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Old 08-09-2010, 01:08 PM   Top  -  End  -  #1
ErrantX
Ogre in the Playground
 
 
Join Date: Oct 2007
Location: 
Midwest City, OK
Gender: Male
Default PrC Contest XXI: It's Only Natural

It's Only Natural

---

Defenders of the natural world must come out of the woodwork to defend the land.

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

Giant in the Playground PrC Contest XXI

The contest begins with the posting of this thread and will run through midnight of September 6th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of September 16th.

Rules

1) You will be creating an 'original' prestige class. You will be writing a prestige class that in some way connects to the natural world, be it as a druid or ranger does with their divine magic, or through spirits as a spirit shaman does, or in some new and previously unused way. You could make a druid/barbarian class that uses his rage to buff his wild shapes, a primal hunter who draws strength from the land he loves, a warrior who commands the loyalty of one the land's most fierce animals, a paladin/ranger that defends a sacred wood dedicated to his god, a canny shaman who calls forth and incarnates spirits to fight with him, or a person who's innate connection to the woodlands allows him to cause plants to grow and move through a new type of magic called ecomancy. You may use any sourcebook from the WotC lineup to help you, anything else is on a case by case. Get cracking!

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

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

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

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

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

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


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

And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread)
(Djinn_In_Tonic's What to make and How to make it special!)
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Last edited by ErrantX : 08-09-2010 at 01:12 PM.
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Old 08-09-2010, 01:12 PM   Top  -  End  -  #2
ErrantX
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Join Date: Oct 2007
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Gender: Male
Default Re: PrC Contest XXI: It's Only Natural

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

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
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

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
__________________


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My Homebrew works:
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My extended homebrew signature!

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Old 08-10-2010, 12:17 AM   Top  -  End  -  #3
unosarta
Ogre in the Playground
 
 
Join Date: May 2008
Location: 
Minneapolis
Gender: Male
Default Re: PrC Contest XXI: It's Only Natural

Child of Petriel

[1]

“Sing with the birds, fly with the panthers, scream the fierce song of the wild beasts!” – Alariya Svithos Petriel, Child of Petriel.

The Child of Petriel is the druidic equivalent of a feral animal. They do not live in cities, they do not carry money. Quite a few do not know how to speak common. Higher level Children of Petriel may not even come out of their Wildshaped form at all. However, they still retain some semblance of humanity in the roaring ferality. Almost all Children of Petriel belong to House Petriel, in the Elven court, and those that do not are generally druids or bear warriors, who are especially feral, compared to their more calm druidic compatriots.

Most, if not all of the Children of Petriel live in the Nox’Cuotl desert, or the Vorde. They are usually untrusting of others, especially those who do not respect nature.

Children of Petriel often have shaky relationships within parties with almost everyone, and the relationships are further strained if the party member enjoyed harming animals, or nature. Most Children of Petriel refuse to harm innocent animals at all, instead hoping to use spells and abilities to calm the animals first. If that does not work, they almost never have a problem taking out an animal, simply because that if they didn’t the animal would likely harm them, or their party members. This really applies to anything of nature, be it magical beast, or treant. Few classes are able to garner the trust of a Child of Petriel, except for maybe a druid or ranger.

Children of Petriel tend to be elves, but do not have the usual arrogance associated with elves. Many other races have found their way into the ranks, especially those druids of the Dwarves, or from the Vorde.

Most Children of Petriel usually worship either Petriel herself, or Vaimus (probably some nature aspect of beasts.) A large amount worship their own racial god.

BECOMING A CHILD OF PETRIEL
Becoming a Child of Petriel isn’t all that hard. Most of the time, all you need to do is be a druid, and find another Child of Petriel to train under. Even this is not necessarily necessary for some Children of Petriel, whose Wildshaping abilities are especially great, such as the fey.

Requisites:
Base Attack Bonus: +4
Alignment: True Neutral
Feats: Any one [Wild] feat
Skills: Survival 9 ranks
Special: must have the Wild shape class ability


Child of Petriel
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Child of Nature, Improved Wild shape (Large), Bestial Companion
2nd
+1
+3
+1
+3
Nature’s Conversion (Scent)
3rd
+2
+3
+1
+3
Improved Wild Shape (Small), Ferality 1/encounter
4th
+3
+4
+1
+4
Nature’s Conversion (Claws)
5th
+3
+4
+2
+4
Improved Wild Shape (Huge)
6th
+4
+5
+2
+5
Improved Wild Shape (Magical Beasts), Nature’s Conversion (bite)
7th
+5
+5
+2
+5
Improved Wild Shape (Tiny)
8th
+6/+1
+6
+3
+6
Nature’s Conversion (Pounce), Ferality 2/encounter
9th
+6/+1
+6
+3
+6
Improved Wild Shape (Gargantuan)
10th
+7/+2
+7
+3
+7
Nature’s Perfection

HD: d8
Skills per Level: 4 + intelligence modifier

The Child of Petriel’s class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).

Class Features:


Weapon and Armor Proficiency: The Child of Petriel gains no weapon or armor proficiencies.

Child of Nature (Ex): The Child of Petriel can comprehend and communicate with animals, small and large. He is able to ask questions of and receive answers from animals, although this ability doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward the Child of Petriel, it may do some favor or service for him.

Improved Wild Shape: The Child of Petriel gains an additional use of Wild Shape for every level of Child of Petriel they gain. They also gain additional shapes usable.

At first level, the Child of Petriel may wild shape into a large Animal. At third level the Child of Petriel may wild shape into a small Animal. At level five the Child of Petriel may Wild Shape into a huge animal. At level six, the Child of Petriel may wild Shape into a Magical beast. He may only Wildshape into magical beasts with HD equal to half of his effective Druid level. He gains all of the supernatural abilities of the assumed shapes, however, if a supernatural effect would have a duration longer than that of the time used in the assumed form, that supernatural effect immediately ends, when the Child of Petriel exits that form. At seventh level the Child of Petriel may Wild Shape into a Tiny animal or magical beast. At ninth level the Child of Petriel may wild Shape into a Gargantuan animal or magical beast. All limitations that affect normal wild shape [such as HD limit, or any others] also affect the new forms of wild shape available to the Child of Petriel. His HD limit is equal to his Child of Petriel levels plus his druid levels.

Bestial Companion (Ex): The Child of Petriel can befriend and empower a Magical Beast, protector of nature. Child of Petriel levels progress the Child of Petriel's effective druid level for the Animal Companion class feature. In addition, whenever the Child of Petriel uses the Ferality ability, his companion gains the same effects. The Child of Petriel's companion may also be of the Magical Beast type. He may only have a Magical Beast Companion with HD equal to one half his Child of Petriel levels. He only counts as a druid with HD equal to half his effective druid level for the purpose of bonii provided to the Magical Beast Companion.

Ferality (Ex): The Child of Petriel enters a sort of instinctual survival mode, also going a little crazy and feral at the same time. At third level, the Child of Petriel may enter a feral mania once per encounter, gaining a +4 bonus to Strength and Dexterity, and a +2 bonus to reflex saves, and the Survival skill, but gains a -2 penalty to will saves. At eighth level, the Child of Petriel may use this ability twice per encounter. This effect lasts 5 rounds. He may use this ability while Wildshaping. After using this ability, the Child of Petriel is fatigued for 2 rounds.

Nature’s Conversion (Ex): Nature slowly transforms the Child of Petriel into a beast, bit by bit. At second level, the Child of Petriel gains the Scent ability. At fourth level the Child of Petriel gains claws. These claws deal 1d6+Strength modifier slashing damage. At sixth level, the Child of Petriel gains a bite attack. This attack deals 1d4+twice your strength modifier. At eighth level, the Child of Petriel gains the Pounce special ability. All of the abilities gained through this Class ability may be used while Wildshaped, or when not Wildshaped. The attacks gained from this class feature's damage scales based on the largest Wildshape form able to be assumed, like so:

Claw
SizeDamage
Medium1d6
Large1d8
Huge2d6
Gargantuan3d6

Bite
SizeDamage
Medium1d4
Large1d6
Huge1d8
Gargantuan2d6

Nature’s Perfection: The Child of Petriel becomes intertwined with nature, and gains even more power. At tenth level, the Child of Petriel becomes a supreme force of nature. The Child of Petriel gains the Magical Beast Type. It is not affected by spells that would target humanoids. The Child of Petriel may now assume any form with the animal or magical beast subtype [as long as its HD is not more than half of the Child of Petriel's for Magical Beasts] at any time as a swift action. Because the Child of Petriel’s subconscious mind is so entrenched and intertwined with that of the beast that he follows only his instinct so much that it can no longer be affected by a spell that requires the target to have an intelligence higher than 2, or mind affecting spells; the Child of Petriel still may have a higher intelligence, but it is still unaffected by these spells.


PLAYING A CHILD OF PETRIEL
Most Children of Petriel focus on Wildshaping, saving their spells for buffing and for out of combat purposes.
Combat: The most common form of combat for a Child of Petriel is simply to Wildshape into the biggest and most powerful shape they know of, and to, put it bluntly, beat the opponent down. Even when not in Wildshape, because of the Nature’s Conversion ability, most Children of Petriel are still able to hit for a bit of damage.
Advancement: Most Children of Petriel go straight druid for ten levels, and then into Child of Petriel. Those that do not, most often go into other shapeshifting prestige classes, such as the Warshaper, or the Master of Many Forms.
Resources: The Children of Petriel are a tight nit group, almost like a family (In some cases, actually a family), and all of the benefits that come from this class besides its’ features itself are favors and requests to other Children of Petriel. Although this generally does not include monetary or material help, a fellow Child of Petriel is most certainly willing to lend support to a compatriot.

CHILDREN OF PETRIEL IN THE WORLD
“Did you see that? That girl jus’ wen’ turned to a, whasummacallit… a blink dog! An’ she ‘ad claws!” –Brian Clemett, blacksmith from the Thorp of Cottage-on-the-Mount.

Few people actually know specifically about the Children of Petriel, thinking them to be just some simple druid weirdo’s. The others elves of the Court have been searching for House Petriel for as long as most elves can remember, and would pay handsomely for any information on this class, and its’ practitioners, possibly even resorting to violence (Who am I kidding, they would definitely resort to violence.)
Daily Life: Most Children of Petriel wake up early in the morning, pray to their god, or various gods, and do whatever else a normal adventurer might do. Rarely do they need morning exercises or the like.
Notables: Kirrmal Feroselva, current leader of the House Petriel. He leads the activities of the House, and is currently located somewhere in the southern portion of the Nox’Cuotl desert.
Organizations: The only organization that dedicates itself entirely to Children of Petriel, is House Petriel. It exists in basically two locations; The Vorde, to the very north, and Nox’Cuotl, to the very south. The main portion of House Petriel lives in Nox’Cuotl, and frequently comes across dwarven tent cities. Thusly, the two factions have made great efforts and advances in creating a climate of peace (Despite the dwarven instinct to fight immediately.)

NPC Reaction
Most NPC’s would think the Child of Petriel a savage druid, especially the elves or humans. Although, rarely would either race come across the Child of Petriel, so most simply think of them as your run of the mill druid, albeit quite a bit more savage, and the Children of Petriel haven’t done much to change that opinion. Among druids, they are respected about as much as, well, pretty much everyone else.

CHILDREN OF PETRIEL IN THE GAME
The Child of Petriel shouldn’t harm the balance of parties all that much, with its inclusion. The Sixth level ability to Wildshape into a magical beast can be very powerful, allowing the change into a blink dog, or other strong magical beast, however, by that point, a wizard will have had Polymorph for five levels, at the very least.
Adaptation: The Child of Petriel is pretty easily adapted into a campaign setting. All it really is is a more wildshaping focused druid, but more using animal shaping, and eventually magical beasts, rather than gaining more and more forms, like the Master of Many Forms.
Encounters: Most encounters with a Child of Petriel that would be hostile would be an encounter where the Child of Petriel thinks a member of the party is harming nature, and is trying to protect it. Because most of it would be spent in Wildshape, the Child of Petriel wouldn’t really be able to explain his or her reasoning. If the PCs realize that the Child of Petriel is only trying to protect some animal, or object of nature, then if they explain what they were doing (And it really didn’t have to do with hurting any animal, unless that animal was attacking them), then they might be able to talk the Child of Petriel into calming down. If not, and they kill the Child of Petriel, and other Children of Petriel find out, they may try to seek vengeance.

Sample Encounter
EL 15: Kirrmal Feroselva is a darkly tanned, grey haired elf. He leans heavily on his walking stick when not in his Wildshape form. His eyes are a distinct green. He wears a light linen robe, and a dark cloak, made for the desert. You notice that his hands have large claws that seem to be retracting and coming forward every couple of seconds. His teeth are pointed.


Kirrmal Feroselva Petriel
TN/Male/Elf/ Level 15 (Druid 6/Child of Petriel 9)
Init +4, Senses: Listen +23, Spot +23,
Languages Common, Elven, Druidic
------------------------------------------------
AC 10, touch 10, flat-footed 10 (10 (Base))
hp 146 (15d8+75)
Fort +17, Ref +5, Will +17
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +15, Full Attack +15/+10/+5
Base Atk +13/+8/+3, Grp +15
Atk Options 2 Claws +15 (3d6+2), Bite +15 (2d6+4)
Spells Prepared 0th- Create Water, Cure Minor Wounds, Detect Magic, Know Direction, Guidance.
1st- Calm Animals, Charm Animals, Cure Light Wounds, Longstrider, Summon Nature’s Ally I.
2nd- Bull’s Strength, Cat’s Grace, Bear’s Endurance, Summon Nature’s Ally II.
3rd- Greater Magic Fang, Wind Wall.


Supernatural Abilities Wildshape 17/day (Medium, Large, Huge, Gargantuan, Small, Tiny, Magical Beast or Animal), Child of Nature
-----------------------------------------------
Abilities Str 14, Dex 10, Con 21, Int 10, Wis 20, Cha 8
SQ Pounce, Scent, Resist Nature’s Lure, Trackless Step, Wild Empathy, Nature Sense, Animal Companion, Ferality 2/encounter
Feats Improved Initiative, Blindsense, Hawk's Vision, Extra Wildshape x 2
Skills Survival +20, Handle Animal +17, Listen +23, Spot +23
Possessions Periapt of Wisdom +4

Cravel, Cheetah Companion
TN/Medium/Animal
Init +8, Senses: Listen +4, Spot +4,
------------------------------------------------
AC 22 ,Touch 18, flat-footed 14 (10(Base)+8(Dex)+4(Nat.))
HP 86 (11d8+33)
Fort +10, Will +4, Ref +14
------------------------------------------------
Speed 50 ft. (10 Squares)
Melee +14
Base Attack +8/+3, Grp +14
Atk Options Bite +18 (1d6+5), 2 Claws +13 (1d2+2)
-----------------------------------------------
Abilities Str 22, Dex 26, Con 15, Int 2, Wis 12, Cha 6
SQ Lowlight Vision, Scent, Sprint, Evasion, Devotion, Link, Share Spells, Multiattack.
Feats Alertness, Weapon Finesse, Improved Toughness
Skills Hide +11, Listen +4, Move Silently +11, Spot +4


House Petriel
Spoiler



Elves of House Petriel
Spoiler



From the Campaign Setting: Kasande.
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Last edited by unosarta : 09-06-2010 at 08:52 PM.
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Old 08-10-2010, 02:16 AM   Top  -  End  -  #4
FlamingKobold
Bugbear in the Playground
 
Kobold
 
Join Date: Aug 2009
Default Re: PrC Contest XXI: It's Only Natural

Nature’s Betrayer

They use the might of Mother Nature to fulfill their own gains
But that is not enough for us, we bind her powers in shadowed chains
They say they are divine champions, with souls pure as summer breeze
And yet we shame their way of life by bringing Mother Nature to her knees

-The Betrayers’ description of druids



Alyssea Mallar, a Nature’s Betrayer bound to Nellan, Avatar of Death


Nature’s Betrayers are individuals that were formerly devout servants of the natural world but were frustrated by its limitations. For in the normal world, if a druid gained mastery over the forest, once they left their wooded glade they would be considerably weaker. The betrayers started off as a small druidic sect that decided that they wanted to bring their homes, their terrain and nature in general with them wherever they went. To accomplish this task, they bound the spirits of their favored terrain to their souls. Over time, this sect became more and more radical as its members turned away from the druidic path and trapped more of nature against its will. The gods of nature were adverse to this new technique, and stripped the sect of its powers. But the Betrayers, as they were now called, were more and more hungry for powers, and what they were not given they decided to take by force by binding the power of avatars of different parts of natures, literally part of Mother Nature herself.

BECOMING A NATURE’S BETRAYER
Almost all nature’s betrayers are ex-druids or rangers that discover the endless possibilities offered by forgoing gifts in favor of force.

ENTRY REQUIREMENTS
Alignment: Any non-lawful and non-good
Skills: Survival 8 ranks, Knowledge (Nature) 8 ranks
Feats: 2 [Terrain] feats*
Spellcasting: Must be able to cast first level druid or ranger spells

*If the character possesses the Favored Terrain class feature they do not need to meet this requirement

Class Skills
The Nature's Betrayer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skills Points at Each Level: 4 + int mod

Hit Dice: d8

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maximum Avatar Level
Essences Unearthed
1st
+0
+0
+0
+2
Chains of Treachery (1 avatar), Nature’s Foe, Essences Unearthed
1st
2
2nd
+1
+0
+0
+3
Malignant Reformation
2nd
2
3rd
+2
+1
+1
+3
Natural Dominance
2nd
3
4th
+3
+1
+1
+4
Betrayer’s Beguiling Tongue
3rd
4
5th
+3
+1
+1
+4
Chains of Treachery (2 avatars)
3rd
4
6th
+4
+2
+2
+5
Deceiver’s Unnoticed Steps
4th
5
7th
+5
+2
+2
+5
Beyond World’s Touch
4th
6
8th
+6
+2
+2
+6
Hasty Reformation
5th
6
9th
+6
+3
+3
+6
Chains of Treachery (3 avatars)
5th
7
10th
+7
+3
+3
+7
Nature’s Immured Matriarch
6th
8

Weapon Proficiencies: A Nature’s Betrayer gains no new weapon or armor proficiencies.

Chains of Treachery (Su): A Nature’s Betrayer no longer receives the gifts of the natural world, but still wishes to harness its powers. What cannot be simply received must be taken for a Betrayer, so they learn to create metaphysical shackles to bind the essences of avatars of nature to their souls. At first level, a Nature’s Betrayer may only have one avatar bound at a time. At levels five and nine, the Betrayer gains the ability to bind an additional avatar. Binding an avatar takes 10 minutes. The effects of the avatar last for 24 hours or until a new avatar beyond the maximum number of bound avatars the Betrayer may have is bound, whichever is shorter.

Nature’s Betrayer (Ex): The Nature’s Betrayer has forever forgone the path of nature, and loses all druidic and ranger spellcasting abilities in addition to any wildshaping granted by the ranger or druid class. However, their class levels in Nature’s Betrayer stack with levels in both ranger and druid to determine the Betrayer’s Animal Companion class feature. All animal and plant-type creatures have a starting attitude of either indifferent or hostile towards the Betrayer.

Essences Unearthed (Su): Through spiritual searching, wilderness wanderings, paging through ancient tomes or some combination, the Betrayer unearths legends and tales of the different avatars’ essences that they can bind. At first level, the Betrayer has unearthed two first-level avatars. At levels 3, 4, 6, 7, 9 and 10, the Nature’s Betrayer learns an additional essence of any level up to their maximum avatar level, as given on the table.

Malignant Reformation (Su): The Betrayer’s no longer believe that nature is sacred and must no be marred. They no longer take great pride and passion into the trees of the forest or the rush of the stream. Instead, they see it as something that can be used to their advantage and they twist the natural world to form their own image. As a move action, a Betrayer may alter any natural environment in any of the following ways, and last until dismissed by the Betrayer. However, at any one time, a Nature’s Betrayer may only have a number of reformations in effect up to her wisdom modifier.
Spoiler


Natural Dominance (Ex): Those who forsake the wilderness find themselves shunned by its inhabitants, and Nature’s Betrayers are no exception. Any creatures with the plant or animal type must make a Will Save (DC 10 + ˝ HD + wis mod) or be unable to directly harm the Betrayer.

Betrayer’s Beguiling Tongue (Ex): The members of this sect are those who tell untruths and weave webs of lies to further themselves. The Betrayer receives a +1 bonus to bluff checks per class level. Against intelligent creatures of the animal and plant types as well as those with at 6 ranks in Knowledge (Nature) this bonus doubles.

Deceiver’s Unnoticed Step (Ex): Most Nature’s Betrayers still inhabit the lands that they once walked favorably, but now are forbidden and forsaken by their former homes. They must walk unseen and unheard through these lands, and as such receive twice their class level as a bonus to all hide and move silently checks in natural environments. These bonuses also apply to the Betrayer’s animal companion, if they have one.

Beyond World’s Touch (Su): The druids and rangers of the world seek to avenge the imprisonment at the hands of Nature’s Betrayers and seek to hunt down and wipe out the ancient and radical sect. To combat this unveiled hatred, the Betrayers developed ways to protect themselves against the magic of their foes. The Betrayer gains spell resistance equal to 10 + twice their class level against druid spells, ranger spells, and spells cast by clerics with the animal, plant or weather domains. This spell resistance may be dismissed or resumed as a swift action that does not provoke attacks of opportunity.

Hasty Reformation (Su): The Betrayer has become so practiced in the art of bending nature to their every whim that they may do it with but a thought. At their choice, the Betrayer may now use Malignant Reformation as a swift action, rather than a move action.

Nature’s Immured Matriarch (Su): The pinnacle of the Nature’s Betrayers is to move beyond the binding and constraining of mere parts of Mother Nature by means of taming the essences of her avatars, but rather to bind the Mother herself. At tenth level, the Betrayer unearths the essence of Gaia, Sacred Mother of Earth (detailed below). This does count against the Nature’s Betrayer’s maximum number of essences unearthed.

Avatars and Essences

The Avatars of Mother Nature and Provinces
Spoiler


Still WIP, these have no fluff in them. Most are done, but I’m not sure about a lot of them.
Alena

Spoiler


Arala

Spoiler


Balan

Spoiler


Dasith

Spoiler


Gaia

Spoiler


Gerrard

Spoiler


Jaitan

Spoiler


Kaili

Spoiler


Lora

Spoiler


Melayl

Spoiler


Nayori

Spoiler


Nellan

Spoiler


Osara

Spoiler


Petrel

Spoiler


Riarn

Spoiler


Saland

Spoiler


Soran

Spoiler


Talev

Spoiler


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

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

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

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

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

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


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

Last edited by FlamingKobold : 08-13-2010 at 11:47 PM.
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Old 08-10-2010, 07:24 AM   Top  -  End  -  #5
Doctor Acula
Barbarian in the Playground
 
 
Join Date: Jun 2010
Gender: Male
Default Re: PrC Contest XXI: It's Only Natural

Wilderness Incarnate

Have you ever been punched in the face by a piece of coral? Yes, that was a serious question.- Wildimir Saltybeard, A Wilderness Incarnate

A Wilderness Incarnate is a meldshaper who draws power from the world around him, gaining aspects of coral, mountains and trees. They are often considered loners by other people however that couldn't be more wrong, they are merely members of the natural order instead of members of society.

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

ENTRY REQUIREMENTS
Meldshaping: Ability to shape soulmelds, ability to bind
soulmelds to the crown, feet, and hands chakras.
Skills: Survival 4 ranks
Special: Must have lived in the wilderness for a week
Class Skills
The Class Name's class skills (and the key ability for each skill) are Clinb, Concentration, Craft, Handle Animal, Heal, Knowledge (arcana), Knowledge
(nature), Knowledge (the planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim.
Skills Points at Each Level: 2+ int

Hit Dice: d10

Level Base Attack Bonus Fort Save Ref Save Will Save Features Meldshaping
1st +0 +2 +2 +0 Terrainshaping +1 level of existing Meldshaping class
2nd +1 +3 +3 +0 Nature's Glory, Drift 1 +1 level of existing Meldshaping class
3rd +2 +3 +3 +1 +1 level of existing Meldshaping class
4th +3 +4 +4 +1 Blessed by the Land, Drift 2 +1 level of existing Meldshaping class
5th +3 +4 +4 +1 Evolution +1 level of existing Meldshaping class
6th +4 +5 +5 +2 World Chakra, Drift 3 +1 level of existing Meldshaping class
7th +5 +5 +5 +2 +1 level of existing Meldshaping class
8th +6 +6 +6 +2 Drift 4 +1 level of existing Meldshaping class
9th +6 +6 +6 +3 +1 level of existing Meldshaping class
10th +7 +7 +7 +3 Rapid Evolution, Drift 5 +1 level of existing Meldshaping class

Weapon Proficiencies: A Wilderness Incarnate gains no proficiencies with weapons and armor.

