etc. through your Apparatus as if it were yourself (you may Power Attack with its pincer attacks, for instance), and any spells that you cast on yourself may affect your personal Apparatus as well if it is a valid target, even Personal-range spells. As long as either the hatch or at least one porthole is open, you may cast spells out of the Apparatus as if the Apparatus itself were casting the spells. Additionally, you calculate its AC using the higher of your Dexterity or Constitution modifier and add the higher of your Strength or Intelligence modifier to its attack and damage rolls.

    Mass Production (Ex): You've raised Apparatus construction to an art form. When creating Apparatus of Kwalish, you need only pay 1/2 the normal gold cost (1/4 market price), and the time and experience point costs are reduced accordingly.

    Dance Crab Dance! (Sp): You'd be amazed what you can do with just two levers. The remote control over your personal Apparatus granted by your Crabwalk feature improves to the point that, as long as you are within 500 feet of your personal Apparatus and you possess both detached levers, you may fully control your Apparatus. You may not use your Up To Eleven feature in conjunction with this feature and do not count as being inside your Apparatus, but otherwise you control it as if piloting it.

    Kwalish Is My Copilot (Sp): With all of the magical and mechanical modifications made to your personal Apparatus, you eventually manage to awaken a ghostlike impression left by the great Kwalish himself on his creations. The archmage's remnant is able to physical manifest in a very limited fashion, enough to grant you the following abilities:
    • While piloting the Apparatus, you may use servant hordeSpC 182 as a spell-like ability at will with a caster level equal to twice your class level. The unseen servants so produced are dismissed if they stray more than 30 feet away from the Apparatus or if you leave it yourself.
    • Once per day, while piloting the Apparatus, you may draw upon Kwalish's knowledge to gain the benefits of a contact other plane effect with a caster level equal to twice your class level. The questions asked must involve mechanical devices, magical effects, or any other question that would fall under the fields of Knowledge (Arcana, Architecture and Engineering, or History). Contacting Kwalish is treated as contacting a demideity, but you do not need to make an Intelligence check to use this ability safely.
    • If a creature is occupying the copilot position, you may cause Kwalish's remnant to aid him. You may spend a full-round action to grant your copilot the benefits of your Smooth Operator class feature until he leaves the Apparatus or gives up the copilot position to someone else, and while under the effects of this ability he does not suffer the -4 penalty to attacks and checks in or related to your Apparatus. While the remnant is performing this function, if you use one of the other two benefits of this feature this benefit is lost.


    Unconventional Enhancements (Su): What do you get when you cross an Apparatus with another magic item? A better Apparatus! You may spend 8 hours in meditation and tinkering to merge a magic item with your personal apparatus. Only slotted items or held items may be so merged, and the Apparatus has the following body slots: pair of boots (legs), two gloves or weapons (pincers), one belts and one suit of armor (shell), one cloak or vestment (hatch), and one pair of eye lenses or goggles (portholes). Merged items affect the Apparatus itself if possible (for instance, weapon enhancements apply to pincer attacks, boot speed boosts apply to the Apparatus' land speed, and so forth), otherwise they affect all creatures within the Apparatus who have an open slot of the corresponding type.

    While your Transform And Scuttle Out feature is in use, all of the items apply their effects to you even if you do not have an open slot.

    Apotheosis of Kwalish (Ex): You might not be Kwalish himself, but you're pretty darn close. From this point forward, you may designate double your Intelligence modifier Apparatus to be your personal Apparatus (minimum of 4), each personal Apparatus has its own Modifier Point pool to draw from, and you may change Modifications with 10 minutes of work per personal Apparatus.

    Modifications

    You may allocate more points towards a given modification than the minimum required. The number of points allocated to a given modification is indicated by P in the modification descriptions.

    • 1+ point modifications:
      • Spell Resistance 15 + P.
      • +P enhancement bonus to the Apparatus' natural armor.
      • +P alchemical bonus to Disguise, Hide, and Move Silently checks made by or with the Apparatus.
      • +P insight bonus to attack and damage rolls with the pincers.
    • 5+ point modifications:
      • One additional attack with the pincers per activation, plus one additional attack per 5 points allocated.
      • Invisibility as a spell-like ability for P minutes per day, broken up as desired.
      • Increase hardness by 2*P.
    • 15+ point modifications:
      • 20*P additional hit points.
      • Spell immunity for the Apparatus.



    Playing an Artificer of Kwalish
    The biggest obstacle to becoming an Artificer of Kwalish is either finding an Apparatus and using it regularly or coming up with the cash to buy one. Past that, it should all be smooth sailing...er, scuttling.
    Combat: It's all about the Apparatus. By midway through the class, you and a trusty copilot will be able to move around at a good speed and attack a half-dozen times or cast a spell or two, all while safely protected in a thick metal shell. Melee characters will appreciate Transform And Scuttle Out, making this class a nice choice for "gish" characters. You're definitely a very durable combatant, but that also makes you a big target, so playing defensively is a good idea.
    Advancement: A good path for entering this class is as an artificer (for making and enhancing Apparatus) or a full arcane caster (for protecting yourself and having a familiar or other minions for copiloting). Any classes or other abilities that would let you enhance your Apparatus further would be a good choice, as would those that enhance your own combat capabilities for use with Transform And Scuttle Out.
    Resources: You're already rich enough to think an Apparatus of Kwalish is a good investment, what more resources do you need? It's a shame this class isn't attached to an organization with deep pockets, though, since you'll want plenty of money for enhancing your Apparatus, but you should be able to adventure for more cash in comfort and style with your souped-up Apparatus.

    Artificers of Kwalish and NPC Reactions
    "Wait, you're telling me you actually spent money on that thing!? What a sucker. I wouldn't--ooh, is that a vorpal pincer?"

    Let's face it, Apparatus of Kwalish are undervalued and Artificers of Kwalish are seen as eccentric at best and nutcases at worst. That doesn't bother the Artificers, though; they know better.
    Daily Life: The average Artificer of Kwalish likely has other hobbies related to magic and/or tinkering, as that's what set them on their path in the first place, but they all spend several hours a day at least working with their favorite toys.
    Notables and Organizations: As with their daily lives, Artificers of Kwalish are connected by their love for the Apparatus but otherwise don't tend to join any one organization. They don't tend to play well with each other, since a meet of two Artificers tends to devolve into both trying to take over or "improve" the Apparatus of the other Artificer.

    Artificers of Kwalish
    So, you're a DM who decided to put an Apparatus of Kwalish into someone's treasure hoard. If you don't just want the PCs to sell it off for much more cost-effective equipment, look no further! If you can handle a normal craft-focused caster or Eberron artificer, this class should fit in just fine.
    Adaptation: It is rumored that a dragon-form Greater Apparatus of Kwalish was crafted by the great archmage before his disappearance, and his apprentices may or may not have tweaked the design a bit. Using the Greater Apparatus (Dragon #244) and changing crab references to dragon references would be an easy enough swap.
    Last edited by PairO'Dice Lost; 2012-09-20 at 11:31 PM.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


    Spoiler: Sig of Holding
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