Terrainshaping
Spoiler


Nature's Glory: At second level a Wilderness Incarnate gains a bonus to all saving throws based on equal to the number of Terrain soulmends for the Terrain he is in.

Drift: At every even numbered level a Wilderness Incarnate develops a closer bond too their chosen terrain, they gain aspects of creatures native to their chosen terrain.
Drift 1

Spoiler

Drift 2

Spoiler

Drift 3
Spoiler

Drift 4
Spoiler

Drift 5
Spoiler

Blessed by the Land: At level 4 whenever you shape a Soulmend from the list for Terrainshaping while in that terrain you gain 1 bonus essentia invested into that soulmend, this bonus essentia does not count towards the maximum essentia a Wilderness Incarnate may invest into that soulmend and does not come from the Wilderness Incarnate's personal essentia pool, instead it is drawn from the enviroment around him.

Evolution: Beginning at 5th level a Wilderness Incarnate may change what Terrain soulmends he has shaped as a standard action, he may only change already shaped soulmends into Terrain soulmends

World Chakra:
From sixth level on a Wilderness Incarnate gains access to a new chakra known as the "World Chakra" This chakra radiates around the Wilderness Incarnate and alters the world around him.

Rapid Evolution: Beginning at 10th level a Wilderness Incarnate may change what Terrain soulmends he has shaped as a move action, he may only change already shaped soulmends into Terrain soulmends

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.

Last edited by Doctor Acula : 08-11-2010 at 10:42 AM.
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Old 08-10-2010, 10:42 AM   Top  -  End  -  #6
Ajadea
Ettin in the Playground
 
 
Join Date: Jun 2010
Location: 
Not Here
Gender: Female
Default Re: PrC Contest XXI: It's Only Natural

Wildrunner




A wildrunner is someone who has learned to listen to the wilderness, and learned it's secrets. They learn to run with the wolves, climb with the monkeys, swim with the dolphins, and speak with the wilderness surrounding them. They learn how to move swiftly through undergrowth and rubble, how to blend into the forest, how to hide when all eyes are on them, and how to run through the wild for far longer than any mortal should be able to do. They learn to augment their strikes and defenses with speed and precision, speed and precision that they already possess in abundance. They are part of the wild in their own way, and the wilderness grants them a tiny bit of its strength and versatility.

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

ENTRY REQUIREMENTS
Alignment: Any neutral
Skills: Survival 10 ranks, Listen 10 ranks, Knowledge (nature) 5 ranks, Climb 4 ranks, Swim 4 ranks, Jump 4 ranks
Speak Language (Sylvan or Druidic)
Special: Woodland Stride class feature

Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpeed Increase
1st
+0
+2
+2
+0
Wild Empathy, Climb like an Ape, Skirmish (+1d6)+0
2nd
+1
+3
+3
+0
Fast Movement, Undersea Breathing, Camouflage+5
3rd
+2
+3
+3
+1
Swim with the Fishes, Wild Step, Skirmish (+1d6, +1 AC)+5
4th
+3
+4
+4
+1
Enduring Journey, Animal Speaker+10
5th
+3
+4
+4
+1
Fly with the Birds, Swift Climbing, Skirmish (+2d6, +1 AC)+10
6th
+4
+5
+5
+2
Beastspeaker, Hide in Plain Sight, Spirit Sight+15
7th
+5
+5
+5
+2
Tunnel with the Vermin, Swift Swimming, Skirmish (+2d6, +2 AC)+15
8th
+6
+6
+6
+2
Tireless Journey, Plantspeaker+20
9th
+6
+6
+6
+3
Walk with the Spirits, Swift Flight, Skirmish (+3d6, +2 AC)+20
10th
+7
+7
+7
+3
Wildspeech, Nature Sustains+30

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

Class Features (spoiled for wall of text)
Spoiler


PLAYING A WILDRUNNER
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..

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

A brief description of how your class is percieved 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.

WILDRUNNERS 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
True Neutral/Gender/Human/Ranger 7/Wildrunner 5
Init +0, Senses: Listen +, Spot +,
Languages: Common,
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed 40 ft. (8 squares), climb 20 ft, swim 20 ft, fly 20 ft (average)
Melee
Base Atk +10, Grp +11
Atk Options Skirmish (+2d6, +1 AC or +4d6, +3 AC), Favored Enemy (aberration +4, undead +2)
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 13, Dex 18, Con 10, Int 12, Wis 14, Cha 8
SQ
Feats Track (ranger), Point Blank Shot, Dodge (human), Rapid Shot (ranger), Mobility, Shot on the Run, Manyshot (ranger), Greater Manyshot, Improved Skirmish
Skills
Possessions
__________________
Games DMing: The Wrong Guys
deviantArt~~~
I have a Nuzlocke Comic too.


Drowning in schoolwork. Expect limited posting.

Avatar by me.

Last edited by Ajadea : 08-21-2010 at 05:00 AM.
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Old 08-11-2010, 01:03 AM   Top  -  End  -  #7
Forever Curious
Ogre in the Playground
 
 
Join Date: Sep 2009
Location: 
Good question
Default Re: PrC Contest XXI: It's Only Natural

SYLVAN HERALD



”The rhythm of life is my metronome,” –Lesly “Vinecaller” Vinn, a sylvan herald

There is a belief that plants enjoy the sound of music and grow stronger and faster when performed to. Sylvan heralds know that this is all too true. These “rural bards” understand the music that makes up the pulse of life itself, and use this as a basis for their own performances. By interweaving life energy into their music, sylvan heralds can rally even the lowest of plants to arms against those who would do them harm.

BECOMING A SYLVAN HERALD
Bards are the only class with the musical knowledge to become sylvan heralds. Some druids also enter into this class, but only after being a bard for some time.

ENTRY REQUIREMENTS
Skills: Perform (any) 10 ranks, Survival 4 ranks
Feats: Green Ear
Special: Bardic Music class feature

Class Skills
The sylvan herald's class skills (and the key ability for each skill) are Appraise
(Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con),
Craft (Int), Diplomacy (Cha), Disguise (Cha),
Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump
(Str), Knowledge (all skills, taken individually) (Int), Listen (Wis),
Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive
(Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Survival (Wis),
Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level: 6 + int

Hit Dice: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting
1st
+0
+0
+2
+2
Bloomsong, Chant of Growth, Magic of the Earth+1 level of existing spellcasting class
2nd
+1
+0
+3
+3
Green Tounge+1 level of existing spellcasting class
3rd
+2
+1
+3
+3
Rally of Vines+1 level of existing spellcasting class
4th
+3
+1
+4
+4
Plant Friend, Commune with Nature+1 level of existing spellcasting class
5th
+3
+1
+4
+4
Choking Refrain+1 level of existing spellcasting class
6th
+4
+2
+5
+5
Natural Harmony+1 level of existing spellcasting class
7th
+5
+2
+5
+5
Warcry of Roots +1 level of existing spellcasting class
8th
+6
+2
+6
+6
Woodland General+1 level of existing spellcasting class
9th
+6
+3
+6
+6
Leafstrider+1 level of existing spellcasting class
10th
+7
+3
+7
+7
One With Nature, Caustic Anthem+1 level of existing spellcasting class

Weapon Proficiencies: A sylvan herald gains no proficiencies.

Bloomsong (Su): By tapping into the underlying pulse of all things, a sylvan herald can produce music intertwined with the vitality of life itself. Bloomsong follows the same rules for bardic music (see the players Handbook, pg. 29). Sylvan herald class levels stack with bard levels to determine how often he can use bardic music or bloomsong. They do not stack for determining bardic music effects. Each use of bloomsong counts as a use of bardic music.

Chant of Growth (Su): A sylvan herald can imbue the latent roots and forgotten seeds of ages past with fresh vigor, causing them to burst forth. Every round the sylvan herald sings, he can cause a 10x10 foot area of ground to be instantly filled with teaming vines, wildflowers and assorted other foliage. Treat these areas as difficult terrain. A sylvan harmonic cannot create more 10x10 areas of plants than he has class levels per use of this song. In addition, each round the sylvan harmonic performs he can choose to affect all plant life in earshot as with the Plant growth spell.

Rally of Vines (Su): This battle cry instills locomotion in otherwise stationary plants, allowing them to attack the sylvan herald’s foes. Every round of this song, all enemies in areas of vegetation take 1d6 bludgeoning damage per two sylvan herald levels but can half this damage with a successful Reflex save (DC = 10 + the sylvan herald’s CHA modifier + the sylvan herald’s class level). This effect lasts as long as the sylvan herald sings and 5 rounds thereafter.

Choking Refrain (Sp): A sylvan harmonic can accelerate a plant’s pollen production to dangerous levels with this song. All plants within earshot of the sylvan harmonic exude a spray of pollen that replicates the effects of a Cloudkill spell. Each 10x10 area of plant produces a cloud of equal size which persists as long as the sylvan herald continues performing and dissipate 5 rounds after the song ends. Only one save is required regardless of the number of clouds created.

Warcry of Roots (Su): A sylvan herald can instill a spark of intelligence in plants, allowing them to serve as his troops. The round this song begins, one shambling mound (Monster Manual pg. 223) appears for each 10x10 area of vegetation in earshot. The area must be thick enough to impede movement to count for this affect. The shambling mounds attack the sylvan herald’s enemies as long as he performs, and return to non sentient foliage once the song ends.

Caustic Anthem (Sp): This potent song is the bane of all those who use manufactured weaponry. The song is identical to Choking Refrain, plus everything in the cloud is affected each round as though targeted by a rusting grasp spell.

Magic of the Earth (Ex): A sylvan herald’s first step in embracing the power of nature is learning to draw magic from it. At first level, the sylvan harmonic casts bard spells as divine. If he cast arcane spells from another class, they are still treated as arcane. In addition, a sylvan herald my substitute any spell focus with a piece of a plant (such as a flower or twig).

Green-tongue (Su): A sylvan herald is under the permanent effect of a Speak with Plants spell.

Plant Friend (Su): A sylvan harmonic exudes a peculiar aura that plants take a liking to. Sentient plants regard the sylvan herald with an initial attitude of “Friendly”. Actions of the sylvan harmonic and his party affect have regular affects on the creature’s attitude. In addition, non sentient plants will never willingly impede the sylvan harmonic, allowing him to move freely even in dense foliage. However, spells that force plants to target the sylvan herald (such as entangle) can still effect him.

Commune with Nature (Sp): A sylvan harmonic can use Commune with Nature three times per day as a spell-like ability.

Natural Harmony (Ex): When a sylvan herald sings, all the world echoes the refrain. A sylvan harmonic gains an insight bonus to Perform checks equal to his class level when within 10 feet of any plant. In addition, whenever the sylvan harmonic uses bloomsong or bardic music within 10 feet of any plant, it is affected as if he were wielding a Harmonizing weapon (Magic Item Compendium, pg. 35).

Woodland General (Su): A sylvan herald’s standing amongst plants inceases to almost fanaticism. Whenever a sentient plant creature comes within 10 feet of a sylvan herald, they must succeed on a Will save (DC = 10 + sylvan heralds class level +Charisma modifier) or become charmed. In addition, no non sentient plant will ever adversely affect a sylvan herald, even when magically compelled to (rendering him immune to all spells that involve living plants). However, he is still subject to harm via plant products, such as poisons or spells like fire seeds.

Leafstrider (Sp): A sylvan harmonic may transport him and any number of allies as with the transport via plants spell a number of times a day equal to his charisma modifier.

One With Nature (Ex): A sylvan herald reaches the epitome of his connection with the natural world. His gains the [Plant] creature type and all traits associated with it. In addition, he may use animate plants as a spell like ability 3 times per day.

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
__________________
Kaalia Verk avatar by Rauthiss.


Last edited by Forever Curious : 08-12-2010 at 01:09 AM.
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Old 08-11-2010, 08:43 AM   Top  -  End  -  #8
Hyooz
Bugbear in the Playground
 
 
Join Date: Jun 2008
Default Re: PrC Contest XXI: It's Only Natural

THE SYLVAN SCRIBE



"This forest has stood for thousands of years. Your ancestors planted this very grove. That you now seek to tear it down now is curious. I will make note of it." Syrina - Elven Sylvan scribe

Sidebar: The Bookkeeper
Spoiler


BECOMING A SYLVAN SCRIBE
Followers of the Bookkeeper's ideals worship knowledge and the collection of knowledge above all else. Sylvan Scribes in particular must possess a high level of dedication to the natural world, and creating a record of all that occurs within their perception. Archivists are uniquely qualified for this position, but veneration of nature does not come naturally to them. Most druids lack the dedication to simple knowledge, but some can be tempted by its pure neutrality.

Above all, a follower of the Bookkeeper must hold no preference to the forces of Good, Evil, Law, or Chaos. Their sole allegiance is to information, and the accurate preserving of it.

ENTRY REQUIREMENTS
Class Feature: Dark Knowledge (puissance), Prayerbook
Spellcasting: Able to cast at least two 1st level Druid spells
Alignment: True neutral

OR

Class Feature: Dark Knowledge (tactics), Prayerbook
Spellcasting: Able to cast 3rd level Druid spells
Alignment: True neutral

Class Skills
The Class Name's class skills are Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (all skills, taken individually), Profession, Ride, Search, Survival, and Spellcraft
Skills Points at Each Level: 4 + Int

Hit Dice: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Bookman's Tome (Records), Sylvan Knowledge, Identify Bookmen
2nd
+1
+3
+0
+3
Sylvan Knowledge (Hidden Prey)
3rd
+1
+3
+1
+3
Bookman’s Tome (First Stratum)
4th
+2
+4
+1
+4
Sylvan Knowledge (Impassioned Hunter), Word of the Natural World
5th
+2
+4
+1
+4
Bookman’s Tome (Knowledge)
6th
+3
+5
+2
+5
Sylvan Knowledge (Nature’s Friend)
7th
+3
+5
+2
+5
Bookman’s Tome (Second Stratum)
8th
+4
+6
+2
+6
Word of the Natural World
9th
+4
+6
+3
+6
Bookman’s Tome (Forgotten Lore)
10th
+5
+7
+3
+7
Bookkeeper's Sage, Sylvan Prescription

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

Spellcasting: At every level except for 1st, the Sylvan Scribe gains spells per day, and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Sylvan Scribe, you must choose which class you wish to advance. Additionally, if you choose to advance Archivist spellcasting, you may learn spells from the Druid spell list in addition to the Cleric’s spell list.

The Bookman's Tome (Su): The Sylvan Scribe's prayerbook is much more than a listing of incantations and material components. A chronicler, if he is to properly perform his role, must have something in which to chronicle. For all bookmen, this takes the form of a unique tome which, for the Sylvan Scribe, is an evolution of their prayerbook.

As a standard action, the Sylvan Scribe can activate his Tome with a unique incantation that connects its pages to the Bookkeeper's legendary chronicle. Even if the prayerbook is full, new, blank pages appear within the book, starkly clean, ready to recieve the Scribe's ink. Deactivating the mystic link to the Bookkeeper's chronicle is a free action, and any Bookman's Tome that is not in the possession of a Bookman instantly deactivates. The fresh new pages vanish, taking with them the Scribe's words to be stored with the rest of the Bookkeeper's collection.

At first, the Sylvan Scribe can merely record his own chronicles within the Bookman's Tome.

At third level, the Sylvan Scribe begins to access the vast stores they are bound to, but is limited to languages of his time period, also known as the “First Stratum” of the Bookkeeper’s records. When his Bookman's Tome is activated, he gains a +3 bonus to all knowledge checks.

At fifth level, the Scribe’s mastery of his Tome has grown, and he has grown to understand the ancient languages contained in the Bookkeeper’s lore. Using his Tome, he can divine a great amount of knowledge of the current state of things. Whenever his Tome is active, the Sylvan Scribe can make a special knowledge check, as the Bardic Knowledge ability. His bonus to this check is equal to his Intelligence modifier plus his most relevant Knowledge skill bonus (i.e. history or local for knowledge of a town's royalty's lineage, nature to know where a cave might be located in the Deep Wood, etc).

At seventh level, the Scribe’s studies have developed to the point where he can delve deeper into the secrets of the Bookkeeper, to knowledge that would be considered ancient by any others: the “Second Strata.” Upon gaining access to such an incredible abundance of knowledge, his bonus to knowledge skills increases to +7, and the Scribe gains the ability to read and write all languages.

At ninth level, the Sylvan Scribe can peer into knowledge of a past forgotten by even the most devoted archaeologists. Secrets so old, even the creatures and places they describe are unaware of them, more often than not. His Dark Knowledge abilities are improved, their limits removed. All Dark Knowledge abilities with a linear progression of benefits for how much you beat the knowledge check can now be improved beyond their listed limits. A Sylvan Seer using his Foe Dark Knowledge ability, and beating the DC by 30, for example, would increase bonus damage by 4d6, and increase bonus damage by 5d6 by beating the DC by 40, and so on. Affected abilities include Tactice, Puissance, Foe, and Foreknowledge.

Sylvan Knowledge: Levels of Sylvan Scribe stack with levels of Archivist to determine Dark Knowledge abilities and uses per day. Additionally, the Sylvan Scribe can use Dark Knowledge to affect animals, humanoids, and plants. The Sylvan Scribe can, instead of Knowledge (Local), use Knowledge (Nature) to affect humaoids.

Also, the Sylvan Seer gains access to unique Sylvan Knowledge abilities, that only affect animals, humanoids, and plants, but otherwise function identically to Dark Knowledge, listed below.

Hidden Prey: The perils of nature are many, and the Sylvan Scribe must survive through them all to perform his duties. His studies of creatures with similar survival needs grants him the knowledge to disguise himself from creatures of the wilds. If the Sylvan Scribe succeeds on his knowledge check, he and his allies gain a Displacement effect versus all creatures of a specific race for that encounter. If he succeeds on his Knowledge check by 10 or more, he and his allies also vanish as if he had cast an Invisibility spell on himself. If he succeeds by 20 or more, this improves to Improved Invisibility. (Base DC 20)

Impassioned Hunter: Sometimes a creature needs to go on the hunt to find what he needs, and the Sylvan Scribe understands that. A Scribe who passes his knowledge check can track the targeted race as if he had the Track feat and Scent ability for 1 hour. By passing his knowledge check by 10 or more, he can also identify them through Mindsight (LoM) out to 500ft. A Scribe who succeeds by 20 or more almost never loses the creatures he tracks, discovering them as if he had Lifesense (LM) and Mindsight out to 1000ft. (Base DC 20)

Nature’s Friend: A Sylvan Scribe must live among the creatures of the natural world, peacefully if at all possible. He gains the ability to interact with creatures of the affected race as the Druid’s Wild Empathy class feature. A Scribe that succeeds by 10 or more is addressed by creatures of the affected race as if he had successfully cast Charm Animal on each of them. A Scribe that succeeds by 20 or more can manipulate affected creatures as if he had successfully cast Dominate Animal on them. (Base DC 25)

Identify Bookmen (Ex): Each Bookman has a unique Tome, and a unique manner of recording their information within the Book. From penmanship to field of research to style of writing, a Bookman can identify the writer of information simply by reading it, and has an innate sense for other Bookmen, as they are all so intimately connected through the Book. Bookmen can identify each other on sight; and, through a process taking an hour of uninterrupted study, discover the last location of a specific Bookman.

Words of the Natural World (Su): The Words of Creation are known to some well studied scholars, but the Sylvan Scribes have access to a preponderance of natural knowledge beyond any ivory tower scholar. They discover, deep in the annals of the Bookkeeper’s collection, certain Words of the Natural World that grant him marvelous abilities within nature.

At fourth and eighth level, the Sylvan Scribe can choose one of the Words of the Natural World listed below. These are supernatural abilities, activated by speaking the word as a standard action. Each of these can be spoken once per encounter.

Mecroch: The Sylvan Scribe bolsters his animal companion with an ancient word buried within the creature’s racial memory. For 1d6 rounds, the targeted creature gains abilities and increased scores as if it belonged to a Druid of the Scribe’s character level +3.

Yynglis: If spoken in a natural form (if he is Wild Shaped, Shapeshifted, or polymorphed into an animal or elemental, for example) the Scribe can bolster his form with the ancient power of the Nymph’s forgotten language. His form gains 3 bonus hit dice, the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. These HD endure for 1d6 rounds.

Iggnil: The word of elements, this Word of the Natural World gives the Scribe control over the basic components of the natural world. A Scribe speaking this word gains the ability to manipulate elements once a round, as a swift action, for 1d6 rounds, as if using the spell Move Earth, Control Winds, or Control Water.

Seronoth: With this word, the Sylvan Scribe is never alone in the natural world. He can summon the elements to his aid, as the Summon Elemental reserve feat, except he does not need to have a conjuration spell still uncast, and with the duration determined by the highest spell level he is able to cast. When the Sylvan Scribe reaches 15 HD, the size of the summoned elemental increases to large.

Bookkeeper’s Sage: At the peak of his power, the Sylvan Scribe has access to all the works of his brothers, past and present. While his deepest knowledge is limited to the natural world, his ability to read of other aspects is far from unimpressive. His bonus to knowledge checks while his Bookman’s Tome is active increases to +10. Additionally, with an hour of intense, uninterrupted study, can make a special Knowledge (Nature) check to learn something specific within his domain, gaining a +25 bonus to the check, on top of the +10 bonus he normally receives.

Sylvan Presciption (Su): The Bookkeeper’s mystical book contains records of all that is, and all that has been. Powerful Bookmen, with access to the deepest strata of his chronicle, however, have discovered that it is possible to inscribe what will be, and somehow, through the latent influential power of the Bookkeeper, it comes to pass. This is, however, considered heresy among Bookmen, antithetical to their purpose, and an act of desecration against the Bookkeeper’s legendary text.

Typically, a Bookman so incensed as to actually use this ability will need to rewrite the Book to allow those of alignments other than True Neutral to retain their powers as Bookmen, as he is in danger of aligning himself with the world. Any use of this ability, however, will earn the user the ire of all other Bookmen who have not so ‘fallen,’ and such hatred is considered the Bookmen’s only allowable vendetta, as acts against the truth contained within the Book are unforgivable.

In a process that takes a day of uninterrupted scribes’ work and 1000g worth of writing materials, the Sylvan Scribe can perform one of three miraculous tasks:
  • He may remove the alignment requirement for this prestige class.
  • He may bring into reality any effect possible through a Miracle spell.
  • He may direct occurrences within the natural world. He might prescribe that a forest shrivels or grows anew; though this process may take decades, or implant suggestions in animals or plant creatures to act a certain way. This ability has the potential to be very powerful, and should be watched very closely by the DM.

Keep in mind that any use of this ability is considered, effectively, a crime against reality by any that understand what he is doing. This ability should not used lightly, and its use should not go unrealized or unpunished.

PLAYING A SYLVAN SCRIBE
Keep in mind your role in the world. You are not here to change it, as your travelling companions might be, but to record the changes they might bring about. You might fight alongside them, and aid them, but their destiny is not yours to realize. Maintaining your neutrality may be difficult, but it is necessary to perform your task. Perhaps you will heal your comrades, but make no effort to restore them to life should they fail in their task. Their failure is worth noting, and that is all. Your duty is to the Bookkeeper and his Book. To reality as it occurs. No allegiance is higher. You are, of course, most at home in nature, and your study and training as a Bookman is focused around it. A great number of things can affect the natural world, however, so do not be afraid to venture outside of it, even though another Bookman may be more suited to the task.
Combat: Your spells will remain your primary ability to influence combats, but do not forget your Dark and Sylvan Knowledge abilities. They provide unique boosts and abilities that act, in a small way, to turn the tide of battle. Your role as a Bookman does allow you to fight alongside allies, as long as you remember your role in the world.
Advancement: The primary choices in your career as a Sylvan Scribe are your Words of Natural Power. They seem like small effects, but each can be very potent used correctly. Do not write off your Bookman’s Tome as a fun trick, but without real application. Knowledge, is, of course, power. Use it, and treasure it.
Resources: The Bookman’s Tome is an incredible resource in and of itself, but as a Bookman, your fellows can always be counted on, assuming you are in good graces with the organization in general. The natural world also offers a great deal to the Scribe, through his own knowledge and understanding of it, as well as through his Dark and Sylvan Knowledge abilities.

SYLVAN SCRIBES IN THE WORLD
”I thought she was a druid at first, and thought we might have a fight on our hands, but she just jotted down a few things in her queer little book, and wandered off. I’m not sure actual druids are too fond of her… though I did see that hunter down the street asking her for goings-on in the forest. Can’t say I get it.” – Talon Hawke, woodsman

The world at large does not entirely understand Bookmen in general. Few can fathom what it takes to dedicate yourself to knowledge as they do, and the Sylvan Scribe is no exception. Most simply consider them odd druids, and they aren’t entirely wrong. Proper druids, however, turn their noses up to them. As merely recorders of nature, and not necessarily defenders or lovers of it, the Sylvan Scribes are not well loved in the druid community.
Daily Life: Sylvan Sages will typically spend their day wandering whatever area they have assigned themselves to, making note of anything worth recording within their Tome. If they travel with companions, they will spend more time recording their exploits, and how they have affected the natural world, while travelling alongside them.
Notables: The first Bookman to break the sacred vow not to alter the Book was Myra Cowl, a human Scribe, who had attached herself to a particular druid coven within a great forest. A necromancer and his army was marching through, destroying the forest as he went, and she altered the Book to allow herself to prescribe the events that led to his eventual demise at the heart of the mighty wood. After that, she was plagued until her death by bounty hunter hired by her former allies, as well as other Bookmen seeking to prevent her from further perverting the Book.

The second to break the vow was Samuel Bantien, who changed the Book back to its original phrasing after Myra changed it. He was surprised when his fellows turned on him, unaware that their passion for keeping the Book pure carried over to all forms of alteration, including righting ‘wrongs’ perpetrated against it. The rewriting was, after all, an occurrence of great note that must be preserved within the Book alongside every great war and death of a mighty ruler. So he willingly went to his demise at the hands of his fellows after realizing his mistake. His execution is now recorded within the Book’s pages.
Organizations: The Bookmen all have unique abilities, and any one can be a great boon to another. Their unique knowledge and experiences can be very helpful.

NPC Reaction
Generally, unless they spend a lot of time with the Scribe, they simply consider him a druid, or a ranger who loves writing in his journal. They often have a hard time understanding their particular cause, but generally hold no prejudice against them.

SYLVAN SCRIBES IN THE GAME
A Sylvan Scribe won’t affect a campaign any moreso than a druid or artificer would on their own. In fact, played properly, they might not affect it at all. The greatest change to the world they bring would be the existence of the Bookkeeper, the Book, and the Bookmen organization.
Adaptation: The Bookkeeper and the Book are not entirely necessary. They can be replaced with any kind of repository of information or ideal for the preservation of it. It may be entirely possible to drop the Bookman angle entirely, and simply make the Scribes great seers of the forests or what-have-you. You could also simply alter the Bookmen to be more flexible or be collecting information for a different reason. There are numerous possibilities for this idea, and this class.
Encounters: Typically, encountering a Sylvan Scribe will be entirely peaceful, as attacking random strangers isn’t exactly a part of the Bookman’s ideal. He may ask many questions of the group, and request to follow them for a time, to get to know them and what they will do to record them in his Tome. If attacked, they will defend themselves, but in a manner primarily designed at escape, rather than mass murder.
__________________

Current Contest Entries:

Prestige Class Contest: In the Shadows -The Ghost Wyrm

Base Class Contest: Altar of Naught - The Nihilist

Monster Competition: Beings of Legend - The Omni Template

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Old 08-11-2010, 06:04 PM   Top  -  End  -  #9
Rauthiss
Bugbear in the Playground
 
 
Join Date: Aug 2006
Default Re: PrC Contest XXI: It's Only Natural

THE WILD AUXILIARY



"Nature may not need my help, but I am happy to grant it." - Valaria, A Wild Auxiliary

Nature's power is best expressed by its own creations - animals and beasts. A Wild Auxiliary sees this and acknowledges it, trading away some of her personal powers to assist nature's soldiers. Her powers can grant them magical abilities unlike any others.

BECOMING A WILD AUXILIARY
Nearly all Wild Auxiliaries are druids who are familiar with summoning animals and conversing with them. However, other classes may attempt to join the path of the Auxiliary by taking a level of Druid.

ENTRY REQUIREMENTS
Class Feature: Animal Companion
Feats: Augment Summoning
Spellcasting:Able to lose prepared spells to spontaneously cast Summon Nature's Ally spells.
Skills: Knowledge (Nature) 13 ranks, Handle Animal 13 ranks
Special: Must have changed a wild animal's attitude from unfriendly to friendly with Wild Empathy.


Class Skills
The Wild Auxiliary's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Animal Companion, Spellcasting, Companion's Gift
2nd
+1
+3
+0
+3
Aura of Natural Strength
3rd
+1
+3
+1
+3
Nature's Gift
4th
+2
+4
+1
+4
Aura of Natural Litheness
5th
+2
+4
+1
+4
Universal Share Spell
6th
+3
+5
+2
+5
Increased Summoning
7th
+3
+5
+2
+5
Enhanced Gift
8th
+4
+6
+2
+6
Aura of Natural Fortitude
9th
+4
+6
+3
+6
Inherent Gift
10th
+5
+7
+3
+7
One with Nature

Weapon Proficiencies: A wild auxiliary gains no new proficiencies.

Animal Companion and Spellcasting: A wild auxiliary's class level stacks with the levels in the class that gave her an animal companion for determining the abilities of the animal companion. In addition, her class level stacks with her druid level for determining spellcasting abilities.

Companion's Gift (Su): By taking a full round action and touching her animal companion, a wild auxiliary may lose one of her prepared spells with a range of touch or personal to grant that spell to her animal companion as a 3/day spell-like ability for the next 24 hours. The animal uses its own wisdom modifier to determine the save DC, and uses its own hit dice to determine the caster level. A wild auxiliary may use this ability as many times per day as she has spell slots, but may only grant a spell-like ability of up to level 2.

Aura of Natural Strength (Su): All allied creatures of the animal type within 30 feet of a level 2 or higher wild auxiliary gains a bonus to strength equal to 1/2 the auxiliary's class level, rounded down, with a minimum of 1.

Nature's Gift (Su): A wild auxiliary of 3rd level or higher can use her Companion's Gift on any creature with the Animal type.

Aura of Natural Litheness (Su): The Aura of Natural Strength of a wild auxiliary of level 4 or higher provides a bonus to dexterity in addition to and of an equal value as its bonus to strength.

Universal Share Spell (Su): In addition to the ability to share spells with her animal companion, a wild auxiliary of at least level 5 may also share spells with an one animal of her choice. This follows all normal rules for share spell. This choice can be different for every spell shared.

Increased Summoning: Whenever a wild auxiliary of at least 6th level summons creatures of the Animal type with a Summon Nature's Ally spell, she summons one extra creature of the type summoned.

Enhanced Gift: When a wild auxiliary of level 7 uses her Companion's Gift ability, she may now grant any spell of up to level 4 with a range of touch or personal as a spell-like ability.

Aura of Natural Fortitude: The Aura of Natural Strength of a wild auxiliary of level 8 or higher provides a bonus to constitution in addition to and of an equal value as its bonus to strength.

Inherent Gift: Whenever a wild auxiliary of level 9 or higher casts a Summon Nature's Ally spell to summon creatures of the Animal type, one of the summoned creatures has a spell like ability of up to level 4 on the druid spell list with a range of touch or personal, chosen at the time of summoning. This does not cost the Auxiliary a spell slot, and follows the rules for Companion's Gift for determining effective caster level and DC.

One with Nature: Once a wild auxiliary has reached level 10, she has become an avatar of the power of nature, and the earth has repaid her in kind - she has become one of nature's own. At any time, she may be treated as an Animal or her original type, whichever would be more beneficial. In addition, she can now grant any spell of up to 4th level as a spell-like ability when using her Companion's Gift feature; there is no longer a limitation based on the range of the spell. However, she cannot grant herself spell-like abilities with Companion's Gift.

TO BE COMPLETED
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

(TO BE COMPLETED)
__________________
Homebrew Hoard
Avatar by myself.
Current Characters:
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Old 08-12-2010, 06:06 PM   Top  -  End  -  #10
Xzoltar
Dwarf in the Playground
 
Join Date: Aug 2006
Location: 
Default Re: PrC Contest XXI: It's Only Natural

THE NEXUS



Under MY land adhere to MY Rules!

A Nexus is someone who have studied under a Node and learn to use it for various effects. Some enhance their martial and hiding skills, while other improved their song & magic. What's common between all of them is that they jealously guard their Node against all possible intruder.

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

ENTRY REQUIREMENTS
Skills: Survival 4 rank, Knowledge (Dungeon) 8 rank
Feats: Node Sensitive
Special: Must have studies under the effect of a Node for at least 6 months (minus 1 month per Node rating above 1)

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

Hit Dice: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Node Attunment, Node Tap
2nd
+1
+3
+0
+3
Node Training (Feats)
3rd
+1
+3
+1
+3
Node Guardian
4th
+2
+4
+1
+4
Node Training (Spells)
5th
+2
+4
+1
+4
Nexus

Weapon Proficiencies: The Nexus gain no new weapon profiency.

Node Attunement: The Nexus can attune themself with one node at a time, this process take 8 hour of rest within the node. This allow him to benefit from Node Tap. He can still use other node if in their range of effect.

Node Tap: The Nexus can as a Free action summon a part of is Node energy to him so he is considered under the Node effect for 1 round per character level. The Nexus have 1 Charge of this ability per Nexus level. To recharges them he need to spend at least 8 hours under the Node.

Node Training (Feats): The Nexus have studied the use of many applications within a Node and thus have fin way to improved some of is feats. The Nexus gain the power above with all feats he have on top of the normal feat effect.
Spoiler


Node Training (Spells): The Nexus have learn to use spells on unusual way to provide more power than usual within Node range.
Spoiler


Node Guardian (Su): The Nexus guard jealously their Node and as such they have uncover a way to form a Guardian from the Node Energy. If someone other than the Nexus come at less than 30ft + 5ft / 2 Character level of the Attuned Node, a guardian is sumonned. The Guardian as the same statistic as a Earth Elemental with power depending on the Node rating and the Character level. (Node Rating 1 and level 3: Small, 2/6: Medium. 3/9: Large, 4/12: Huge, 5/15: Greater, 6+/18+: Elder). If the Guardian is ever slain it take 24h before it can reform from the Node, during that time the Node is considered to have -1 Rating until 24h have passed.

Nexus (Su): From now on, the Nexus gain the ability where is name originate. The Nexus is now treat as a Node of a Rating equal to 1 per 10 Character level and with a radius of 5ft per rating. The Nexus gain a Insight bonus equal to the Node rating or to is own Rating (wichever is higher) to is Armor Class, Attack, Checks, DC, Initiative, Saves and Spell resistance. The Nexus Guardian gain the Half-Dragon template (but without gaining the Dragon type), if you have acces to Dragon Magazine #302 it gain the Glyph Guardian template instead.

PLAYING A NEXUS
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..


NEXUS 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.


NEXUS 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
Spoiler


Designer Notes
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Old 08-14-2010, 08:20 PM   Top  -  End  -  #11
Glimbur
Ogre in the Playground
 
 
Join Date: Aug 2008
Location: 
Midwest, not Middle East
Gender: Male
Default Re: PrC Contest XXI: It's Only Natural

River Warden

"The most alarming of all man's assaults upon the environment is the contamination of air, earth, rivers, and sea with dangerous and even lethal materials." -Silent Spring, by Rachel Carson
Spoiler


Rivers tumble, dance, and slowly wear away at everything. As fierce and free as they appear, they still need protection from the depredations of civilization. Druids of course try their best, but sometimes a more subtle touch is needed. This is where the River Wardens step in.

Becoming a River Warden
Most River Wardens are selected by fate. Maybe they live downstream of a huge logging camp and watch their family and friends sicken and die. Maybe they draw water from groundwater contaminated with leftover magics which warps and twists life. Maybe they were selected and trained by another River Warden. In any case, they turn their training as skillful combatants towards protection of water, and emulate the slow cutting of a river in their combat style.

Entry Requirements:
Skills:4 ranks in Knowledge (Nature)
Special:2d6 of Sneak Attack, Skirmish, or Sudden Strike
Feat:Water Devotion (from Complete Champion)


Class Skills: A River Warden gets 6+ Int Modifier skill points per level. Class skills are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival(Wis) Swim (Str), Tumble (Dex), and Use Rope (Dex).

Hit Die: d6

LevelBABFortRefWillSpecial
1st+0+0+2+0Canny Warrior, Water Guide, Wet Empathy
2nd+1+0+3+0Erode DR, Flowing Form 2/ encounter, Water Guardian
3rd+2+1+3+1Erode SR, Formless Body, Heal Water
4th+3+1+4+1Erode AC, Flowing Form at will
5th+3+1+4+1Erode Saves, One With Waves


Proficiencies: A River Warden gains no additional armor or weapon proficiencies.

Canny Warrior(Ex): Levels in River Warden stack with one class (chosen at each level of River Warden) that grants sneak attack, skirmish, or sudden strike for purposes of determining the amount of sneak attack or skirmish or sudden strike the character has.

Water Guide(Ex): A River Warden gain a bonus to swim checks and to Survival checks to find water equal to twice his class level.

Wet Empathy(Ex): A River Warden gains Wild Empathy, as the druid ability of the same name, but can only use it on creatures with the Aquatic subtype. This stacks with Wild Empathy from other sources, but only for communicating with Aquatic creatures.

Erode DR(Ex): Each time a second level River Warden successfully uses sneak attack, skirmish, or sudden strike against a foe with DR, the foe's DR is reduced by one. The DR is reduced after damage from the attack is calculated, but even if the DR removes all damage from the attack it still reduces the DR by one. This reduction lasts for the rest of the encounter and stacks with itself. DR cannot be reduced below 0. At fifth level, remove two points of DR per successful sneak attack, skirmish, or sudden strike.

Flowing Form(Su): As a swift action, a River Warden may turn into water, move to a square within 5' per class level, and revert to their normal form. This movement may only occur along the ground and cannot pass through walls but can pass through occupied squares and does not provoke attacks of opportunity. It ignores difficult terrain but cannot pass through walls, over chasms, or otherwise through areas that water could not pass through. This ability is usable twice per encounter at second level and at will at fourth level.

Water Guardian(Su)A second level River Warden gains an additional use of Water Devotion for every five character levels he has. In addition, the water elemental summoned via Water Devotion lasts an additional minute per class level of River Warden the summoner has.

Erode SR(Su): Each time a third level River Warden successfully uses sneak attack, skirmish, or sudden strike against a foe with SR, the SR is reduced by one. This reduction lasts for the rest of the encounter and stacks with itself. At fifth level, reduce their SR by two per successful sneak attack, skirmish, or sudden strike.

Formless Body(Su): When precision damage or a critical hit is used against a River Warden, there is a 25% chance that it is negated.

Heal Water(Sp):A third level River Warden may cast Purify Food and Drink at a caster level equal to twice times his class level, at will, but may only purify water with it. Note that ten cubic feet is not even a sneeze to a river, so this is not a viable solution to a polluted river by itself.

Erode AC(Ex): Each time a fourth level River Warden successfully uses sneak attack, skirmish, or sudden strike against a foe he may reduce that foe's AC by one. This reduction stacks with itself and lasts for the rest of the encounter. If he uses this ability, he does two fewer dice of precision damage (or one fewer die if he reduces skirmish damage instead). He may use this ability as many times in the same attack as he has dice of precision damage to spend.

Erode Saves(Ex): Each time a fifth level River Warden successfully uses sneak attack, skirmish, or sudden strike against a foe he may reduce one of that foe's saves (Fort, Ref, or Will) by one. This reduction stacks with itself and lasts for the rest of the encounter. If he uses this ability, he does two fewer dice of precision damage (or one fewer die if he reduces skirmish damage instead). He may use this ability as many times in the same attack as he has dice of precision damage to spend and may target different saves with different uses of the ability in the same attack.

One With the Waves(Su): A fifth level Wave Warrior has nothing to fear from water. He gains a swim speed equal to his land speed and can breathe in water as though under the effect of a Water Breathing spell. In addition, he is unimpeded in use of weapons underwater as though under the effects of a Freedom of Movement spell.

Playing a River Warden
Combat: Stab people in the vitals. Flowing Form is awesome for Scouts and for people who want to flank. Eroding SR and DR happens automatically, remember it. Eroding AC is useful so your iteratives can hit and for the big dumb fighter to power attack more. Eroding saves helps your spellslingers mostly, but it can be all kinds of handy too.
Advancement: You should probably keep getting sneak attack or whatever it is you do, so aim for another PrC that gives that. You've drastically slowed down your ability to get higher level rogue or scout or ninja (hah) abilities, so PrC's are probably best.
Resources: Go steal some stuff, preferably from loggers and other ne'er do wells.

River Wardens in the world
"I thought the water would just carry away all that magical waste. The next day, we received a polite note asking us to pick up the discarded staffs and jars of unguents. The day after that, the door to our tower was jammed shut. We decided to clean up before we started getting killed." -Anonymous Wizard's Servant

Daily Life: Rivers are long. You should probably wander up and down one. Alternately, take a more pro-active approach and go adventure while keeping your eyes and ears open for pollution and such.
Notables: Reginald Q Forrester is well known for his single handed sabotage of a large orcish mining operation. Archibald the Soggy takes a more active and evil approach, killing owners of mines and logging operations.
Organizations: The Order of the Red Tide is significant for being the most radical group of River Wardens. They do not warn or threaten, they simply slaughter any group that they decide has polluted waterways.

NPC Reaction
"Why should I care about a river? Everything I put in it gets washed downstream, away from me." -Nameless Peasant
Conservation is not a typical concern in most D&D settings. The human population is kept lower by all the monsters eating them, and the technology level is too low to dump poison wholesale. Therefore characters espousing protection of nature are likely to be ignored.

River Wardens in the game
Scouts, as noted, will love Flowing Form. The ability to reduce stats like AC is more useful for long battles, which tend not to happen so much in D&D. Bonuses to swimming and water breathing are pretty easily done with magic, so it's a different direction for a skillmonkey but shouldn't break things.
Adaptation: A desert warrior who eventually burrows through sand could be interesting. Likewise, a mountaineer who always finds a cave when he needs it could help.
Encounters: PC's generally do not stay in one place long enough to really mess it up, so it is more likely that a River Warden band will misidentify the party as working with known polluters. They can also serve as a source of quest hooks or as more long-term antagonists to a campaign based around building a town.
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Last edited by Vaynor : 09-05-2010 at 04:45 PM.
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Old 08-16-2010, 10:16 AM   Top  -  End  -  #12
zagan
Troll in the Playground
 
 
Join Date: Jul 2007
Default Re: PrC Contest XXI: It's Only Natural

SPIRIT MANIFESTER

A Spirit Manifester and her wolf spirit guide.

"You shouldn’t dismiss spirit so readily, they will make you regret it."
-Seedskin, Spirit Manifester

Spirit shaman deal with the spirit world they act as ambassador and emissary for their spiritual patron. They also serve as warrior dealing with spirit opposed to the goal of those they serve. Spirit Manifester are different while they still serve the spirit world they are more concerned with augmenting the influences of the spirit themselves on the world, they accomplish this by channeling power into their spirit guide. This allow the spirit guide to interact with the material world in a much more concrete way.

SPIRIT MANIFESTER
Only Spirit Shaman qualify to become Spirit Manifester but any divine caster could take one level in spirit shaman to access to this class.

ENTRY REQUIREMENTS
Feats: Spirit ImageSee below
Skills: Knowledge (nature) 8 ranks, Spellcraft 8 ranks, Knowledge (arcana) 4 ranks
Spellcasting: Ability to cast 3rd level divine spell
Special: Spirit guide class feature
Special: Must spend one week in isolation in a natural environment meditating and channeling power to your spirit guide.

Class Skills
The Spirit Manifester's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Wis)
Skills Points at Each Level: 4 + int

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpirit ShapeSpellcasting
1st
+0
+2
+0
+2
Spirit manifestation, Spirit shape2 
2nd
+1
+3
+0
+3
Following Spirit3+1 level of existing divine spellcasting class
3rd
+2
+3
+1
+3
Spirit augmentation4+1 level of existing divine spellcasting class
4th
+3
+4
+1
+4
Spirit Link5+1 level of existing divine spellcasting class
5th
+3
+4
+1
+4
Spell retrieval6+1 level of existing divine spellcasting class
6th
+4
+5
+2
+5
Spirit augmentation7+1 level of existing divine spellcasting class
7th
+5
+5
+2
+5
Channel touch spell8+1 level of existing divine spellcasting class
8th
+6
+6
+2
+6
Combined shape9+1 level of existing divine spellcasting class
9th
+6
+6
+3
+6
Spirit augmentation10+1 level of existing divine spellcasting class
10th
+7
+7
+3
+7
Full manifestation11+1 level of existing divine spellcasting class

Weapon Proficiencies: A Spirit Manifester gain no new proficiency with any weapon or armor.

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

Spirit manifestation (Su): At first level, a Spirit Manifester learn how to manifest her spirit guide more fully into the world, this allow the guide to better help her and also to become a stronger spirit. Her spirit guide appear as an illusory animal of the kind chosen when she first gained it as a spirit shaman (but see Spirit shape below). Her guides speed and movement mode depend on the animal it represent (detailed below) and it acts during her turn each round. It follows her mental commands perfectly in effect, it is merely an extension of her will, unless otherwise directed the spirit guide always share the Spirit Manifester square. The spirit guide has no real substance and doesn’t even count as a creature, thus it can’t attack but it can affect creatures or objects sharing a square with the guide, the effect depend on it’s shape (detailed below). It occupies a 5-foot space. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. The spirit guide is treated as a spell whose level is equal to half the Spirit Manifester caster level, minimum 1 and maximum 9. If it is dispelled, it automatically reforms in the Spirit Manifester square at the start of the following round. A spirit guide can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from the Spirit Manifester at the start of her turn, or if she ever lose line of effect to it, it instantly reappears in her square.
The Spirit Manifester only gained benefit of the Alertness feat when the spirit guide share her square.

Spirit Shape (Su): At first level, a Spirit Manifester also learn how to change the appearance of her spirit guide. The spirit guide shape influences it’s movement mode and most importantly the effect it has on creature it’s sharing a square with. These effects are positive or negative and passive or active. A positive effect apply when the spirit guide share a square with an allies (including the Spirit Manifester herself) and grant some sort of bonus. A negative effect apply when the spirit guide share a square with a foe and inflict some sort of penality with no save, if the spirit guide simultaneously share a square with an ally and a foe both effect apply to the appropriate creature.
As a swift action a Spirit Manifester can render the Spirit active this apply a second bonus or penality but offer a save, Fortitude, Reflex or Will depending on shape (DC 10 + Spirit Manifester level + Cha modifier in all case). The spirit guide can be active for a total number of round per day equal the Spirit Manifester class level + her Wisdom or Charisma modifier whichever is higher. These rounds need not be consecutive and she can return the spirit guide to a passive state as a free action. While active the passive effect still apply to all concerned creature.
It take move action for a Spirit Manifester to change the shape of her spirit guide. A Spirit Manifester as access to only a limit number of animal shape, one determined by her choice when gaining the Spirit guide ability as a spirit shaman plus one per Spirit Manifester level.
The detail on each spirit guide shape can be found below.

Following spirit (Su): Shortly after beginning to really work with her spirit guide in combat, a Spirit Manifester come to realize that it’s easy for a foe to get away from the spirit and not be hindered by it, in reaction they develop the following technique. Starting at second level as a swift action a Spirit Manifester can order her spirit guide to mark a specific creature, from this point on and until she chose a different creature or allow her spirit guide to stop, a free action, the spirit guide move on the same turn as the target creature and always try to share at least one square with the target creature. The spirit guide can move up to twice it’s speed each round to do so, using it’s normal movement mode. If the spirit guide is unable to stay in a creature square it will continue trying unless told otherwise.

Spirit augmentation (Su): Now more experience the Spirit Manifester search for new way to improve her spirit guide power. At third level and again at sixth and ninth a Spirit Manifester chose one of the following augmentation to be granted to her spirit guide, unless otherwise note each augmentation can only be chosen once.
  • Large: The spirit guide become large and now occupy four squares simultaneously, affecting each creature in those squares as normal.
  • Invisible: As a move action the Spirit Manifester can render her spirit guide invisible, creature affect by the spirit guide presence in their square know that something is affecting them but they don’t know what. It also take a move action to render the spirit guide visible again. If the spirit is in full manifestation this count as being under the effect of the greater invisibility spell.
  • Fast: The spirit guide speed augment by 10ft for all form of movement.
  • Flying: The spirit guide gain a fly speed equal to it’s land speed with perfect maneuverability, if it already has a fly speed use the better of the two.
  • Enduring: Creature affect by the spirit continue gaining the bonus or penality for one round after leaving the square occupied by the spirit guide, this only apply to the passive effect.
  • Energetic: The spirit guide can be active for 3 more round per day.

Spirit link (Su): By now the link between the Spirit Manifester and her spirit guide as become considerably stronger. Beginning at fourth level a Spirit Manifester can perceives the world from the point of view of her spirit guide, this allow her to make listen and spot check from the square occupied by her spirit guide instead of her own, the Spirit Manifester gain a +2 bonus on those check from the spirit guide alertness feat.

Spell retrieval (Su): With the increase in power grant by his manifestation the spirit can more easily go back and forth between the real world and the spirit world. Starting at fifth level, once per day the Spirit Manifester can send her spirit guide to exchange spells for her. In effect the Spirit Manifester can chose to change her spells know for the day, as normal this take 1 hour of meditation during which the spirit guide is absent.

Channel touch spell (Su): Ever growing stronger the link between the Spirit Manifester and her spirit guide now allow the transmission of magic. Beginning at seventh level when a spirit guide is sharing a square with at least one creature a Spirit Manifester can use a spell with range of touch on that creature as if she could touch the creature herself following all the normal rule for using a touch spell including attack roll if need. This does not change the range of the spell in any way, it only allow the Spirit Manifester to make the touch by the intermediary of her spirit guide.

Combined shape (Su): Despite appearance to the contrary spirit guide aren’t really animal from the spirit world, as such they are less limit in their form as proven by the fact that Spirit Manifester can change it. Starting at eighth level a Spirit Manifester can chose to make her spirit guide assume two animal shape at the same time, the spirit then look like a hybrid of the two animal. The spirit guide gain both effect from each shape and can use the best of each speed and movement mode.

Full manifestation (Su): Finally at the peak of their ability the Spirit Manifester is now able to bring her spirit guide nearly completely in the world. At the tenth level the spirit guide become a creature like most other in this world while this leave them more vulnerable to certain thing that they could ignore before it also allow them to even better influence the world around them. As a full round action that provoke attack of opportunity a Spirit Manifester can chose to place her spirit guide in full manifestation mode. When in this mode use the following statistic for the spirit guide no matter their shape, the only difference being in speed, movement mode, special quality and abilities as describe in their entry, if the spirit guide is in a combined shape use the better of each value. In this mode the spirit guide can still share square with other creature and affect them as normal.
Spoiler

If he so chose as a full-round action that provoke attack of opportunity the Spirit Manifester can make her spirit guide return to being only an illusionary creature. The spirit guide never gain the bonus from his own effect. Should the spirit guide be killed in this state he simply disappear and reappear after 1 hour of meditation from the Spirit Manifester or after 24 hours whichever come first.

PLAYING A SPIRIT MANIFESTER
Spirit Manifester can carry a wide variety of role using their spellcasting, their spirit guide serve as support and allow them to better concentrate on other thing.
Combat: Spirit Manifester as two option on how to best use their ability, granting a bonus to one or more ally to augment that ally combat capability or inflicting a penality on or more foe to hinder them.
Advancement: Once a Spirit Manifester as finished gaining ability from the class the most logical way to advance is continuing into a spellcasting class, either by going back to Spirit shaman or by entering a prestige class that advance it.
Resources: Spirit Manifester generally come from savage background as such they are often alone but they could call on their original tribe. They are also frequently allied with druid and ranger.

SPIRIT MANIFESTER IN THE WORLD
"We were trying to kill that guy when suddenly some sort of ghost spider attack me and I couldn't move! It was pure luck that he decide to spare me"
-A thief describing an attack against a Spirit manifester

Spirit manifester are even less know than spirit shaman, those that know of them generally don’t like them because the idea of bringing a spirit more fully into the world seem foolhardy and dangerous.
Daily Life: Once their spirit guide is back from retrieving their spell, Spirit manifester spend a lot of time searching for way to improve their spirit guide and occasionally fighting dangerous spirit.
Notables: Seedskin is notable for combating an incursion of evil elemental and for the Otter spirit that constantly accompany her.
Frelnak on the other hand is notable for terrorizing for close to a decade a whole region by using a big ghostly crow.
Organizations: No organizations is specifically dedicated to the pursue of the Spirit manifester path. But most druidic order know of them and can teach about it.

NPC Reaction
Few people appreciate Spirit manifester the ghostly animal that constantly accompany them is mostly responsible for that. Those that know better are divided into two group those that fear this incursions of the spirit world into their lives and those that admire the courage of the Spirit manifester for dealing with the spirit world on a daily basis.

Spirit manifester Lore

Characters with ranks in Knowledge (Arcana), Knowledge (Nature) or who have the Bardic Knowledge ability, can research Spirit manifester and their unique link to the spirit world. When a character makes a skill check or Bardic Knowledge check, read or paraphrase the following, including the information from lower DCs.

DC 15: Spirit manifester are spirit shaman that want to increase the power of their spirit guide. Their spirit guide now appear as the ghostly outline of an animal.

DC 20: The spirit manifester’s spirit guide can either augment a creature ability or reduce it.

DC 25: At the pinnacle of their power Spirit manifester allow their spirit guide to interact with the world and attack material creature directly.

SPIRIT MANIFESTER IN THE GAME
Most of the time Spirit manifester will serve as a support unit for the party moving her spirit guide on an ally or enemy depending on the situation. In the meantime she can still use her spell for all sort of thing.
Adaptation: The Spirit manifester need very little to be adapt into any given setting, fitting well in any savage or nature orient culture.
Mechanically the Spirit manifester could be adapted to become an hexblade Prc, change the requirement to 1st level arcane spell and dark companion alternate class feature. Apply all the benefit that apply to the spirit to the dark companion instead.
Encounters: The PCs might encounter a Spirit manifester in any sort of natural environment particularly in place where spirit are common.

Sample Encounter
The PCs have been called to deal with the mysterious apparition of ghostly animal near an the tower of a wizard isolate in the wood.
While investigating they might encounter Seedskin, she accuse the wizard of polluting the environment and provoking the ire of the spirit in the area. If need she won’t hesitate to defend herself.

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


New feat:
Spoiler


Image credit: Katerina Romanova
__________________
Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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Last edited by zagan : 04-28-2011 at 01:01 PM.
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Old 08-16-2010, 10:22 AM   Top  -  End  -  #13
zagan
Troll in the Playground
 
 
Join Date: Jul 2007
Default Re: PrC Contest XXI: It's Only Natural

SPIRIT GUIDE SHAPE

Each description use the following format:

Animal Name
Description of the Spirit guide in that shape
Speed: Speed and movement mode, fly speed is always perfect
Special attacks: Special attack when in full manifestation if any
Special qualities: Special quality when in full manifestation if any
Abilities: Adjustment made to determine spirit guide abilities scores
Saves: The type of save need to avoid or reduce the active effect, the save must be made each round that the target creature share a square with the spirit guide the DC being 10 + Spirit Manifester level + Cha modifier
Positive effect: Effect on allies
-Passive: Bonus grant as long as the spirit guide share a square with an ally.
-Active: Indicated the detail on effect.
Negative effect: Effect on foes
-Passive: Penality inflict as long as the spirit guide share a square with a foe.
-Active: Indicated the detail on effect.

Badger
Spoiler


Bear
Spoiler


Buffalo
Spoiler


Cougar
Spoiler


Coyote
Spoiler


Crane
Spoiler


Crow
Spoiler


Eagle
Spoiler


Elk
Spoiler


Fox
Spoiler


Hawk
Spoiler


Lizard
Spoiler


Otter
Spoiler


Owl
Spoiler


Rabbit
Spoiler


Raccoon
Spoiler


Scorpion
Spoiler


Snake
Spoiler


Spider
Spoiler


Turtle
Spoiler


Vulture
Spoiler


Wolf
Spoiler
__________________
Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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My character :
Spoiler

Last edited by zagan : 04-28-2011 at 02:14 PM.
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Old 08-17-2010, 06:52 PM   Top  -  End  -  #14
Zom B
Barbarian in the Playground
 
 
Join Date: Dec 2009
Location: 
Georgia
Gender: Male
Default Re: PrC Contest XXI: It's Only Natural




Image by Mayta.

"Why do so many concern themselves with worldly power when the entire scope and breadth
of the universe is ours - to shape, to wander, to dream..."

-Canatovelle Gladesong, Astral Mage

"Though my soul may set in darkness, it will rise in perfect light;
I have loved the stars too fondly to be fearful of the night."

-Sarah Williams, The Old Astronomer to His Pupil

Men throughout the world and time have gazed into the starry sky and marveled at the eternal dance of the cosmos, and have always come away awed and humbled by the realization of their relative insignificance. The astral mage, on the other hand, stargazes and sees her domain.
Many a scholar has looked to the heavens and attempted to capture its wonders on sheafs of parchment, scrawled with names of the constellations and the galaxies. What separates these other learned men from the astral mage is a feeling of being limited. For the individual that asks why so many fight over a relatively small ball of dirt in a rather infinite ocean of stars, or for the individual that feels held by the constraints and expectations of society and has something more than wanderlust, the path of the astral mage is a natural one.
Through her growing affinity to and understanding of the universe, the astral mage learns to channel some of its most destructive forces against her foes. However, the mage must be wary, for these forces are as undiscerning in their annihilation as the mightiest of Fireballs and must be called upon with wisdom.

BECOMING AN ASTRAL MAGE

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast Greater Teleport.
Feat: Silent Spell
Skill: Knowledge (Arcana) 16 ranks, Knowledge (Nature) 16 ranks, Survival 8 ranks
Special: Must own a spyglass.

Class Skills
The Astral Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each Level: 2 + Intelligence modifier

Hit Dice: d4

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting
1st
+0
+2
+0
+2
Star Pupil, Star Walk+1 level of existing class
2nd
+1
+3
+0
+3
Gravitic Anchor, Gravity Well+1 level of existing class
3rd
+1
+3
+1
+3
Starforge+1 level of existing class
4th
+2
+4
+1
+4
Black Hole+1 level of existing class
5th
+2
+4
+1
+4
Astral Rift+1 level of existing class

Weapon Proficiencies: The astral mage gains proficiency with the morningstar and the shuriken.

Star Pupil: Each time that the astral mage gains a level, she gains a bonus spell slot or spell per day of any spell level up to the highest that she can cast.

Star Walk: At 1st level, the astral mage adds the Star Walk spell to her list of spells known.

Gravitic Anchor (Su): The astral mage of 2nd level or higher can create temporary talismans that protect their possessor from effects that involuntarily attempt to move them at the cost of altering their relative gravity. By expending a spell slot or a prepared spell of any level, the astral mage creates a small rod-like device that lasts for 24 hours, or until the astral mage holds it in her hands and reabsorbs its power. Either way, when the effect ends, the mage regains the lost spell or spell slot.
The possessor of a gravitic anchor can focus on it at any time as a move action, selecting an amount varying from as little as 0 and up to a maximum of twice the spell level of the spell or spell slot sacrificed. The possessor gains the chosen value as a bonus on saving throws and checks against any spell or effect that attempts to involuntarily move the possessor, including bull rush and trip attempts. He also suffers an armor check penalty and a penalty to Reflex saves against all other spells and effects equal to half the value chosen.

Gravity Well: At 2nd level, the astral mage adds the Gravity Well spell to her list of spells known.

Starforge: At 3rd level, the astral mage adds the Starforge spell to her list of spells known.

Black Hole: At 4th level, the astral mage adds the Black Hole spell to her list of spells known.

Astral Rift: At 5th level, the astral mage adds the Astral Rift spell to her list of spells known.

PLAYING AN ASTRAL MAGE

Combat: The astral mage's progression of gravity-oriented spells excel against multiple smaller opponents, although a powerful mage can keep even larger threats contained. Her ability to safely travel among the stars can be handy as a means of guaranteed safe escape for her and her compatriats.
Advancement: Although most astral mages were wizards and will continue to be wizards after completing this prestige class, sorcerers and even clerics with the appropriate domain can qualify. Because of the need to access a 7th-level spell in order to gain entry, fitting all levels of this prestige class into your character's twenty alloted levels means that the character cannot have allowed their spellcasting progression to become extensively diluted.
Resources: Because astral magi do not belong to any organizations other than those they join, they have the same resources that your average arcanist might.

ASTRAL MAGI IN THE WORLD
"Yeah, it's not every day that a sucking rift into a cold and lonesome void opens up in your common room."
-Corden Terve, Innkeeper, recounting the undead invasion of 936 A.F.

The teachings of astral mages can be learned by those who seek hard enough. Several books have been written on the subject, in tomes attractive only to those who enjoy writings about star charts and astronomical history. Astral mages tend to draw local attention, as they are powerful spellcasters and often are rumored to have collections of never-before-seen items crafted from gems, minerals, and metals collected from other worlds.
Daily Life: Some astral magi may spend most of their time venturing out into different directions in space, seeking to find new and interesting sights, but such endeavors can be draining to their uses of spells such as Greater Teleport and Star Walk (see Teleporting in Space, below).
More thoroughly grounded magi continue to live their spellcasting lives as normal, content to stargaze while continuing their adventuring or studies.
Notables: The most famed astral mage was William Kirk, who along with his elven cohort Spek, discovered and documented countless worlds. There has so far yet to be an evil astral mage, presumably because the unfeeling expanse of space tends to attract neutral spellcasters who prefer patient study over quick power.
Organizations: Small organizations (little more than study circles) exist in larger cities between astral mages, but no formal organizations exist.

NPC Reaction
The typical onlooker can rarely tell the difference between the Astral Mage and the standard arcanist. Perhaps a few star-themed articles of clothing give away the mage's nature, but nothing points her out in a crowd.

ASTRAL MAGI IN THE GAME
The astral mage brings entirely new dimensions to the game. The party can now travel to other worlds, which can create both opportunities for the gamemaster, in that he can have several simultaneous fantastical realms in which the characters can operate, and difficulties, in that each must be managed, each effectively their own campaign setting. Of course, how many other populated worlds exist is entirely discretionary.
Adaptation: The astral mage should easily fit in to most campaign settings, barring low-magic campaigns, with little difficulty. In a Spelljammer-style setting they may be particularly appreciated.
Encounters: Encountering an astral mage is a bit of a surprise for most would-be opponents. Short of spells such as Gust of Wind and the various Hold spells, seasoned adventurers are not used to being forcibly moved or held in place magically, especially not if the heart of a star or a black hole is at the destination point.

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.


Canatovelle Gladesong
LN Female Elven Wiz13/AsM4
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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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

NEW SPELLS
Spoiler


THE HAZARDS OF SPACE
Spoiler


TELEPORTING IN SPACE
Spoiler
__________________
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Old 08-19-2010, 09:03 PM   Top  -  End  -  #15
JoshuaZ
Ogre in the Playground
 
Join Date: Apr 2007
Location: 
Boston, MA
Default Re: PrC Contest XXI: It's Only Natural

Ecopathic Savant



(picture by Dechobek)

"There are those who talk about the unstoppable fury of nature. There are those who talk about the power of the calm, prepared mind. I'm not here to talk about either. I'm here to show you what both of them can do."- Ecopathic Savant Amilon Gasnen when confronting a group of dwarves and humans desiring to strip mine his valley for precious metals.

Ecopathic Savants are people who are deeply connected to nature in a way that even many druids are not. Ecopathic Savants connect to the minds of nature, especially the psionic parts of nature. Ecopathic Savants believe that entities like Gaia can be best thought of as natural superminds with psionic creatures providing the primary structure.

Most Ecopathic Savants are druids with some psionic ability who then investigate and become deeply involved in the mental side of nature. Thus, many Ecopathic Savants are people who were already trained as druids and then discovered their psionic ability. Druids who come from naturally psionic races are likely to become Ecopathic Savants. A small but significant fraction of Ecopathic Savants gained their connection to nature not as druids but rather as rangers and they are far more likely to use their abilities towards practical. For a long time there were no formal organizations of Ecopathic Savants although that has recently begun to change.

Becoming an Ecopathic Savant

ENTRY REQUIREMENTS
Skills: Knowledge(nature) 8, Knowledge (psionics) 4
Feats: Track
Spellcasting: Able to cast Summon Nature's Ally I and Summon
Nature's Ally II
Manifesting: Able to manifest a first level power.
Special: Must have the animal companion and wild empathy class features.

Class Skills
The Ecopathic Savant's class skills (and the key ability for each skill) are

Autohypnosis (Wis), Climb (Str), Concentration (Con) Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge(psionics) (Int), Move Silently (Dex), Psicraft (Int), Ride (Dex), Search (Int), Spot (Wis), Spellcraft (Int), Survival (Wis), Swim (Str),

Skills Points at Each Level: 4 + int

Hit Dice: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting/Manifesting
1st
+0
+2
+0
+2
Animal Companion, Favored Environment,Summon Psionic Ally, Telepathy, Natural Power+1 divine spellcasting /+1 manifesting
2nd
+1
+3
+0
+3
Understand the Natural Mind+1 divine spellcasting /+1 manifesting
3rd
+1
+3
+1
+3
Phrenic Companion, Natural Power+1 divine spellcasting /+1 manifesting
4th
+2
+4
+1
+4
Psionic Tracking, Infuse Nature+1 divine spellcasting /+1 manifesting
5th
+2
+4
+1
+4
Favored Environment, Natural Power+1 divine spellcasting /+1 manifesting
6th
+3
+5
+2
+5
Store Power+1 divine spellcasting /+1 manifesting
7th
+3
+5
+2
+5
Improved Summon Psionic Ally, Natural Power+1 divine spellcasting /+1 manifesting
8th
+4
+6
+2
+6
Improved Infuse Nature+1 divine spellcasting /+1 manifesting
9th
+4
+6
+3
+6
Favored Environment, Natural Power+1 divine spellcasting /+1 manifesting
10th
+5
+7
+3
+7
Greater Infuse Nature, One with Gaia's Mind, Nature's Gift+1 divine spellcasting /+1 manifesting

Weapon Proficiencies: An Ecopathic Savant gains no new weapon
proficiencies.

Spells: When a new Ecopathic Savant level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Ecopathic Savant to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If the character had more than one spellcasting class before becoming a Ecopathic Savant, the player must decide to which
class to add each Ecopathic Savant level for the purposes of determining spells per day and spells known.

Manifesting: At every level, a Ecopathic Savant gains additional power points per day and access to new powers as if they had also gained a level in whatever manifesting class they belonged to before they added the prestige class. The Ecopathic Savant does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that they add the level of Ecopathic Savant to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before becoming an Ecopathic Savant, they must decide to which class to add the new level of Ecopathic Savant for the purpose of determining power points per day, powers known, and manifester level.

Animal Companion: Levels of Ecopathic Savant function as druid levels for purposes of the strength and options for an animal companion. Additionally, an Ecopathic Savant may share powers with their animal companion just as a druid would share spells.

Summon Psionic Ally(Su): At first level, an Ecopathic Savant learns to summon natural allies that have been touched by psionic power. Whenever you cast a Summon Nature's Ally spell other than Summon Nature's Ally I, you may choose to treat the spell as one level lower for purposes of what lists it can summon and have everything summoned with the phrenic template.

Telepathy(Su): An Ecopathic Savant gains a limited form of telepathy that allows communication with any psionic magical beasts. The range for this telepathy extends 5 feet per a class level. If an Ecopathic Savant has any other source of telepathy, telepathy from this feature stacks for determining the range for communicating with psionic magical beasts.

Favored Environment(Su): An Ecopathic Savant gains a deep connection with the natural minds around them as well as the background psionic energy that permeates all life. They become particularly attuned to the psionic resonance of certain environments. At first level an Ecopathic Savant picks one of Aquatic, Desert, Forest, Hills, Marsh, Mountains, Plains, Underground as a favored environment. They gain the following advantages:

First, whenever an Ecopathic Savant meditates to regain power points in a favored environment, they gain bonus power point equal to twice their class level. The extra power points are not lost if they leave their favored environment but do leave if they attempt to regain power points elsewhere.

Second, whenever they have psionic focus and are in a favored environment, an Ecopathic Savant gains a +2 bonus on Move Silently, Listen, Spot and Survival checks.

Third, an Ecopathic Savant gains a +5 bonus on all knowledge checks to recognize naturally psionic beings that are native to their favored environment. (This does not apply to psionic versions of normal creatures. So for example, a phrenic lion would not fall under this but a crysmal might.) This last bonus is extraordinary as it is a product of their deep understanding of the environment, rather than of an intrinsic connection.

An Ecopathic Savant picks a second Favored environment at 5th level, and a third at 9th level.

Natural Power: An Ecopathic Savant learns to use their psionic powers to interact with the natural world. At every odd level, an Ecopathic Savant gains an extra psionic power from the following list:

Animal Affinity, Breathless, Chameleon(as a level 1 power), Control Air, Control Flames, Claws of the Beast, Earth Walk, Metaphysical Claw, Oak Body, Psionic Scent, Psionic Animate Plants, Speak with Plants, Speak with Animals, Stone Mind. (Powers not in the SRD are from Complete Psonic)

These powers do not count towards your normal maximum number of powers known (if any). You may not choose a power if you are not able to manifest a power of that level.

Understand the Natural Mind(Ex): At second level, an Ecopathic Savant gains an intuitive understanding of how to interact with psionic creatures. An Ecopathic Savant gains a bonus on Handle Animal, Sense Motive and Diplomacy checks with psionic beings equal to half their class level. If the being in question is a magical beast then this bonus instead is equal to the class level.

Phrenic Companion(Ex): At 3rd level, an Ecopathic Savant's deep connection with psionics influences their animal companions. Your animal companion gains the phrenic template and any subsequent animal companion you have also takes the template. If your companion was an animal before taking this template you may still target the companion with spells that target animals.

Psionic Tracking(Su): You can recognize the small psionic residues left by minds as they pass through an area. As a result, you get a +4 bonus on all Survival checks made to use the Track feat on any being that is not mindless. Additionally, this ability allows you to track being protected by the Pass Without a Trace spell and similar effects, although you subtract from your survival check half the caster level of the Pass Without a Trace spell.

Infuse Nature(Su): At 4th level, an Ecopathic Savant gains the ability to spread the psionic aspects of nature to non-psionic beings. This ability allows an Ecopathic Savant to change the fundamental nature of a being so that all its offspring will be psionic creatures. This ability only works on animals, magical beasts and plant creatures. The process requires one full minute of the druids concentration during which the druid must be touching the target creature. The being itself does not become modified, but any offspring it has will have the phrenic template. A creature with 3 or more intelligence may make a save if they are unwilling (Save DC 15 + the savant's wisdom modifier). The process is extremely draining on the Savant. Using this ability costs 50 xp and leaves the Savant fatigued.

At 8th level, an Ecopathic Savant gains Improved Infuse Nature. They may infuse psionic energy into not just a creature's potential offspring but the creature itself. When using the Infuse Nature ability, the Ecopathic Savant may choose to pay an additional 20 xp per a hit die of the being in question. If they do so, then at the end of the process the creature itself also gains the phrenic template. Additionally, any such creature that was willingly transformed becomes one step friendlier to the Ecopathic Savant. Also, an Ecopathic Savant may use this ability with only a standard action rather than requiring a full minute.

At 10th level, an Ecoapthic Savant may when using Improved Infuse Nature also pick a single first level power. If they do so, the target being gains the ability to manifest that power as a manifester equal to half its hit die.

Store Power(Su): You may store small amounts of psionic power in a plant of your choice. You may treat the plant just like a cognizance crystal. A plant used this way must be of at least small size and must be firmly rooted in the ground. Uprooting the plant removes all stored power points. You may store a maximum of 17 points in the plant and may not have more than one such plant at any time. These stored power points are only accessible to you, not to any other psionic being, even another Ecopathic Savant. When a plant is being used in this way, it gives off a faint psionic aura and anyone who notices this aura may make a DC 20 Psicraft check to recognize that the plant is being used to store psionic energy.

Improved Summon Psionic Ally(Su): When an ecopathic savant reaches seventh level, they learn how to efficiently summon psionic beings. Whenever they use their Improved Psionic Ally ability they may chose to expend psionic focus and pay 2 power points. If they do so, they cast the spell as if it were the regular level of Summon Nature's Ally and the summoned beings still gain the phrenic template.

One with Gaia's Mind(Ex): At tenth level, an Ecopathic Savant understands how the minds of all natural beings are intertwined and you can take advantage of this connection with your own mind. You add your manifester level to your effective caster level whenever casting a Conjuration(Summoning) spell that summons a living creature or or a Conjuration(Creation) spell that creates a living being. This cannot increase your caster level beyond your hit die +5. Additionally, whenever you cast any Summon Nature's Ally spell of at least second level, you gain temporary power points equal to half the spell level. These points last for one hour or until the summoning spell ends, whichever is shorter.

Nature's Gift(Su):There are rumors that the death of a powerful enough Ecopathic Savant can flood the surroundings with so much psionic energy that everything around them becomes psionic. While this may or may not be true, Ecopathic Savants of sufficient power are able to turn their deaths into a glorious celebration of life, giving birth to a new psionic entity.

At 10th level, you gain the ability to sacrifice yourself in a burst of psionic power and druidic magic to pass on some of your psionic essence to another individual. This process takes 1 full round and a willing, non-psionic participant whom you are touching throughout the process. At the end of the process, you die and the target automatically gains sufficient experience to gain a level and put them halfway to their next level. This additional level must be taken in either wilder or psion. The powerful magic used in this process permanently severs your soul from the material plane, leaving it impossible for you to be resurrected by any means short of divine intervention.

You may engage in a 1 minute ritual with a willing target that causes this ability to trigger automatically when you die of old age. The target then gains the benefits regardless of distance (or whether they are on the same plane), and the process does not take anytime. You may not have more than one such person designated. Designating an individual this way automatically removes any prior dedications. Neither the 1 minute ritual nor the full round use of this ability may be forced to occur by any form of magical compulsion.

Some elderly Ecopathic Savants have been known to use this ability with young druids who seem particularly promising although in practice the vast majority of Ecopathic Savants are born rather than made.

Playing an Ecopathic Savant

An Ecopathic Savant will take advantage of their access to both druidic magic and psionic power giving them more flexibility than many. You have less direct combat ability than a regular druid, but your ability to summon psionic versions of normal creatures allows an advantage in combat.

Combat: You have fewer hitpoints and less ability to deal damage directly than a regular druid. Thus, your best bet is to use summon creatures and use both your psionic and drudic abilities to buff them. Once they are engaged, you can also use longer range offensive psionic powers to attack enemies who are dealing with your summoned allies.
Advancement: Most Ecopathic Savants are druid/wilders or druid/psychic warriors before becoming Ecopathic Savants. Since much of your power stems from your summoned allies you may want to consider taking the Augment Summoning feat or get other abilities that improve your summoned monsters.

Resources: Most Ecopathic Savants are druids first and Ecopathic Savants second and so will have access to whatever resources normal druids of their type would. Many Ecopathic Savants are affiliated with the Society of the Sanctified Mind or the Circle of the True since both groups dedication to stopping psionic aberrations fits well with the goals of many Ecopathic Savants (see Lords of Madness for descriptions of both these groups). There are some exceptions such as the Rejoiners (described below).

Ecopathic Savants in the World
"Seemed like a regular druid, except that his eyes sometimes glowed blue. And animals around him always seemed to become smarter. Not in the way that animals around druids act smart but they seemed to stay smart after he left. But he killed illithids well enough."- Delara Bronzehammer, a dwarven adventurer talking about an Ecopathic Savant.

Daily Life: For most Ecopathic Savants their days are just like those of any druid or ranger.

Notables: Alamara is a human Ecopathic Savant who like many is a wilder who discovered her psionic power while she was training as a druid. In her case, the power came to her traumatically as she was battling an incursion of illithids who killed most of her fellow druids. Now, she fights against all psionic aberrations with deadly passion.

Astenath Malak is an elven Ecopathic Savant who originally studied as a telepath before taking on the druidic mantle. He has become most well known in the last few years for arguing that some aberrations should be viewed as part of the natural order. This has earned him few friends among his fellow Ecopathic Savants, especially since many worry that druids already upset with the Savants over the Rejoiners will become far more hostile if Ecopathic Savants become connected to views such as his.

Galazan is an aging half-elf Ecopathic Savant who heads the Rejoiners (see below). He is looking to pass his mantle on to another but so far sees no Rejoiner who seems fit to accept the task.

Organizations: While druidic lore recalls that Ecopathic Savants have been around for a very long time, they have never been substantially organized. This changed around a eighty years ago when a half-elf druid named Galazan announced that he was convinced that at some past point in time all natural life had been psionic. He believed that some unknown cataclysm had occurred long ago destroying most creatures' psionic ability and that if enough beings could return to a psionic state the world would become a natural utopia.While most Ecopathic Savants scoffed at this notion a small fraction joined Galazan and formed a group known as the Rejoiners which started to systematically spread psionic powers. This made many druids, including some Ecopathic Savants, unhappy, and a small number of druidic circles went so far as to eject any druids with psionic power even those with no ties to the Rejoiners. This caused a further reaction among some of those psionic druids who then studied the ways of the Ecopathic Savants and became sympathetic to the Rejoiners.

Now, while the Rejoiners are still a minority of all Ecopathic Savants, they are growing. Recently, there are reports of a split in the Rejoiners with some believing not that the world once was a psionic paradise but rather that it is evolving in that direction and that it is their duty to usher in this evolutionary leap. While in practice both sets of beliefs have similar results, it is clear that many of the Rejoiners consider the question of whether Galazan's envisioned paradise existed in the past to be absolutely critical.

NPC Reaction

Most people will react to an Ecopathic Savant exactly as they would react to a druid although they might be a little confused if they have enough experience with druids to recognize that the displays from manifestations are not a normal side effect of druidic magic and that druids rarely have little crystal baubles or strangely colored animal companions. For most even after an explanation is given, they will likely think of an Ecopathic Savant as simply a druid with a few extra tricks. Scholars of psionics are likely to take a particular interest in Ecopathic Savants as they suggest to many a novel approach to understanding psionic power.

Druids will have the most varied reactions to the class with some druids seeing psionics as not part of the natural world. Moreover, the behavior of the Rejoiners although still not widely known is enough that some druids will have immediately negative reactions to any Ecopathic Savant until they are assured that they have no connection to the Rejoiners.

Ecopathic Savants in the Game
Ecopathic Savants are generally slightly weaker than a regular druid for sheer combat potential. The only important detail to note is that a high level Ecopathic Savant will have easy access to teleporting effects from the phrenic creatures they can control or summon. An Ecopathic Savant can thus spontaneously convert spells to Summon Nature's Ally and then use the phrenic creatures summoned to teleport. In practice, this should not be game breaking.

Adaptation: Since the Ecopathic Savants are fairly rare, they can be easily imported into any setting with psionics. If psionics is a new phenomenon in a setting then the druids taking up the path of the Ecopathic Savant may be particularly controversial and recent. They can also be adapted by being tied in to specific groups or locations. For example, in the Eberron setting, the Ecopathic Savants would fit well as an order of kalashtar druids who protect and watch over Adar. In the Forgotten Realms setting the Ecopathic Savants might be associated with the psionic elves known as the Kaliesh'Erai (Player's Guide to Faerun, pg. 172).
__________________
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Last edited by JoshuaZ : 09-05-2010 at 03:37 PM.
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Old 08-22-2010, 06:24 PM   Top  -  End  -  #16
The Vorpal Tribble
Banned
 
 
Join Date: Dec 2004
Location: 
The Mindfields
Gender: Female
Default Re: PrC Contest XXI: It's Only Natural

Xenoxera

I sought to know nature, but in doing so found where it all began. What others call 'natural', I call a brief and transient phase of the True Order. - Yaiua of the Ilk

As many druids know, what 'natural' is is a concept constantly changing and mutable. Evolution and adaption is part of all living things so that life may find a way to live anywhere. Those that study life to its very beginnings however usually come to an impasse. What came first, the chicken or the egg? In that question they find hints of beginnings that are unsettling and go against their most basic instincts. As such most prefer to pretend or convince themselves otherwise, but denials aside, there was once an order that predates all. Those that can cast aside their safe preconceptions to seek the uncomfortable truth however leap the final hurtle. They gain knowledge of the realm before time, the natural order of Orsa
Spoiler


Hit Die: d8

Becoming A Xenoxera
A Xenoxera are one of those brave enough or determined enough to seek out knowledge of nature at all costs. Archivists are the most common Xenoxera, for it is in their nature to discover it, though druids of a scholarly bent or curious nature also take the path. Spirit Shamans are all but unheard of, their focus differing far too much from that of a potential xenoxera.
To fully understand, regardless of path, requires a heightened twist of mind. A xenoxera can only come of a psionic race, one with levels in a psionic class, or the Wild Talent feat. Their spiritual connections with nature melds into a more mental and physical connection with the first natural order.
Xenoxera are always unlawful because they see little use in our society. The rules and restrictions that changes every generation will be gone in a few measly millenia, they believe.

Entry Requirements
Alignment: Any non-lawful
Skills: Knowledge (nature) 10 ranks, Knowledge (history) 5 ranks.
Psionics: Must have a power point pool of at least 1 power point.
Special: Must be previously capable of casting 3rd level druid spells.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPower Points Per DayPowers KnownMaximum Power Level Known
1st
+0
+2
+0
+2
Orsa/2nd Mantle, Orsan Empathy, Primordial Companion3063rd
2nd
+1
+3
+0
+3
Aspect of the Early Order, Summon Globule4274th
3rd
+2
+3
+1
+3
3rd Mantle, Antediluvian Shape (amphibious)5484th
4th
+3
+4
+1
+4
Skin of the Globule7095th
5th
+3
+4
+1
+4
Antediluvian Shape (gangling)87105th
6th
+4
+5
+2
+5
4th Mantle107116th
7th
+5
+5
+2
+5
Antediluvian Shape (id)130126th
8th
+6
+6
+2
+6
Absorption154137th
9th
+6
+6
+3
+6
5th Mantle, Antediluvian Shape (amorphous)183147th
10th
+7
+7
+3
+7
Ignore Natural Law211158th

Class Skills
Xenoxera's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Escape Artist (Dex), Heal (Wis), Knowledge (dungeoneering/history/nature/psionics)(Int), Psicraft (Int), Survival (Wis), Swim (Str), Use Psionic Device (Cha)
Skills Points at Each Level: 4 + int mod


Class Features
All of the following are class features of the Xenoxera prestige class.

Weapon and Armor Proficiency: A Xenoxera does not gain proficiency with any weapons or armor.

Spellcasting/Manifesting
As xenoxera are casters, they lose their druidic spellcasting abilities. Instead, they gain mental control over the natural order in the way of psionic mantles.

The xenoxera's manifester level is equal to her previous levels in a druid spell-casting class plus her xenoxera level.
To manifest a power a Xenoxera must have a Wisdom score of 10 + the power's level, so a xenoxera with a Wisdom of 10 cannot manifest powers. Xenoxera bonus power points are based on Wisdom.

A xenoxera begins play with two 1st level powers, two 2nd level powers, and two 3rd level powers.

If you had levels in Druid see Ex-Naturals below for a separate progression.

Mantles (Ex): A xenoxera connection to nature becomes a mental link to the past realm of Orsa. She begins play with access to the Orsa mantle, and one other, chosen from below. Each mantle has a specific granted ability that she can use. She gains the Granted Power of these two mantles, and their powers are considered on your list for the purpose of using djores and other items. When you gain a power known, select it from the mantle's list of powers.
You gain a 3rd mantle at third level, a 4th at sixth level, and a 5th at 9th level.

Mantles available to the Xenoxera:
Consumption
Corruption and Madness
Creation
Elements
Freedom
Life
Mental Power
Natural World
Physical Power

Orsa Mantle
Spoiler


Primordial Companion (Ex): A xenoxera may begin play with a primordial companion, but then loses her animal companion if she had one and may not gain an animal companion through any feat or ability. The selection is the same as the druid, except the creature's type becomes Ooze (augmented animal), and it gains amphibious traits. It's HD become d10's, though saves remain the same. It's Intelligence and Charisma score is decreased to 1, but gains the psionic subtype, a +4 bonus to dexterity and a +4 bonus to checks to escape grapples. A primordial companion is immune to mind-affecting effects.

Xenoxera levels stack with any classes that grant animal companions for the purpose of determining their advancement. Feats requiring an animal companion function as normal, but may only be applied to a primordial companion.

Orsan Empathy (Ex): A xenoxera loses Wild Empathy if she had it, but can improve the attitude of an aberration or ooze. This ability functions just like a Diplomacy check made to improve the attitude of a person. The xenoxera rolls 1d20 and adds her xenoxera level and her Charisma modifier to determine the orsan empathy check result. The typical ooze has a starting attitude of indifferent, and can be affected by the empathy even while mindless.

To use orsan empathy, the aberrations or ooze must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing them in this way takes 1 minute but, as with influencing people, it might take more or less time.

Summon Globule (Ps): Summon animal is replaced with the ability to draw upon the remnants of the old order from the fabric of creation itself. This rampant potential is then shaped by your mind. This is the same as manifesting Astral Construct (with subsequent power point use and potential augmentation), except the xenoxera does not summon ectoplasm. It has the Ooze type, aquatic subtype, and is not affected by powers that interact with ectoplasm.
The orsan globule cannot remain long in the current natural order and as such dissolves in half the time an astral construct would. However, the Xenoxera may produce an orsan globule at +1 manifester level.

At 4th level you gain the benefits of the Skin of the Construct feat, except you may only wear your own globules. The duration is not halved while wearing the globule, you giving it stability with your own body and mind. The abilities provided stack with any you gain from antediluvian shape. You are not limited to which Menu you choose from. You may pick a single ability that your globule would be able to attain.

You may choose your Primordial Companion to benefit from Skin of the Construct instead of yourself.

Aspect of the Early Order (Ex): At second level permanent changes begin to come over you. There is a 10% chance each time you are the target of a sneak attack or critical strike that you are unaffected by any additional damage. This increases by another 10% each time you level, until at 10th level there is a 90% chance you are unaffected.

At 4th level you may take 1 point of ability burn to any physical ability score (str, dex con) to gain 2 temporary psionic points. Whenever you manifest a power you use these points first, and then your standard points. They last up to 24 hours. There is no limit to how many times you may gain power points, though you may not gain bonus points in excess of twice your daily normal power points per day. You cannot take burn to temporary scores, such as those provided by Animal Affinity. Once any such affect wears off, a stat boosting item is removed, or similar, the burn remains along, along with the lessening of the stat due to the removal or expiration of the power.

At 6th level you no longer suffer from the negative effects of confusion or fear. You do not gain immunity so much as your mind has been altered to a state more in keeping with that of Orsan lifeforms. You are aware of the condition but need not yield to it. In spite of this, spells that sense such effects, as of ongoing powers or spells and similar, show you as affected.

Antediluvian Shape (Su): A xenoxera loses the ability to wildshape, if they had it, but gains the ability to take on primordial forms. This acts as the Shapeshift alternative class feature found in the PHB II (p. 39) except the forms you take are as below, and you may manifest while shapeshifted.

Amphibious Form: Your skin takes on a strange, slimy texture that absorbs oxygen from water, though may also breath out of water. While in this form you are immune to inhaled poisons and the nausea. Wing-like membranes stretch between your arms, and webbing between fingers, granting you a swim speed of 40 ft. You gain a +10 bonus to grapple checks to escape a grapple.
At 4th level, while underwater, you can surround yourself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a Fortitude save (DC 10 + half HD + Con mod) or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours.

Gangling Form: At 5th level you can take on a form that's elongegated and supple, your skeleton becoming cartilaginous. You sprout strange appendages, which while in this form grants you four slam attacks that deal 1d4 points of damage. Your reach for 2 of these slams is 15 feet, and the other 2 attacks has a reach of 10 feet. You gain a +4 bonus to dexterity and only take half damage from bludgeoning. You gain a +30 bonus to Escape Artist checks, and may squeeze down to fit through a space 1 inch wide, your skull no longer being the limit to how far you can squeeze. You may move at one quarter your base speed through such an opening (minimum 5 feet).
At 7th level you gain the Improved Grab special ability.

Id Form: At 7th level you can take on a form of primitive potential. Your brain spreads out into nodes throughout your body, granting a +4 bonus to Wisdom, but a -2 penalty to Intelligence. This also grants you immunity to death by the loss of your head, such as from a Vorpal weapon, though you do suffer a permanent -4 penalty to all mental stats unless your head can somehow be grown back, such as from the Restore Extremity psionic power.
As well this grants an improved nervous response, granting a +4 bonus to Reflex saves and Initiative. If the xenoxera makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Finally, in this form a xenoxera cannot be caught flat-footed.
At 10th level, even if the xenoxera fails her saving throw she only takes half damage.

Amorphous Form: At 9th level you can take the form of a creature wholly of Orsa. You are no longer subject to critical hits or flanking. You gain blindsight out to 60 ft. and immunity to poison, sleep effects, paralysis, polymorph, and stunning. Your gain a +10 bonus to saves against mind-affecting effects. You gain Power Resistance equal to 12 + HD, as well as damage reduction 10 against mental damage such as inflicted by Mind Thrust and similar.
As well, you gain all the benefits of the gangling form except for the natural attacks and improved grab.

Absorption (Su): At 8th level a Xenoxera may spend 13 power points to enter any living creature equal to their size or larger and pass any distance to a second living creature of the same kind in a single round, regardless of the distance separating the two, even across planar boundaries. If the creature is unwilling the xenoxera must make a touch attack.
If you are uncertain of the location of the particular destination of the creature, you need merely designate direction and distance and you will move as close as possible to the desired location. If a particular destination creature is desired, but the exit creature is not living, the spell fails and you are ejected from the entry creature.
You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load), or its equivalent, per three manifester levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be absorbed must be in contact with one another, and at least one of those creatures must be in contact with you.
This is a psychometabolic effect and not a teleportation effect, and as such is not hindered by powers and effects that affects or restricts teleportation.

Ignore Natural Law: At 10th level a Xenoxera has reverted completely to a lifeform of the first natural order and gains the Aberration type.

Once per day you may ignore one of the following natural laws.

Alignment: 24 hours - You are no longer affected by the moral laws of existence. You are immune to all holy and unholy energies and spells that target or affect beings based on alignment. Even those that may affect Neutral beings have no consequence to the creature you've become. They are immune to taint as well as the exalted. You lose any alignment based subtypes, and take no-alignment based penalties while on other planes if you normally would.

Entropy: Varies/See text
24 hours: You do not age while ignoring entropy, and if used every day are theoretically immortal. You gain immunity to negative energy and death affects, as well as death from massive damage.
1/day: Once per day you may ignore damage from a single attack, or an effect, that would kill you.

Gravity: 1 hour/PrC level - Gravity no longer has hold on you. You gain a fly speed, with a maneuverability of perfect, equal to your land speed. You may even use the run action while flying. This affect cannot be dispelled, nor are you affected by any gravitational spells and powers, such as Reverse Gravity.

Space/Time: 1 round/PrC level. You move the tiniest fraction out of phase with normal space-time. To normal senses, and even True Seeing, you simply vanish, though you can still see normally except everything has become indistinct and acquires a purple tint. You also automatically pass through objects as if you were incorporeal, but are even unaffected by energy and force effects.
Other creatures and objects are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. Even powers you manifest that affects an area and has a duration longer than the remaining duration of your temporal phase are ineffective. If you are within a solid object at the end of the duration you are shunted to the nearest unoccupied space. You are undetectable by any means aside from the Temporal Witness power while you are out of phase.

-=-=-=-=-=-=-=-=-

Ex-Naturals
Xenoxera who have levels in a druid (that is to say, are now xenonaturals) gain extra abilities the more levels of a druid they have.

A xenonatural who becomes a xenoxera gains all of the following abilities that apply, according to the number of druid levels the character has.

* 1-2: 1st Mantle, Orsan Empathy, Primordial Companion
* 3-4: Resist Alien Id: You gain a +4 bonus on saving throws against the spell-like and psi-like abilities of aberrations.
* 5-6: 2nd Mantle, Antediluvian shape (amphibious)
* 7-8: Antediluvian shape (gangling)
* 9-10: 3rd Mantle, Antediluvian Shape (id)
* 11 or more: A xenonatural of this stature immediately gains a xenoxera level for each level of druid he trades in.

Character Level: The character level of the character does not change. With the loss of druid levels, the character no longer gains as many extra abilities for being a xenonatural.

Mantles: An ex-natural gains mantles at 2nd, 6th, and 10th level. If all druid levels are traded in they instead gain the mantle progression as detailed in the Xenoxera class table above.

Powers: A Xenonatural loses all druid spells but gains power points and powers known per day. They use the progression below in place of that in the xenoxera class table above.

LevelPower Points/DayPowers KnownMaximum Power Level Known
1st
1
-
-
2nd
2
1
1
3rd
5
2
2
4th
9
3
2
5th
14
4
3
6th
22
5
3
7th
30
6
4
8th
42
7
4
9th
54
8
5
10th
70
9
5
11th
87
10
6
12th
107
11
6
13th
130
12
7
14th
154
13
7
15th
183
14
7
16th
211
15
8
17th
246
16
8
18th
278
17
8
19th
306
18
9
20th
338
18
9

-=-=-=-=-=-=-=-=-

Playing A Xenoxera
For many xenoxera, there is an odd sort of sympathy deep down for aberrations in the world. Imagine if suddenly everything you knew today was changed. Existence itself altered, the rules making no sense, and you being chased as a monster and horror simply because you survived the transition. Everything you do is considered an abomination.

Such is the plight for many of the former order or Orsa, and understanding this allows a Xenoxera new insight into what once was. Some xenoxera condone it, seeing their actions as no more evil than a wolf attacking a sheep. Others only empathize for the sole purpose of understanding more of the previous order. Regardless of how they feel about it, xenoxera are altered by the knowledge they find. They can't help but become distanced from all of creation due to their constant striving to get into the Orsan mindsight, see through the eyes of its survivors.

Eventually, in mind as well as body they are so transformed that nothing natural seems right anymore. Only by immersing themselves body and mind into the older order can they find peace, but even then, they are surrounded by the world that has changed.

The xenoxera has become aberrant themselves.

Combat: Xenoxera use everything at their disposal, which means physical and mental attacks, as well as warping of nature to produce globules of orsan potential. They wring necks with tentacles while siphoning their life force while horrible excretions of phlegmy organics that glow and writhe and change shape back you up.

Advancement: Xenoxera are always in search of more information about the past order of Orsa, what life was like within it, where did it go, and what survived. As knowledge of Orsa is almost impossible to come by, many who start out with a simple curiosity. They ask questions and in general elder druids who have an inkling of the past order will discourage or lie outright. Many must research themselves, or find another who gathers information for its own sake. As such archivists generally can give them a direction. Many seek out creatures from the past order to study. Aboleths are particularly sought out, though attempts to persuade them to impart their memories are rarely successful or non-lethal.

Resources: Xenoxera are by their nature powerfully curious, inquisitive, and strong willed. Those that persevere must need be loners for very few willingly will continue with their studies after the depth of what they seek is discovered. As such, a xenoxera rarely has resources except their own mind and hands. Collectors of stories and knowledge are sometimes available to them, for there are some who feel that knowledge, no matter how dangerous or deranged should not be hidden.

Xenoxera In the World
"I've never been afraid to poke around, push back the boundaries to see what was there. However, when Yaiua said he'd discovered something all had forgotten, and after hints at what it was, I grew fearful like I've never known. I warned him that even for immortals like I some things were meant to be buried. He scoffed and left the forest to pursue the whispers. When he returned he was changed, his eyes were so... old. He wants to tell me his secrets, but I've seen even trees bend away from him now, and heard the stars howl. He's not the man I knew... if even a man he is still." - Tintitha, Nymph of the Crosstrails

The oldest ruins, the most worn of mountains, the deepest cave. Even these are recent developments to the mind of the Xenoxera. Only locations all but untouched since the beginnings of time truly interest them. This often takes them to the seas, or better, to the planes themselves. There were things build there before worlds were formed, but even they are often hardly more than antique.

Xenoxera get to the bottom of things, where there is depth and age and endlessness, where demons shun and angels fear to tread inspects the Xenoxera.

Daily Life: Life. It's a word that is both more and less to a Xenoxera. They see things in the long view, knowing that eventually they will not even be bothered by the 'natural' end of life. Also, with their thoughts so far back even the gods find it nigh inconceivable, daily is a blip. They can eat near anything, and bypass the need as often as not. They seek to know and learn, and perhaps some wish to bring back the order, or to return to it. Others through its knowing will be able to predict when the next order of life will be, or when it will happen. They will then live to see it, and continue on, never letting knowledge of the beginning to be forgotten.

Notables: The greatest of the xenoxera are by definition unheard of. They gain their knowledge and power away from the eyes of all but the gods. Very, very occasionally one will return to the cavals to teach of their findings, but even those that wish to learn and already on the path must brace themselves for where the teachings will take them.

Organizations: So few are the xenoxera that there are only a couple cavals made up of knowledge seekers. These are dangerous and bewildering organizations, especially as more information is discovered less natural they become, and new thoughts and morals overcome their current preconceptions. They are usually held underwater, in deep oceanic trenches or forgotten subterranean seas.

NPC Reaction
The older order is through, and new begun, and where it touches the world is undone. - From the whispers of the Undying Shaman.

When a Xenoxera passes through, few realize the full scope of its coming. Only those that look into their eyes see something amiss. A cold, inhuman gaze that makes even the youngest xenoxera appear old beyond reason.
Only when met by elder druids are they recognized for what they are, and are either forced to leave at once, or imprisoned so that they can no longer pursue their horrors.

Xenoxera In the Game
Xenoxera are an uneasy visitor everywhere they go, especially to druids. They aren't so much an alien presence, as one out of time. Something risen up out of the fogs of history, with knowledge and thoughts not merely ancient, but older than time. They speak of things that even the gods cannot recall. Many think them shamming, or making it up, but spells and powers show them to be truthful. What lurks above and below and beyond? The Xenoxera knows.

Adaptation: Though this class may focus on the seeking of knowledge in a former plane called Orsa, the actual plane itself need not be specified. It could simply be any earlier plane, or even another planet where aboleths and their ilk came from. Maybe even a patch of 'fluidic space'. Perhaps this just returns them to the primordial beginnings of the current campaign world.

Encounters: Meeting with a xenoxera is a very rare occurrence, but it could also be anywhere. Underwater, in the deeps underground, or beneath the polar icecaps, anywhere that hasn't changed in millenia. Other times they may be found in libraries or studying ancient ruins. One never knows where their studies and searches may take them. Xenoxera rarely bother others, so if they are noticed for what they are, its usually while being attacked by others or in their searchings released something unexpected.

Sample Encounter
EL 13th: Tales are told of strange sightings and disappearances upon the crosstrails of a forest nearby the steep bluffs of the sea. One road is used mainly by smugglers seeking a shortcut through the woods to sneak their goods from the shipyards, but the trail that intersects it is said to change locations during any length of the other.

The PC's come to the road and seek out the second trail. On their way they find many unnerving creatures, such as barnacles clinging to the bark of trees, and muddy puddles that sprout bushes devoid of leaves but covered in gelatinous fungus.

They set up camp on the side of the road on the night of the new moon, and in the morning there is a intersecting trail they are certain wasn't there before.

They follow it deep into the woods, where burls dot the enormous trees with the screaming faces of men and other races. They hear the sounds of battle within a clearing overshadowed by the bordering limbs of a mistletoe-covered apple trees orchard. They see a horrible amorphous blob, like that of a landbound man-o-war tearing the limbs from the grasping trees. A beautiful woman, appearing partially transformed, with strange growths upon her, hurls spells at gelatinous creatures that bubble up from the ground.

What they don't realize is is that the nymph is the aggressor, attacking her ex-lover. He learned something about the beginnings of the fey people and told her of it. So horrified was she by that information that after several days she went mad and attacked him. She eagerly accepts the player's help to kill Yaiua, ranting and accusing him of all sorts of false atrocities that never occurred outside her shattered mind.

The creatures and disappearances seen before in the woods are actually the work of the nymph. She is a CE fleshgrafter and artisan of life whose experiments have included many smugglers and travelers.

Yaiua
The stat-block below is for Yaiua while shapeshifted to gangling form, and under the benefits of the Oak Body power. He is also wearing the Skin of the Globule for Heavy Deflection.

CN Male Maenad Archivist 7/Xenoxera 5
Init +0 (+1 temp), Senses: Lifesense; Listen +5, Spot +5
Languages Aquan, Common, Sylvan
------------------------------------------------
AC 24 (+5 armor, +3 deflection, +1 dex, +5 oak body), touch 14, flat-footed 23; DR 10/slashing
hp70 (7d6+7 + 5d8+5 + 12 HD)
Fort +10, Ref +3, Will +15
------------------------------------------------
Speed 30 ft., 15 ft. temp (6 squares, or 3 squares temp)
Melee 4 slams +8 melee (1d4+2)
Base Atk +6, Grp +6 (+8 temp)
Atk Options 4 slams +8 melee (1d4+2)
Powers Known Manifester level 12th. (Power Points per day = 119; Save DC 16 + power level):

1st - Psionic Endure Elements, Synesthete
2nd - Animal Affinity, Brain Lock, Sustenance
3rd - Mental Turmoil, Psionic Undulant Innards
4th - Metamorphosis, Phantom Passing
5th - Oak Body

Mantles Known: Corruption and Madness, Natural World, and Orsa

Supernatural Abilities Antediluvian shape (amphibious & gangling), energy ray 1/day (6d6-6 sonic), mantles, skin of the globule, summon globule
-----------------------------------------------
Abilities Str 11 (15 temp), Dex 10 (12 temp), Con 12, Int 16, Wis 22, Cha 10
SQ Dark knowledge 5/day (tactics and puissance), aspect of the early order (40%), lore mastery, orsan empathy, outburst, primordial companion, still mind
Feats Archivist of Nature, Font of Life, Improved Toughness, Natural Bond, Psionic Meditation, Scribe Scroll(B)
Skills Autohypnosis +11, Concentration +16, Decipher Script +15, Gather Information +10, Knowledge (arcane) +5, Knowledge (dungeoneering) +19, Knowledge (history) +18, Knowledge (nature) +20, Knowledge (psionics) +7, Search +12
Skill Tricks: Collector of Stories
Possessions Bracers of Armor +5, Ioun Stone (Incandescent blue sphere), Periapt of Health, Third Eye of Power Thieve


Throe, Giant Crocodile Companion
TN Huge Ooze (augmented animal, psionic)
Init +3, Senses: Listen +5, Spot +5
------------------------------------------------
AC 18 (–2 size, +3 Dex, +7 natural), touch 11, flat-footed 15
HP 59 (7d8+28)
Fort +9, Ref +8, Will +3
------------------------------------------------
Speed 20 ft. (4 squares), swim 30 ft.
Melee +11
Base Attack +11, Grp +21 (+25 to escape)
Atk Options Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
-----------------------------------------------
Abilities Str 27, Dex 16, Con 19, Int 1, Wis 12, Cha 1
SQ Hold breath, improved grab, link, low-light vision, ooze traits, share spells
Feats Alertness, Endurance, Skill Focus (Hide)
Skills Hide +1*, Listen +5, Spot +5, Swim +16

Last edited by The Vorpal Tribble : 09-06-2010 at 01:50 PM.
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Old 08-22-2010, 09:41 PM   Top  -  End  -  #17
DragoonWraith
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Join Date: Apr 2009
Gender: Male
Default Re: PrC Contest XXI: It's Only Natural

I am Deadwood.

At the least, this is the term I have come to use for myself; for us, I suppose, since I have found more like me since I began this path. While I endeavor to record my own experiences, I would truly like for this record to be as impersonal as possible; indeed, I have spoken with other Deadwood to try to weed out as much from this account as possible that is not a shared experience amongst us. Ideally, this is less my story, and more the story of what it means to be Deadwood.

Deadwood are, well, dead, and wood. Undead, to be precise, since that is the term for the dead who will not lie. The term belies a certain rigid prejudice that assumes death must follow life, but we'll not start that here.

However, let's get one thing clear from the start: the undead are a natural part of our world. Everyone refuses to admit it, blames necromancers for blaspheming nature, creating abominations, and... well, sometimes. But everyone turns a blind eye to the natural undead, the guardians who, unbidden, watch over their sleeping comrades in graves and crypts. The spirit, mourning a lost love or burning for vengeance against some ancient foe, both simply lost in a world that doesn't know what to do with them. The restless body which simply is not yet ready to go. These things happen without any external necromancer, without arcane spells or evil gods. These things are a part of our natural world.
-- Saria a'Therra, formerly human, now Deadwood.

Becoming Deadwood

(a rare portrait of Rooftrellan, one of the most important Deadwood in the world)

First, I should say that those who become Deadwood are a varied lot. Magical power is a must, obviously; the source of it isn't so important, though, provided you are familiar with necromantic processes. But who becomes Deadwood - and why?

The why is simultaneously the easier to answer, and the more important, so I will start there. The really, really easy way to answer that question is with another question: "Why does someone become a Lich?" - for, in a lot of ways, the reasons are the same. Deadwood are already dead, and we're not gone. We haven't gone on to whatever comes next. If we're being honest about it, the truth is we're bloody difficult to finish even if you want to.

But Lichdom is probably easier. So why become Deadwood? Well, part of it is because desiring immortality doesn't automatically make you evil, and not everyone is willing to do what it takes to make that phylactery. But more importantly, it's because Lichdom really is unnatural; in fact it is violently so. Being Deadwood is more subtle, more in tune with nature. Liches fight back against nature, refuse to take its course. Deadwood embrace nature, let it take us where we need to go. It takes skill and knowledge to make that happen, and of course nature takes most people the normal route - to death. Do it right, though, and you can stay in this world after death.

But enough of my philosophy. That's not really why you're here. You want to know how to do it yourself. OK, that's fine; after all, I've spent a fair amount of time working on this, so I want to reveal it, too. Here is, as far as I can tell, the list: the things you need to go somewhere else to master, before you can start this path. Once you have these things, then this guide can take you the rest of the way.

The list:
  • The ability to Animate Dead things, or to Reincarnate them. Either seems to work about as well.
  • Knowledge of Nature, and Survival skills. After all, you're trying to survive through death itself. 13 ranks of each will do.
  • Knowledge of Spellcraft, and a lot of it. The magic involved here is considerable. Again, you'll want at least 13 ranks.
  • Substantial spellcasting ability, no less than 10th Caster Level.
  • You must have Plant Devotion. It should come as no surprise that becoming Deadwood involves great familiarity with plants. Further, you also need Undead Empathy, because what you are trying to accomplish involves becoming a natural undead, and you must understand them to do that.
  • You must have Spell Focus in the school of Necromancy, because the spells required here are incredibly intricate, and you need to execute them perfectly.
  • You must be alive. If you're already dead, well - why are you here? As far as I know, this process doesn't work with constructs...
  • Also... after the whole Banehallow thing (see below), several Deadwood, most importantly Rooftrellan, have taken a disliking to the servants of the gods. Anyone with more than one Clerical Domain is considered possibly dangerous - for all that one of those Domains might be to Plant life, the other could be a devotion to evil or destruction, and Rooftrellan doesn't like that. There are, as far as I can tell, two ways of dealing with this: prove your devotion to nature, or acquire the skills necessary to do this even with Rooftrellan opposing you. Apparently he'll try to keep tabs on you if you successfully become a Deadwood in spite of him, but he won't actually oppose you unless he suspects something.
    • To appease Rooftrellan, you must have both the Plant Domain and Plant Devotion, and you must have the Domain Devotion flaw (which you may take freely but do not receive a corresponding bonus feat for).
    • To thwart Rooftrellan, you must gain Greater Spell Focus (Necromancy), as well as a strong Necromantic Presence. When you take your first step on the path of the Deadwood, however, you will gain the Haunted and Phantom Spark flaws, as Rooftrellan will be watching you.

The Path of the Deadwood
The following are the things you can expect to learn while becoming one of us.

Hit Die
d6.

Class Skills
While walking this path, you'll have amble opportunities to work on each of the following skills (with their key ability modifiers): Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis). You'll get 4 + Int modifier skill points every level.

The Path
Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Animate Dead, Rebuke Undead, Low-light Vision, Photosynthesis, Wooden Fortitude +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Bark DR 2, Grave Growth, Plant Domain +1 level of existing spellcasting class
3rd +2 +1 +1 +3 Necromantic Seed, Negative Nature, Light Fortification +1 level of existing spellcasting class
4th +3 +1 +1 +4 Bark DR 4, Carrion Vine +1 level of existing spellcasting class
5th +3 +1 +1 +4 Darkvision 60 ft., Mind Flora, Tendriculous +1 level of existing spellcasting class
6th +4 +2 +2 +5 Bark DR 6, Corrupting Seed, Rejuvenation +1 level of existing spellcasting class
7th +5 +2 +2 +5 "Deadwooden" Undead, Resistances +1 level of existing spellcasting class
8th +6 +2 +2 +6 Bark DR 8, Enervating Seed, Medium Fortification +1 level of existing spellcasting class
9th +6 +3 +3 +6 Root +1 level of existing spellcasting class
10th +7 +3 +3 +7 Deadwood +1 level of existing spellcasting class
Before we begin, a note on weapons and armor training, since I'm told that people expect to learn about that kind of thing here: it's not really involved. Don't expect to learn how to use a spiked chain or run in fullplate while walking this path; you have too many other things to be doing.

Animate Dead
To begin with, do make sure you know how to animate dead at this point. I know, I said Reincarnate would be sufficient - and it is. The truth is, Druids out there, you can ask Nature for Animate Dead, so long as you understand natural animation. You need to do this before you can go any further. You'll find that Nature considers Animate Dead to be little different from Reincarnate, so just give it a try. You'll add Animate Dead to your spells known in no time; if you know how to cast magic multiple different ways, you'll probably be able to figure it out for all of them. This barely even counts as a step, but it did need to be mentioned. I didn't want to put it in the original list because I didn't want to scare off any Druids or Spirit Shamans who might be sympathetic to the idea of natural undead.

Rebuke Undead (Su)
The first (real) step to becoming Deadwood is to learn to Rebuke Undead. If you are skilled at dealing with the Undead, that is, have fulfilled the requirements I outlined above, this should not be too difficult for you. For those Clerics out there used to Turning the undead, it may help to find yourself a nice, overgrown, and out of the way graveyard - remember that the revenants here are natural, have developed out of a need to be there. They are guardians and sentries, not abominations.

Anyway, regardless of your alignment or background, for the first step on the path, you learn to Rebuke Undead. You can do this as a Cleric of your class level, and for every class level you can also consider one level in a class that does not advance your Turning Level as a level that does count. Thus, a Cleric 10/Deadwood 1 rebukes as an 11th level Cleric. A Druid 10/Deadwood 1 rebukes as a 2nd level Cleric, and in a level he'll rebuke as a 4th level Cleric. If you already knew how to Turn Undead, those levels count for Rebuking, and you further may continue to Turn Undead if you wish.

Low-light Vision (Ex)
Strangely, though rare in the plant kingdom, the optical abilities of those plants that have sight tend to be better than the average humanoid. I can't even begin to guess why this is the case, but there it is. As long as you're joining yourself with the plant world, it's a good idea to take advantage of this strange fact as soon as possible. Low-light vision is extremely useful.

Photosynthesis (Ex)
Being Deadwood is not just about understanding the undead, it's about understanding nature. The living make a big deal about their status, but they're no less destructive than the undead, and honestly, the truth is that nature does not really care. The key to becoming Deadwood is to understand that no matter how strange this world is, all of this is natural - not just what some people like call special. Destruction, contamination, famine, it is all as natural as life, birth, and health. Living as a part of the natural world means you have to accept that.

It doesn't mean you have to give up. Nature doesn't like quitters. Take advantages where you can find them. If your devotion to plants is real, you should be able to figure out how to incorporate them into your body for photosynthesis. Just let your devotion guide you. You're becoming a graveyard plant, so you'll not even need a lot of sunlight - four hours even in cloudy weather and with dirt under your feet or plants all around will provide enough nutrients for you to sustain yourself, and you won't be hungry or thirsty for the whole day.

Wooden Fortitude (Ex)
The next step, and one you should be pursuing at the same time you practice your rebuking and photosynthesizing, is to begin to harden your body, to incorporate natural flora into it. You want to become as tough as an oak, if you can. It's difficult, though; for now, you should be satisfied with +2 to Fortitude saves.

Bark (Ex)
Anyway, as you practice retaining your Plant Devotion, you will grow pieces of bark on your skin. This magically hard protection can grant you great resilience against many of the mightiest of blows. At 2nd level, you gain DR 2/slashing and magic; at 4th this increases to DR 4/slashing and magic; at 6th, DR 6/slashing and magic; and at 8th, DR 8/slashing and adamantine and magic. When you become truly Deadwood at 10th, this increases to DR 10/slashing and adamantine and epic.

Grave Growth (Sp)
Given study and effort, about the time when you first start growing your bark, you will also begin to understand how the natural processes of graveyards work. This is the basis for the spell that the Clerics call Desecrate - a hideous misnomer, in my opinion. They've conflated these effects with the true desecration effects, of course, but actual desecration has, at this point, been relegated to a secondary function of the spell, the primary function of which has nothing do with desecration! Sorry for the rant, this particular point greatly irritates me. The Tomb Orphans got it wrong too; they call them "Hauntings" or "Grave-Woods", but their obsession with the Negative Energy Plane draws it to them, causing these graveyards to gain strange effects they don't usually have, just by them being there. They're... silly.

Anyway, when you learn about graveyards, you'll find that any place where plants bury their roots in the remains of the fallen, you gain the effects of what I call a Grave Growth spell. When nature takes over a graveyard, this happens automatically, but subtly - you have to know how to tap into it. By now, you should. You should also learn to cast Grave Growth once per day as a spell like ability with a caster level equal to your own - this causes the effect to occur even in places where it normally would not. It's slower than Desecrate, but it has a number of advantages.
New Spell
Spoiler
Plant Domain
Once you have begun to grow your bark, you can truly enter into the plant kingdom, gaining the ability to rebuke plants as you would undead, and furthering your natural magic. You gain the Plant Domain, as a Cleric. You'll find that when you do this, you may cast each of the following spells once per day, in addition to your normal spellcasting, providing that you can cast spells of that level: Entangle, Barkskin, Plant Growth, Command Plants, Wall of Thorns, Repel Wood, Animate Plants, Control Plants, and Shambler. These spells are also added to your spell list. For Clerics, this does not seem to take up your usual Domain spell slot. For Clerics, since you already have the Plant Domain, apparently what happens is that whenever you prepare a Plant Domain spell in a Domain slot, you get two castings of it. Which is also pretty nice.

A special note for any Warlocks or other invocation-users reading this: I can't speak from experience, but in my surveys of Deadwood who have these abilities, the Plant Domain works a bit differently. It seems that the Plant Domain grants your two bonus Invocations instead of the Domain Spells: Baleful Thorns and Shambling Death. I've recorded what I could learn about those below.
New Invocations
Spoiler
Necromantic Seed (Su)
With your floral growths sprouting, you'll gain the ability to create seeds, and since the carrion plants you are incorporating into your body feed off of your necromantic powers, these seeds are potent little bundles of necromantic possibility. You can have up to one third your class level in seeds at a time, and they take three minutes to create each. You can plant one as a standard action touch attack, or you can plant one with any successful natural weapon or unarmed attack. Your target is going to get a Fortitude save against it, though; the DC is calculated as if it was one of your highest-level spells or invocations. If they fail that save, though, that target will automatically be animated, as by Animate Dead, upon death. The seed can only be removed by Greater Restoration, Miracle, or Wish. If they do succeed, unfortunately, you've wasted the seed.

Negative Nature (Ex)
Having begun to immerse yourself in plant life, you must begin the necromantic processes that will eventually keep your soul bound to your body even after death. This is a long, gradual process, but at around this point a sudden reversal occurs - healing magics will begin to harm you, and harmful magics will begin to heal you, as if you were undead. You are not yet, so be careful not to get ahead of yourself here.

Light Fortification (Ex)
As your body deadens, your 'vital' organs become less and less so. When the above mentioned reversal occurs, so-called critical strikes should turn out to be nothing serious a good 25% of the time.

Carrion Vine (Ex)
Do not eschew the living plants just because you're looking to become a dead one. In particular, creating a Carrion Vine, which you should be able to do with a little more work after you master the intricacies of Grave Growth, will greatly help you. This creature can find corpses for you to use, and if you're lucky it may find undisturbed graves where the latent energies of your Grave Growth can really take hold. It's not bad in a fight, either, if it comes to that.
Carrion Vine Companion
Spoiler
Darkvision (Ex)
If plants have bizarrely good eyesight, the undead have utterly unsurprising darkvision. As the necromantic energies surge, darkness becomes more and more your nature, such that you gain Darkvision out to 60 ft. From my interviews with Deadwood that already had Darkvision out to 30 ft. or more, it seems they actually just got another 30 ft. of it. Either way, a good deal.

Mind Flora (Ex)
Both the undead and plants are noted for their immunity to mind-affecting features, and you'll learn why - as you begin to grow more and more vegetative parts, and your necromantic energies begin to lace your body, your very mind will change, subtly. I can assure you, you'll still be you, but your thoughts will come in a different pattern, very unlike your own. For most mages, this becomes very difficult to manage, giving you a +4 bonus to saves against Mind-Affecting effects.

Tendriculous (Ex)
At this point, you should be very obviously part plant. Deadwood have vines rather than limbs; they work amazingly well. And the great thing about them is that they are long - it's really great fun. They can hit hard, too, if you really feel the need. You effectively increase one size category, permanently, and gain the Slight Build racial feature - your long limbs mean you're tall and can reach far, but your body's no bigger than it ever was. You also gain a pair of Tentacle attacks as primary or secondary natural weapons, which deal bludgeoning damage as appropriate for your size and strength. This is great for your Necromantic Seeds or touch attack spells!

Also, in any place where a wild growth wouldn't seem out of place, you also gain a +8 racial bonus to Hide and Move Silently (Seriously, try it - you sound just like wind rustling the leaves! No one thinks anything of it!).

Corrupting Seed (Su)
Soon after you gain those vines, you'll find you can create a special Necromantic Seed that I call a Corrupting Seed. It's just brimming with Negative Energy! This seed does 1d6 Negative Energy damage a round for to whomever it's implanted in (Fortitude negates the damage for a round). This can include you, before you implant it in someone else! You can never have two Corrupting Seeds at one time, though, and it takes a full day once you've used yours to create another one. Anyway, it's a pretty devastating weapon, but also a great battery for you. Use it carefully.

Rejuvenation (Ex)
As your body begins to synthesize more and more of what it needs from plants feeding off of your latent necromantic energy, you'll stop feeling pain in quite the same way, aware of the damage but not being discomforted by it, and your body will simply work better. You'll be immune to nonlethal damage, fatigue, and exhaustion.

"Deadwooden" Undead (Ex)
Yes, I know, a terrible name for this section. But it's appropriate! Basically, by now you should be able to "deadwooden" your undead, to include some of the grave plants you've been working into your own body. It's kind of easier when they're already dead. Anyway, at this point, the vines that fortify your undead will allow them to hit harder and transfer your seeds. Every undead you create gains the Powerful Build racial feature, and while they can't create any Necromantic Seeds, they can harbor them - up to one fifth your class level each - and use them on their own natural weapon attacks. You can give any of your "deadwoodened" undead such a seed by touching them as an attack-equivalent action. Undead created within a Grave Growth spell actually start with one, for that matter!

Resistances (Ex)
At this point, you're starting to see some serious protections from the elements as a result of so much of your body being comprised of animated plant matter. You gain Energy Resistance 20 to Cold, Negative, Sonic, and Vile energy. At this point, though, you do have minor vulnerability to Fire and Electricity - dead wood burns readily. Fire and Electricity effects deal 25% more damage to you.

Enervating Seed (Su)
When you get to the Enervating Seed (and you'll know it, trust me), you know you're getting really close to full Deadwood status. This seed, of which you can only have one and creating a new one takes a whole day from the point when you use it, functions as a Necromantic Seed except that it also deals 1 Negative Level to the target every round for a number of rounds equal to your caster level. Implanting the Enervating Seed is as normal for Necromantic Seeds, and a Fortitude save negates it, but no save is allowed once it's implanted. This one is an incredibly potent weapon.

Medium Fortification (Ex)
By now, you're also more dead than alive. Hitting a weak spot is getting to be very difficult - 75% of the time, critical hits just aren't.

Root (Ex)
When you gain roots, you are a truly fearsome opponent. This, I think, is probably the most surprising thing about Deadwood; you wouldn't really think that roots mean that much. But they do. Once per day, when you have them, as a Full-Round Action, you may thrust your tendrils into the ground, and rapidly grow over an entire field. Every square within 60 ft. of your position sprouts with your vines, and these are covered in thorns. They can reach up to 30 ft. high. Make a Grapple check against every target (that you want to attack) within the area - for this check you are effectively a Colossal+ creature, so you gain a +20 size bonus on this check, and may Grapple things up to Colossal+++ in size. You can ignore any Freedom of Movement effects on your targets, as well.

If successful, you deal Constriction damage equal to your Tentacle attack's damage in piercing and bludgeoning damage to every Grappled target, and may attempt to implant a Necromantic Seed in each every round (you can use Corrupting or Enervating Seeds if you have them, but for this purpose you have unlimited Necromantic Seeds). You are immobile for as long as you maintain the Root, and doing so requires your concentration; if you break your concentration, the Root ends, but it still takes a full-round action to free yourself from the earth. Under no circumstances can you maintain the Root for more rounds than you have class levels.

Deadwood
Finally, not long after gaining your Roots, you are ready for the final transmutation from flesh and blood to wood and undeath. To do so, you must create your Heartwood - you have to become so bound to your body that the natural course for your spirit to take after death is to remain, animating your body. This is called Heartwood. To create it, you must spend at least 8 hours a day immobile in an area under the effect of Grave Growth, allowing your body to grow into the landscape, for a total of 120 days. They do not have to be consecutive days, and they do not all have to be in the same place, but you cannot become truly Deadwood until you have done so.

Doing this will kill you. The necromantic energies are so strong that there is no chance of any other recourse. Continued movement and activity can delay this, by invigorating your life, but after 120 days of allowing this to take its course, you will start to die. If you were in the prime of your life when you started, by the time you've done this for 60 days, you'll effectively be middle aged, with all the benefits and penalties that come with it, no matter how long-lived your race is. After 100 days, you'll be venerable. The necromancy will age you even if time alone could not. After 120 days, you die.

But so long as that 120th day happens in a natural graveyard with Grave Growth cast on it (yeah, make sure you do that, that's an important point; you can just not spend your 8 hours until you find the opportunity to do this, though), nature's course for you will not include the hereafter. Your body dies, but your spirit remains. You are familiar with the nature of undeath, so by now you should be comforted; you should have witnessed many a revenant rise up on its own before, and should know that you will now do so. Soon, in fact - the day after you die, you will walk again, retaining the bonuses of age but none of their penalties, and you will be undead. Deadwood.
Deadwood Template
Spoiler


The Deadwood's Heartwood
Deadwood are indelibly connected to graves. When you die, the Heartwood that you have built up will sprout, for it is in fact a seed, and the area where you have Grave Growth going will retain that effect indefinitely, as with a natural graveyard, and further permanently gain the effects of Grave Growth having been cast in a graveyard. This grave for your Heartwood functions much like a Lich's phylactery - so long as the graveyard remains as it is, you will regrow in the graveyard in 2+1d6 weeks after any time your body is destroyed. While within his own Heartwood, a Deadwood gains immunity to Turn Undead, and any Undead under his command either gain Turn Resistance +4, or if they already have Turn Resistance, their Turn Resistance increases by +4.

Destroying an entire graveyard is much harder than destroying a phylactery, but it's also much more difficult to hide it. Ideally, you want the graveyard to become so overgrown that it seems to just be a forest, and if you last long enough, that forest can become sacred to someone or another - many Deadwood actually work pretty hard to make that happen. That said, it can be done - if all of the corpses within are destroyed or removed, or all of the grave plants killed, your graveyard will no longer function, and the destruction of your body will mean your permanent death. Try to choose a big one for this, because you can't move it after you die, either.
Being Deadwood
Being Deadwood means being immortal, and doing so in a way that flows from nature, rather than violently wresting your soul away from natural death as a Lich might. It's a longer process and has some serious limitations, but ultimately it's rather nice that it's not "unspeakably evil". It's important to realize that necromancy, itself, is not evil either - and while there are some pretty evil Deadwood out there, most of us aren't. In fact, you really begin to realize, if I may editorialize a bit here, that many necromancers and liches really are hideous - when you sympathize with the undead, as I do, it gets a bit hard to stomach those slavedrivers. Quite a few of us are rather anti-necromancy, at least as the living practice it. You may find yourself feeling that way too.

Combat: Well, we're spellcasters, so that should be obvious. Probably you'll mostly stick with that - but remember, once you've established your Heartwood, you are not your average fragile mage. Even before then, with our seeds and our tendrils, it's often not a bad idea to stay close enough in fights.

Advancement: Most of us just keep looking for more magic power. I mean, we're spellcasters, and now we have a lot of time to pursue it.

Resources: Your Heartwood provides a nice safe haven, if you feel comfortable sticking around there - some of us feel that draws too much attention to our only vulnerability. Maybe so, maybe no. Undead are often aimless, so giving them purpose can be a charity - and you'll be pretty good at it. However I feel about using the undead, if they're willing... thralls are rather nice to have, after all.


Deadwood in the World
"No matter what you say, the undead are abominations and you are no better than a Lich. If I could, I would destroy you now."
-- Ophelia, Queen of the Beast Legion

Frustratingly, that's about the best quote I could come up with about us. We're not too well known, honestly. Which is how we like it, but still. She barely even listened to me; I thought it was important to include an outside perspective, but I couldn't really get one...

Daily Life: Well, 'life' is a bit of stretch now, isn't it? Still, I figure that if I'm writing this, I'm responsible for preparing you. Basically, you start to think really long term. It's as much from being a tree as it from being undead - patience is a virtue we have in spades. Daily life? I haven't actually thought about what I do in a single day in... centuries. I spend a lot of time in graveyards, fostering new undead. I spent a lot of time researching this pamphlet. I really don't know.

Notables: Well, I'm not. I've been Deadwood for about three hundred years, and this is the first even remotely notable thing I've really done with it. Let's see, other than me...

There is Rooftrellan, one of the most ancient druids in existence. His Heartwood is literally the source of an entire continent-spanning jungle. But that's not really his claim to fame. Largely, he effectively is the circle of life. He shepherds the living and the dead, undead too, through their courses, and through subtle manipulations and applications of his massive power, he makes sure that nothing interferes with life and death on a large scale. It's unbelievable what he's done. Any claim that he's not a god really must be arguing semantics, because he might as well be, and he's that important. Luckily, fearsome as he is, he appears to be exceptionally benevolent.

I suppose I should also mention Banehallow, though I'd rather not. He was... not a pleasant creature. Not one who avoided Lichdom out of any desire to avoid unspeakable evil, certainly. Cleric to an evil, dead god, he very seriously attempted to turn the entire world into his Heartwood - just an enormous tangle of dead, but animated plant life, all connected to him and fueling his power. An attempt at godhood, apparently; a way to resurrect his god within himself. It was an absolute brute force attempt - he just sought to gain so much power as to be as like a god as makes no difference. We really don't know if it would have worked, if taking over the world like that would translate directly into power - but based on what happened, it very well might have.

We didn't know about Rooftrellan then, no one did - he's just that good, that subtle. Of course, this was all long before I was even conceived, much less dead. But the story goes that as Banehallow tried to expand his domain, he continued to be rebuffed - new, vibrant, living plants continued to intrude, slowing his growth. Carrion vines started devouring his corpses, started to remove his power source. And then a plague struck - unthinkable, even now, but an actual epidemic spread among Banehallow's undead foliage. That's when we learned about Rooftrellan - he came in the wake of the plague and finished Banehallow, clearing out his Heartwood and then destroying him handily in single combat. The stories of their combat are epic, of course, but here's not the place. Point is... where Banehallow failed to become a god that way, Rooftrellan revealed that he very well might have already succeeded in doing so a long time ago.

Organizations: Well, there are the Tomb Orphans. The "Children of the Mausoleum". Sometimes we get along. Sometimes. I guess they're kind of like druids and we're kind of like treants - though we're massively more intelligent and powerful than treants, and sometimes don't like being "tended" so much. But anyway, they recognize that natural undead exist, which means we're closer to them than just about anyone else. We certainly don't band together ourselves.

But there's a divide. See, to us, the Children are weird - they care for the natural undead, and gain power from the connection, but they aren't, themselves, undead. Usually, anyway. So they're kind of outsiders, and a lot of Deadwood think they are meddling with things they don't understand. And then there are some of them who think we're as unnatural as the creations of mortal necromancers, or liches. That's almost laughable... the natural undead come from somewhere, afterall. Nature has patterns. You can learn the patterns and insert yourself into them; it's not even that hard, every living thing in the world has done so. But they mistake natural intelligent choice as artifice, and then we fight.

It's sad, really. They do good work, most of the time. For all of their... silliness, I suppose, they're far more enlightened than most mortals. And I definitely like the idea of going after mortal necromancers. Not because it's unnatural, so much - yes, and no; spells are natural too, it takes considerable magic to really break nature - but because those bastards are slave-drivers! I work with the Orphans sometimes, the ones who accept me as one of the natural undead. I'd love to work with another Deadwood on it, though. If you're interested, you should definitely look me up after you've completed the path.


Reactions
We're... kind of scary looking, often. Yeah, I don't really count on too many good reactions from the living. Bunch of bigots, is what they are.


Deadwood in the Game
You know, just because you're ageless and almost impossible to permanently destroy does not mean you should treat life as a game. First, you're Deadwood because you have some respect for nature; not very respectful to laugh it off like that. Second, 'play' enough and you're bound to find someone willing to put that effort in to end you, and you've got a lot more to lose than most. You're not actually indestructable, you know.

Adaptation: Wait, what? What would we be if we weren't what we are? How does that even make sense? I really need to talk to the guy who wrote up the rules for these pamphlet things. Uh, I dunno. I guess we could actually be the evil that people think we are?

Encounters: Well, we usually spend most of are time in the oldest, most overrun graveyard we can find, and we usually spend our time accumulating magical skill and fostering the natural processes of undeath. So look for us there, I suppose.


About the Author
Saria a'Therra was a human necromancer for fifty years before becoming Deadwood. Daughter of a humble hunter and trapper, she had a natural talent for necromancy. Even from an early age and without training, she was quite adept at animating the dead. As she began to deal more and more with the undead, it struck her how misguided attempts to purge them were - and as she explored, she discovered undead that had nothing to do with necromancy as a practice. As she studied this, she found herself exploring more of her father's work - learning more about the woods and nature - and she found what she terms natural necromancy. She's been enchanted with the idea ever since. Now that she is one herself, she makes a point of ending living necromancers who, in her opinion, abuse the undead.

EL 20: Saria a'Therra spends much of her time fighting those who would abuse the undead - from exorcists to necromancers.

Saria a'Therra
Chaotic Good Female Human Dread Necromancer 10/Deadwood 10
Large Undead
Init: +1, Senses: Listen +3, Spot +3
Languages: Common, Elven, Orcish[hr]AC: 21 (5 Armor, 5 Natural Armor, 1 Dex), touch 11, flat-footed 20
hp 129 (20 HD)
Fort: +11, Ref: +12, Will: +21[hr]Speed: 30 ft. (6 squares)
Space/Reach: 10 ft./10 ft.
BAB/Grapple: +13/+20
Melee: +13 vine (2d6)
Full Attack: +13 vine (2d6), +13 vine (2d6)
Attack Options: Charnel Touch, Scabrous Touch, Necromantic Seed, Corrupting Seed, Enervating Seed
Spells per Day: 9x 1st, 2nd. 8x 3rd, 4th, 5th, 6th. 7x 7th, and 8th. 6x 9th. from the Dread Necromancer spell list, plus one casting per day of each spell from the Plant Domain.
Supernatural Abilities: Charnel Touch, Rebuke Undead (13/day, Cleric level 20th), Negative Energy Burst (2/day), Fear Aura, Scabrous Touch (1/day), Necromantic Seed, Corrupting Seed, Enervating Seed
Spell-like Abilities: Grave Growth (1/day)
Extraordinary Abilities: Advanced Learning (x2), Mental Bastion, Familiar, Undead Mastery, Photosynthesis, Wooden Fortitude, Negative Nature, Carrion Vine, Mind Flora, "Deadwooden" Undead, Root[hr]Abilities Str 11, Dex 12, Con -, Int 17, Wis 16, Cha 30
Special Qualities: Lich Body (DR 6/bludgeoning and magic), Bark (DR 10/slashing and adamantine and epic), Negative Energy Resistance +4, Heavy Fortification, Low-light Vision, Darkvision 60 ft., Slight Build, Rejuvenation, Turn Resistance +4, Immunity to Cold, Immunity to Negative Energy, Immunity to Sonic Energy, Immunity to Vile Damage, Immunity to Polymorph effects, Immunity to Mind-Affecting effects, Undead traits, Spell Resistance 18, +2 to Caster Level checks to overcome Spell Resistance
Feats: Apprentice (Woodsman), Spell Focus (Necromancy), Corpsecrafter, Undead Empathy, Plant Devotion, Fell Animate, Greater Spell Focus (Necromancy), Chain Spell, Lord of the Uttercold
Skills: Concentration +33, Hide +9, Knowledge (Arcana) +26, Knowledge (Nature) +26, Knowledge (Religion) +26, Move Silently +9, Spellcraft +26, Survival +26
Possessions: Cloak of Charisma +6, Robe of the Archmagi, Ring of Spellbattle, Ring of Freedom of Movement


Image Credits
The Deadwood portrait is adapted from the concept art for the "Deadwood" character in Heroes of Newerth.

Last edited by DragoonWraith : 09-06-2010 at 12:53 PM.
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Old 08-23-2010, 02:40 PM   Top  -  End  -  #18
Cidolfas
Dwarf in the Playground
 
GreataxeFighterGuy
 
Join Date: May 2010
Gender: Male
Default Re: PrC Contest XXI: It's Only Natural

Appointer of the Red Lotus

“The Lotus hungers for your flesh. Disappointing it is not something I would do.”

The Order of the Red Lotus is an extreme sect of druids criticized by their peers for their brutal measures against those that would disrupt the sanctity of their groves. Harnessing the power of a plant that devours its victims in a most gruesome fashion and acquires power from divine magic, they have gone from being a group of minor eco-terrorists to naturalistic assassins.

The Red Lotus is a powerful and destructive creature that has acquired sentience through multiple specimens thinking and acting as one. But it requires constant nourishment to maintain its vicious form. As such, it spends most of its time dormant within a host, until magical energy compels it to feed.

Becoming an Appointer of the Red Lotus
Most appointers of the Red Lotus are druids, but it is hardly uncommon for clerics that sympathize with their views to become appointers as well.

ENTRY REQUIREMENTS
BAB: +3
Skills: Knowledge (nature) 8 ranks
Spellcasting: Must be able to cast 3rd-level divine spells
Special: You must have ingested a seed of the Red Lotus plant, which allows the plant to detect and follow your commands.

Class Skills
The Appointer of the Red Lotus's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Mark of the Red Lotus, Taproots
2nd
+1
+3
+0
+3
Lotus Lash, Leech Seed
3rd
+2
+3
+1
+3
Forbidden Fruits, Scene of Flowers
4th
+3
+4
+1
+4
Favored Carrier
5th
+3
+4
+1
+4
Island of the Lotus Eaters
6th
+4
+5
+2
+5
Invasive Plants
7th
+5
+5
+2
+5
Evolution of the Species

Weapon Proficiencies: Weapon & Armor Proficiency: Appointers of the Red Lotus do not gain any further proficiencies with weapons or armor.

Spellcasting: Every level, the appointer casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Mark of the Red Lotus (Su): As his title suggests, the appointer of the Red Lotus has the ability to brand his opponents with the mark of his order and the lure of the lotus plant, spelling their inevitable doom and exuding pheromones enticing others to attack them. This mark, which takes the form of a red flower on the opponent’s body, is created on a successful ranged touch attack with a range of close (25 feet + 5 feet per two character levels). When the mark is created and at the beginning of each round thereafter, all beings that threaten the marked creature in melee can make a single attack on that creature as an immediate action upon the placement of the mark and at the beginning of every round thereafter. This attack is a normal melee attack to which attack options (such as Power Attack) cannot be added. Allies of the marked must make a Will save (DC 10 + ˝ the appointer’s character level + his Charisma modifier) to resist the pheromones.

In order to create a mark, an appointer of the Red Lotus must spend a divine spell slot of at least 1st level; the number of rounds the mark lasts is equal to the level of that spell slot. If a marked creature dies before the duration of the mark expires, it jumps to another creature within 30 feet that is designated by the appointer.

At 4th level, marking a target is reduced to a move-action. At 7th level, it is reduced again, this time to a swift action, but using it a second and third time is a move action.

Taproots (Ex): As long as he remains immobile, an appointer of the Red Lotus absorbs nutrients from whatever he is standing on. If he does not move in his turn (this only includes movement across squares, he recovers a number of hit points equal to his character level. This ability cannot be activated with the appointer is not in contact with a solid surface, but functions regardless of whether that surface is natural or not.

Lotus Lash (Ex): An 2nd level appointer gains the ability to create a powerful vine-like weapon from a lotus flower as a free action. Treat this weapon as a spiked chain with which the appointer is automatically proficient. The vine also has an effective enhancement bonus equal to one third the appointer’s character level, granting him bonuses to attack and damage accordingly. If he makes a single melee attack as a standard action, the appointer can also use his lotus lash to deliver the mark of the lotus. If the lotus lash is taken from the appointer, it reverts back to a lotus flower.

Forbidden Fruits (Ex): An appointer of the Red Lotus exudes a pheromone that forces all living creatures that can sleep within 5 feet of him to make a Fortitude save (DC 10 + 1/2 the appointer’s character level) or become drowsy, taking a -1 penalty to all die rolls. This only affects creatures that start the round next to the appointer. If they fail another Fortitude save the next round (using the same DC but factoring in the penalty from drowsiness), they fall asleep (as if they had been affected by the sleep spell with no limit for HD). This is not a magical effect, so creatures immune to magical sleep (such as elves) are still affected.

Scene of Flowers (Su): A creature marked with the Red Lotus is now unable to conceal themselves from the appointer. The appointer can now see and otherwise detect such a creature through concealment, cover, invisibility, or any other effect or circumstance. This ability also allows the appointer to constantly know the mark's position even if he does not fall within his line of sight, even if he is obscured by solid objects or surfaces. This ability functions out to medium range (100 feet + 10 feet per character level).

Leech Seed (Su): At the beginning of every round, the appointer of the Red Lotus drains energy from his victims. When marked with the Red Lotus and at the beginning of every round thereafter, each creature marked takes 1d6 points of damage per two character levels of the appointer, who is healed a number of hit points equal to one half the total damage dealt for all affected opponents. If he reaches his maximum hit point total, all further healing is granted as temporary hit points that last for one round per class level.

Roots of the Lotus (Su): Someone marked by the Red Lotus is now held immobile each turn that they fail a Strength check (opposed by the appointer‘s caster level check. While they may otherwise act normally, they cannot move or perform any action that requires movement across squares. Being held in this manner does not render the victim flat-footed or helpless.

Favored Carrier (Ex): By the time he reaches 4th level, the appointer has performed a great service to the semi-sentient plant that he carries within him, and it uses its magical powers to ensure that service continues. The appointer gains immunity to all non-magical poisons and diseases, ceases aging (all current penalties still apply), and gains a natural armor bonus equal to his class level.

Island of the Lotus Eaters (Su): Any living creature slain while marked by the Red Lotus is utterly consumed by the plant. Any such creatures become assassin vines under the appointer’s command at the beginning of the next round following their death. These assassin vines have the same amount of HD as the creatures from which they were produced and gain size accordingly.

Once the current encounter is over, these vines wither and recede into the earth, leaving no trace of them or the body of the creature(s) that produced them.

Invasive Plants: A living creature marked by the Red Lotus is now infested with its spores. If they are slain while marked with the Red Lotus (whether directly by its effects or not), their corpse bursts with a shower of Lotus flowers, spreading their seed to all enemies within 10 feet. Creatures exposed to the spores must immediately save against the appointer’s mark or also become hosts of the Red Lotus as if he had marked them.

Evolution of the Species (Ex): In combat, a 7th level appointer of the Lotus transforms into a horrific plant-like monstrosity, finally having fully bonded to the Red Lotus plant. His type changes to plant (although he retains his Intelligence and spellcasting) and he gains all associated benefits of said type. In addition, the Lotus is able to reconstitute his body upon death, resurrecting him at the site of his death (or the nearest available safe location) 24 hours after he dies. If the appointer's corpse is dealt an amount of fire damage equal to one third his normal hit point total before he is revived, the connection to the Lotus plant is lost and the appointer truly dies.

Playing an Appointer of the Red Lotus
Appointers can fill a variety of roles, using a combination of their divine spells and marks.
Combat: An appointer of the Red Lotus starts as a support character, using spells and marking opponents to aid his fellows in attack and keep enemies distant from each other for fear of friendly face-stabbing. As the lotus plant develops, he becomes a more credible threat in melee, opting to use his lotus lash in battle rather than shapeshifting like a normal druid.
Advancement: Druids and clerics are best suited to be appointers, but some druid prestige classes that are more focused on shifting do not lend themselves well to the appointer's combat style.
Resources: The Order of the Red Lotus is a secluded and divided group with little to no support inside civilized areas or even within most druid circles. Support is not likely to be found for members of an extreme anti-development group.

Appointers of the Red Lotus in the World
"They're all freaks, every one of them. Instead of hugging a tree, they make it eat people!"

Appointers have tremendously diverse motives for their actions; some legitimately want to change the world for the better while others merely see the Red Lotus as a means of acquiring power. The group as a whole maintains a dark reputation that casts its shadow upon even members with the best intentions.
Daily Life: Appointers are driven by their own sense of justice and operate according to the laws of nature. Their days are often spent searching for "wrong-doers" and forcing them to repent for their sins, often on the end of their comrades' blades.
Notables: The previous leader of the order (whose name remains unknown to scholars) favored assassinating kings by forcing their honor guards to murder them during processions. The modus operandi, and the afterwards confused responses of the guards, has become the Order's calling card along with their distinct red symbol.
Organizations: The Order of the Lotus itself is the only real organization of appointers, a loose-knit group able to keep in contact through the properties of the Red Lotus plant.

NPC Reaction
Think of the most extreme members of the Animal Liberation Front and multiply their fanaticism exponentially, then you have the absolute craziness that founded the Order of the Red Lotus. That said, not all of their members are so insane, but the actions of a few shape the reputation of the whole.

Appointers of the Red Lotus in the Game
Appointers are able to grant their allies extra attacks, as well as as force enemies to attack each other. This makes them capable of being an extremely indirect influence on combat proceedings. If they wish, however, they can encourage the Lotus to squeeze the life from their victim, forcing it to grow and produce deadly vines that assist the appointer in controlling the battlefield.
Adaptation: Since nature exists everywhere, the primary necessity is a plant creature to which the appointer may bond. Be creative and think of the nastiest beastie you want, since no one will ever actually see it in full anyway.
Encounters: An appointer usually starts with a mark, forcing enemies to attack the and effectively taking at least one foe out of combat for good. They then enter battle with their lotus lash, and the pheromones they release take care of the rest.
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My favorite class is the ranger, a fact that I am ashamed of because the 3.5e incarnation of it kind of sucks. As a result, I'm very stubborn and opinionated concerning what I think a ranger should be, so if you post a ranger variant I will probably post what I think about it for good or ill.

Last edited by Cidolfas : 09-04-2010 at 11:38 PM.
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Old 08-26-2010, 11:04 AM   Top  -  End  -  #19
TheAmishPirate
Ogre in the Playground
 
 
Join Date: Feb 2009
Default Re: PrC Contest XXI: It's Only Natural

Evolved Warg



A werewolf is a sorry pup who can't decide what he is. I'm a higher breed, plain and simple.
-Gregor, the first Evolved Warg

Evolved Wargs are the result of the Wizard Danica Acilpulus' (NOTE: Danica will be included in the NPC section later) efforts to create a better Werewolf, one not bound so closely to the moon or their animal form. On the outside, they look perfectly normal. On the inside, however, they are...different, to say the least. Their bone and muscle structure can change at will. This allows them to grow wolf-like features, as well as augment their own physical capabilities.

BECOMING AN EVOLVED WARG
Becoming an Evolved Warg is a difficult process. The exact formula for creating one is a closely guarded secret, though the components are rumored to be both inexpensive and common. Danica, Gregor, and a few other notorious Evolved Wargs would know it. Once the formula is procured, it needs only to be injected into a capable individual. If they meet the physical requirements, their race becomes Evolved Warg (Previous Race). If they do not meet the requirements, then the formula does not work and they take 1d8 Con damage and 1d8 Str damage.

Evolved Warg (Race)
Spoiler


ENTRY REQUIREMENTS
Strength: 12
Constitution: 14
BAB: 5


Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nature, Int), Knowledge (Geography, Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex)
Skills Points at Each Level: 4 + Int

Hit Dice: d8

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+1
+0
+2
+0
Feral Charge 1/day
2nd
+2
+0
+3
+0
Weapons of the Wolf
3rd
+3
+1
+3
+1
Feral Charge 2/day, Nimble Charge
4th
+4
+1
+4
+1
Rend and Tear
5th
+5
+1
+4
+1
Feral Charge 3/day, Furious Charge
6th
+6/+1
+2
+5
+2
Bestial Heart
7th
+7/+2
+2
+5
+2
Feral Charge 4/day, Agile Charge
8th
+8/+3
+2
+6
+2
Aim for the Throat
9th
+9/+4
+3
+6
+3
Feral Charge 5/day, Rebounding Charge
10th
+10/+5
+3
+7
+3
Soul of the Predator

Weapon Proficiencies: Evolved Wargs gain no additional proficiencies with weapons or armor.

Feral Charge (Ex): An Evolved Warg can drop to all fours and viciously charge an opponent. Their enhanced body structure grants them a triple movement bonus instead of the usual double, and they are treated as one size category smaller for determining height, AC, and attack rolls.

An Evolved Warg can perform a Feral Charge once per day, increasing by one usage and gaining new bonuses every two levels.

Weapons of the Wolf (Su): When attacking, an Evolved Warg of 2nd level or higher can grow claws and/or a canine snout for additional attacks. When taking an attack action, the Evolved Warg can use a bite or claw attack at no penalty. When making a full attack, they can use a bite and claw attacks in addition to other weapons. These natural weapons deal the same damage as a wolf’s natural weapons, and threaten a critical on a natural 20. They are proficient with these natural weapons, and they return to normal after their action.

Nimble Charge (Ex): At 3rd level or higher, the Evolved Warg gains the reflexes of a wolf. He can charge through difficult terrain at the usual penalty while maintaining a Feral Charge. Additionally, weapons that normally deal extra damage when readied against a charge lose their bonus damage on a Feral Charge.

Rend and Tear (Ex): When forcing opponents back, Evolved Wargs of 4th level or higher can force an opponent back not with brute strength, but with a furious attack. On a successful Bull Rush, an Evolved Warg of at least 4th level can make an attack with each of their claws. This cannot be done if a claw attack was already made on the target as part of a charge.

Furious Charge (Ex): When an Evolved Warg of 5th level or higher makes a Feral Charge, he can make a full attack on his target as if he had the Pounce ability.

Bestial Heart (Ex): At 6th level, the Evolved Warg’s body changes again, blurring the line between themselves and their inner wolf. His natural weapons deal damage as if they were one size category larger and deal triple damage on a critical hit. He loses the weakness to silver and gains DR 5/silver.

Agile Charge (Ex): At 7th level or higher, an Evolved Warg becomes adept at scaling obstacles to reach their target. He can make a Feral Charge on enemies behind obstacles by making Jump checks to leap over the obstacle. He gains a +5 circumstance bonus on Jump checks for the duration of the charge, and a +10 circumstance bonus on Tumble checks to avoid fall damage. If the final leap to the target is from a height 10 ft or higher above the target’s head, the target is knocked prone by the charge.

Aim for the Throat (Ex): The Evolved Warg of 8th level or higher mercilessly attacks the weaknesses in his target. Double the critical threat range of all his weapons, including natural weapons.

Rebounding Charge (Ex): At 9th level an Evolved Warg perfects their natural agility. After making a single attack on the intial target of a Feral Charge, the Evolved Warg can continue their momentum to another target, provided they have enough movement left. They can continue attacking in such a manner until they run out of movement, use a full attack, attempt and fail a Bull Rush, miss, or run out of targets. No target can be struck twice in the same charge. Each movement and attack is treated as a charge, with the same rules and restrictions, with a few exceptions:
-Bull Rushes require 15 ft of movement if a rebound is made directly after the Bull Rush.
-The attack roll bonus and Bull Rush bonus bonuses are cumulative over multiple charges.

Soul of the Predator (Ex): An Evolved Warg 10th level or higher becomes a pure mix of man and beast, in both body and mind. Their claw and bite attacks gain a second size category, deal quadruple damage on a critical hit, and the damage reduction increases to DR 10/silver.

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
__________________
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Originally Posted by Eakin View Post
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Last edited by TheAmishPirate : 08-26-2010 at 11:08 AM.
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Old 09-04-2010, 10:45 PM   Top  -  End  -  #20
PId6
Troll in the Playground
 
 
Join Date: Apr 2009
Location: 
Elemental Plane of Paper
Gender: Male
Default Re: PrC Contest XXI: It's Only Natural

Child of the Seelie Court


"By day, we dance in the flower fields and forest glades, singing of our mirth. By night, we sleep in the open meadows below the stars, dreaming to the lullaby of the flowing mountain streams. What could a mortal life have offered me compared to this splendor and joy?" - Aderyn the Fair, a Daughter of Titania.

The old legends speak of the fey, claiming that such otherworldly creatures often flow into the bedchambers of young children at night, stealing them away and leaving changelings in their place. These tales are mostly just tales now, often told to unruly boys or girls to get them back in line, and few but the most superstitious really believe in them. Yet they are not completely unfounded.

Within the lands and halls of the Seelie Court of the fey, many humanoid children wander. These children come from many lands and planes and hail from many races, brought to the Court and raised by the fey as if they were fey themselves. Many are orphans, found abandoned in the woods by dryads or saved from a river by nymphs. Some are indeed stolen from their true families, perhaps because of a satyr who falls in love with the child and decides to bring her to live in a brighter realm, or perhaps because of a pixie who takes it upon herself to rescue the child from his abusive parents and give him a better life.

Boys taken and raised in the Court are called the Sons of Oberon, while girls are named the Daughters of Titania. Regardless of their origins, such children are loved and cherished by all fey aligned to the Seelie Court, and they in turn develop a bond with fey and nature the likes of which most mortals cannot fathom. Eventually, when they grow up, all such children must leave the Court of the fey to make their own way in the world, but they carry this bond with them for all time.


Becoming a Child of the Seelie Court

The favor of the Seelie Court takes on different forms in males and females. For boys, the influence of the fey invokes in them a talent for the arcane, causing them to lean towards the sorcerous arts. For girls, this influences hones their emotions into manifested powers, causing them to become untamed fonts of psionic might. Thus, most Sons of Oberon start out as sorcerers or bards, while nearly all Daughters of Titania are wilders.

Entry Requirements

Alignment: Chaotic Good, Neutral Good, Neutral, or Chaotic Neutral.
Skills: Bluff 8 ranks, Knowledge (Nature) 4 ranks.
Language: Sylvan.
Feat: Fey Heritage.
Special: Must have been stolen by fey as a child and taken to live in the Seelie Court.

In addition, a prospective Child of the Seelie Court must satisfy the following requirements, depending on his or her gender:

Male (Son of Oberon): Able to cast Natural Bond* spontaneously.
Female (Daughter of Titania): Wild Surge +1 and able to manifest Link to Nature*.

* For new spells and powers, see section below.

Class Skills

The Child of the Seelie Court's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge: Nature (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).

Sons of Oberon also have Knowledge: Arcana (Int), Spellcraft (Int), and Use Magic Device (Cha) as class skills, while Daughters of Titania have Knowledge: Psionics (Int), Psicraft (Int), and Use Psionic Device (Cha) as class skills.

Skills Points at Each Level: 6 + Intelligence modifier.

Hit Die: d6.

Class Features

Level
BAB
Fort
Ref
Will
Special
Spellcasting or Manifesting
1st
+0
+0
+2
+2
Ecstatic Surge +1, Fey Bond
None
2nd
+1
+0
+3
+3
Fey Knowledge
+1 level of existing class
3rd
+2
+1
+3
+3
Heritage Feat, Greater Heritage
+1 level of existing class
4th
+3
+1
+4
+4
Fey Knowledge
+1 level of existing class
5th
+3
+1
+4
+4
Ecstatic Surge +2, Heritage Feat
+1 level of existing class
6th
+4
+2
+5
+5
Fey Knowledge
+1 level of existing class
7th
+5
+2
+5
+5
Heritage Feat, Greater Heritage
+1 level of existing class
8th
+6
+2
+6
+6
Fey Knowledge
+1 level of existing class
9th
+6
+3
+6
+6
Ecstatic Surge +3, Heritage Feat
+1 level of existing class
10th
+7
+3
+7
+7
Fey Knowledge, Fey Ascension
+1 level of existing class

Your class features are influenced by your time with the fey at the Seelie Court. These features bring your closer to your adopted kind, eventually transforming you into one of them.

Spellcasting or Manifesting: At every Child of the Seelie Court level beyond the 1st, you advance in sorcerous or psionic power. A Son of Oberon gains an increase in spells per day, spells known, and caster level as if he had gained a level in an arcane spellcasting class he belonged to before he added this prestige class. A Daughter of Titania gains an increase in power points, powers known, and manifester level as if she had gained a level in a manifesting class she belonged to before she added this prestige class. Neither one, however, gains any other class benefits a character of that class would have gained.

Ecstatic Surge (Su): A Child of the Seelie Court can allow his passions and emotions boil to the surface when he uses his innate powers. Whenever you cast a spell, manifest a power, or use a spell-like ability granted by a Fey Heritage feat, you may choose to invoke this ability, increasing the caster or manifester level of that spell/power/ability by 1.

If you use this ability on a spell or SLA, the increase in caster level allows you to surpass the maximum caster level of level-dependent effects (such as the number of damage dice of a Fireball spell), though only for the increase granted by this ability (so a 12th level sorcerer casting a Fireball while Ecstatic Surging for +1 deals 11d6 damage with that Fireball). In addition, if the spell is cast spontaneously with one or more metamagic feats applied, you do not need to increase casting time due to metamagic as long as the total metamagic adjustment is at or below twice the amount you surge for (so Surging for +1 lets you Empower a spell without increasing casting time, while Surging for +2 lets you Quicken a spontaneously cast spell).

If you use this ability on a power, the manifester level boost allows you to augment your powers to a higher degree than you otherwise could. You pay no extra power points for augmenting this way due to Ecstatic Surge; instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by this ability.

At class levels 5 and 9, this ability improves, allowing you to Ecstatic Surge for more than +1 to the caster/manifester level. You can always choose to Ecstatic Surge for a lower amount than the maximum boost it allows. If you have the Wild Surge ability, you may add your Wild Surge bonus to determine the maximum caster/manifester level boost of Ecstatic Surge (so a Wilder 5/Daughter of Titania 5 has Ecstatic Surge +4). However, you may not use Ecstatic Surge and Wild Surge (or Overchannel) at the same time. Surging Euphoria applies to successful Ecstatic Surges.

While this ability is powerful, it comes at a cost. Each time you use Ecstatic Surge, there is a 5% chance per +1 surged that the surging emotions overwhelm you, disrupting your concentration and ruining your action. Whenever this happens, the spell, power, or SLA you are attempting to use fails to take effect, and you still expend the spell slot/power points/SLA use per day as if you had used it normally. In addition, you become shaken until the beginning of your next turn.

Fey Bond (Ex): Fey creatures and eladrins regard you as if you were one of them. You gain a +2 circumstance bonus to all Charisma-based checks, a +1 bonus to saving throws against spells and spell-like abilities, and an extra skill point every level (including the level that you gain this ability). These bonuses do not stack with those granted from the Nymph's Kiss feat. If you already have the Nymph's Kiss feat upon gaining this ability, you may select a bonus Metamagic or Metapsionic feat instead.

In addition, you are treated as possessing an additional Fey Heritage feat for all purposes (such as for calculating the damage reduction from Fey Skin or for selecting fey spells).

Fey Knowledge: Your time with the fey has enhanced your knowledge of the natural world, allowing you to share in some of their powers. At every even level, you gain an extra fey spell or power (see section below) to add to your spells or powers known, though you must still satisfy the spell/power's special requirements. You may learn any spell/power of a level less than or equal to your class level, even if you cannot cast/manifest it yet.

These spells/powers do not count for the normal spells/powers known limit of your class. If you possess more than one spellcasting/manifesting class at the time of gaining this feature, you may add the extra spell/power to all of them that qualify (so a sorcerer/bard would add the spell to both lists, while a wilder/psion would only add the power to the wilder list since all of the fey powers are wilder-only).

Heritage Feat: At every odd level except 1st, you gain a bonus Fey Heritage feat. You must meet all qualifications of the feat that you select.

Greater Heritage (Ex): At 3rd level, bond with your fey heritage deepens. Select a Fey Heritage feat that you possess; you unlock additional capabilities based on the abilities granted by that feat. At 7th level, select a different Fey Heritage feat you possess and unlock those abilities as well.

Feat Chosen Ability Granted
Fey Heritage You gain Slippery Mind, as the rogue special ability. At character level 9, you gain a permanent supernatural Protection from Law effect on yourself. At character level 15, that becomes a permanent supernatural Magic Circle Against Law instead. You may dismiss or reactivate either the Protection from Law or the Magic Circle from Law as a free action, though you may not have both on at the same time.
Fey Legacy Your Confusion spell-like ability from Fey Legacy has a save DC 2 higher than normal. Your Dimension Door SLA from this feat can be used as a move action rather than a standard action. If used at caster level 11 or 12, your Summon Nature's Ally V SLA becomes Summon Nature's Ally VI instead. If used at caster level 13 or 14, it becomes Summon Nature's Ally VII instead. If used at caster level 15 or 16, it becomes Summon Nature's Ally VIII instead. If used at caster level 17 or higher, it becomes Summon Nature's Ally IX instead.
Fey Power Your caster level and save DCs for enchantment spells and warlock invocations and telepathy powers increase by an additional 1 (for a total of +2). In addition, your Ecstatic Surge has a 4% chance of failing per +1 you surge for, instead of 5%.
Fey Presence Your Charm Monster SLA from Fey Presence has a save DC 2 higher than normal. The amount of HD your Deep Slumber SLA from this feat can affect increases to 5 + caster level. Your Disguise Self SLA from this feat is usable at-will instead of once per day.
Fey Skin You may add half your class level in Child of the Seelie Court to the damage reduction granted by your Fey Skin feat. In addition, that damage reduction is now penetrated only by lawful and cold iron weapons, rather than simply cold iron.

Fey Ascension (Ex): Your bond with the fey becomes perfect and everlasting, allowing you to walk immortally among them. Your type changes to fey rather than your original type, causing you to gain Low-Light Vision, proficiency with simple weapons, and immunity to spells and effects that only affect humanoids (such as Dominate Person). You also stop aging, no longer gaining physical ability penalties or mental ability bonuses from age (though those already gained remain), and you cannot die from old age.

Finally, you may choose one aspect of your heritage to meld into a complete bond. Select a single Fey Heritage feat for which you have selected for your Greater Heritage ability. You unlock further capabilities with that feat, as follows:

Feat Chosen Ability Granted
Fey Heritage You become immune to all mind-affecting and divination spells, powers, and effects, as if you were under the Mind Blank spell, though you can selectively allow specific mind-affecting or divination effects to work on you if you so choose.
Fey Legacy The SLAs granted to you by Fey Legacy can each be used three times per day rather than once per day.
Fey Power Your caster level and save DCs for enchantment spells and invocations and telepathy powers increase by another 1 (for a total of +3). In addition, your Ecstatic Surge has a 3% chance of failing per +1 you surge for, instead of 4%.
Fey Presence You may spend a use of your Charm Monster SLA from Fey Presence to use Dominate Monster as an SLA instead, but you may only have a single creature dominated this way at a time. Your Deep Slumber SLA from this feat can be used 3/day, and affects total HD of 10 + caster level instead of 5 + caster level. Your Disguise Self SLA from this feat is automatically quickened.
Fey Skin The damage reduction from Fey Skin doubles (this includes the extra DR gained from the Greater Heritage). In addition, that damage reduction is now only penetrated by lawful and cold iron and epic weapons.


Playing a Child of the Seelie Court

As a child of the fey, you don't see the world in the same way as ordinary mortal beings. You feel a constant connection to the natural world around you, and this bond is as innate to you as your magical or psionic powers. Like the fey, you do more than respect nature; you see the trees, the streams, the mountains, and the land itself as living beings themselves. You don't worship nature, as druids do; you simply see yourself as part of the natural world, in the same way as the tree, the stream, or the mountain.

Combat

You enjoy trickery and mischief, and love to employ spells or powers to warp your enemies' minds or create illusions to fool them. You also know many spells or powers which can turn nature to your cause, such as those to communicate with nature, call upon bestial allies, or transform yourself into a wild beast, and you should use this natural bond to your advantage against opponents. Your Ecstatic Surge provides a way to maximize power, and you should select spells and powers that scale by level so you can take full advantage of it (such as spells like Wings of Flurry, Orb of Fire, and Greater Magic Weapon, or powers like Astral Construct, Energy Stun, and Vigor).

Advancement

No individual chooses to become a Child of the Seelie Court; instead, they are chosen, taken by the fey while young to live among them. While many children have lived among the fey in the Seelie Court, only a few individuals become members of this prestige class, for only those who feel their bond with nature most strongly can truly understand and build the connections with fey that this class demands.

You adventure now to seek an ever-closer communion with the fey, though this quest may be as much subconscious as it is conscious. All you really know is that the fey see you more and more as one of them, and you see yourself as a member of the fey as well. You have a potential, an ingrained love of ecstasy and nature that other mortals can never know, and that potential drives you now to a deeper and deeper understanding of the magics of the natural world.

After finishing with this prestige class, you should consider prestige classes that reinforce the methods of this class. Classes that embrace chaos, such as Wild Mage or Anarchic Initiate, can make a good match for a character that embraces the myriad of possibilities in life. Other classes, like Thrallherd or Mindbender, can help you with your enchantment or telepathy spells/powers, while classes like Ruathar or Wild Soul can emphasize your connection to nature.

Resources

The Children of the Seelie Court don't see themselves as a separate organization or group; instead, they see themselves as belonging to the larger body of the fey. While fey aren't known to be incredibly organized, they are willing to help one of their own. As such, any fey with allegiance to the Seelie Court may very well be willing to provide assistance to you when needed, though that help would often come with a price. Such costs typically require you to give gifts, provide entertainment (especially magical), or stay with the fey and provide company for a period of time.


Children of the Seelie Court in the World

"When she sings, she pours all of her passions, joys, and emotions into her music, revealing to all the world her deepest loves and fears. When she uses her magic, she does the same thing, sending her thoughts to the surface and willing the world to do her will. I find myself drawn to the sheer power she wields, yet frightened by the risks she dares whenever she calls upon that awesome might." - Hennet, human sorcerer.

Though rare, Children of the Seelie Court may be found living around or within communities of fey with allegiance to the Seelie Court. Unlike other arcanists and manifesters, Children of the Seelie Court prefer to savor the sweetness of life and let their passions guide their magic, a worldview very unlike that of the typical wizard or psion who devotes his life to study. Children of the Seelie Court take great pleasures in art, music, theater, and love, using their unique perspectives to guide their artistic talents. As such, many patrons and practicioners of the arts are or have contacts with members of this prestige class.

Organization

There is no specific organization dedicated to Children of the Seelie Court. Most members of this class either devote their loyalties and affections to the fey communities in which they live in or to houses of art, guilds of music, or troupes of theater.

NPC Reactions

The passion that drives a Child of the Seelie Court can be disconcerting to those who don't share them. Druids, rangers, and nature-oriented ardents may look kindly on Children of the Seelie Court due to similar connections to the natural world. Sorcerers, wilders, and other spontaneous casters may feel a kinship to them due to having untamed magics of their own. Studious magic-users like wizards and psions find a Child of the Seelie Court's emotional nature somewhat uncomfortable and are more reluctant to spend time around them.

Warlocks and fey aligned to the Seelie Court are almost always friendly towards members of this prestige class, while those alignemd to the Unseelie Court are usually hostile. Out of mundane characters, those who enjoy art or music tend to admire Children of the Seelie Court for their artistic talents. Most mundane people, however, don't treat Children of the Seelie Court any differently, though those aware of their history may be discomforted by the idea of fey stealing away humanoid children.


Lore of the Seelie Court

Characters with ranks in Knowledge (Nature) or the bardic knowledge ability can research Children of the Seelie Court to learn more about them. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from lower DCs.

DC 10: Sometimes the fey steal children from humanoid homes and bring them to the Seelie Court for upbringing. These children are called Sons of Oberon for boys and Daughters of Titania for girls.
DC 15: Such children often gain affinity with sorcery or psionics due to this bond with the fey, gaining great powers over nature as time passes.
DC 20: These children eventually become almost like the fey themselves, and learn to unleash their chaotic emotions to power their casting or manifesting.
DC 30: Characters who achieve this level of success can learn important details about a Child of the Seelie Court in your campaign, including the areas where she operates, and the kinds of activities she undertakes.

PCs who wish to find a Child of the Seelie Court must curry favor with groups of fey who might be aware of one. Typically, this involves gift-giving and a DC 25 Diplomacy check with fey who align themselves to the Seelie Court.


Children of the Seelie Court in the Game

Because of the nature-oriented spells/powers and skills that this class grants, Children of the Seelie Court work best in wilderness campaigns and adventures of exploration, though they work well in other types of campaigns too. Since the class doesn't lose more than a single caster level, and since it does grant several extra spells or powers known, a Child of the Seelie Court can take the place of the party's primary arcanist or manifester. Heavy use of summoning (through Call Nature's Defenders/Defenders of the Wild), shapeshifting (Wild Transformation/Shape of the Beast), and other forms of attracting animal followers (Natural Bond/Link to Nature or Call of the Wild/Psionic) can provide your party with melee warriors when needed.

This class should appeal most to players who enjoy spontaneous casters or manifesters, especially those who love to gamble and use devastating spells with a chance of going awry. The versatility of the class should appeal to arcanists/manifesters who love to maintain options and utility, while Ecstatic Surge gives off a sense of high risk high reward for the player's spells and powers.

Adaptation

If the Seelie Court does not exist in your campaign world, any other governing body or organization of fey may take its place instead, changing the names of Son of Oberon and Daughter of Titania to other major rulers or figures within that organization. In a darker-themed campaign, this prestige class may represent children stolen by evil fey of the Unseelie Court, who become Children of the Queen of Air and Darkness instead. In such case, certain fey spells/powers (like Hands of the Forest/Vitality's Hold) may become unavailable or changed to fit the flavor of the darker court, while new spells/powers that deal in trickery and deceit may be added.

Finally, a possible adaptation would be making this class allow divine advancement in place of arcane or psionic for either Son of Oberon or Daughter of Titania. This fits in very well in worlds where the fey are regarded as divine beings or ones in which either arcane magic or psionics do not exist. For this variant, you should allow certain Charisma-based spontaneous divine classes (such as favored soul, shugenja, or spirit shaman) to select fey spells as spells known, rather than only sorcerers and bards.

Sample Encounter

Because of their chaotic natures, Children of the Seelie Court love to wander around and enjoy the world, often getting themselves in trouble with humanoid authorities due to their vastly different outlooks. In addition, due to their heritage, Children of the Seelie Court often act as liaisons between fey and humanoid communities. The PCs might encounter Children of the Seelie Court in this capacity and be tasked to aid them as a result.

EL 10: Aderyn the Fair is a Daughter of Titania who spends her time traveling the world, visiting communities of fey and humanoids alike. It was in the course of one such travel that she discovered an army of humans planning to cut down a forest containing several dryad oaks in order to build siege weapons for besieging a nearby castle. After an initial failure to communicate with the army's commander (which actually led to violence), Aderyn decides to seek out the PCs to help convince - or force - the humans to stop.

Aderyn the Fair CR 10
Female Human Educated Wilder 5/Daughter of Titania 5
CG Medium Humanoid (human)
Init +2, Senses: Listen -1, Spot -1
Languages Common, Sylvan
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AC 18, touch 18, flat-footed 16
hp 47 (10 HD)
Fort +4, Ref +8, Will +8
+1 saves vs spells and SLAs
+3 Will saves vs enchantments
Damage Reduction 5/cold iron
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Speed 30 ft. (6 squares)
Space/Reach 5 ft./5 ft.
Base Atk +6, Grp +5
Melee +6 masterwork quarterstaff (1d6)
Combat Gear dorje of energy push (28 charges) [XPH]
Powers Known Manifester Level 10th, Power Points 102

1st - Link to Nature, Defenders of the Wild, Charm (Psionic)EK (DC 19 + augmentation)
2nd - Shape of the Beast
3rd - Dispel Psionics, Energy ConeEK (DC 19 + augmentation), Wings of the PixieFey
4th - Speak to the Land, Vitality's HoldFey

Supernatural Abilities Wild Surge +2, Ecstatic Surge +4 (4% per +1)
Spell-Like Abilities Confusion (CL 10, DC 22) 1/day, Dimension Door (CL 10, move action) 1/day, Summon Nature's Ally V (CL 10) 1/day
Extraordinary Abilities Elude Touch, Psychic Enervation, Surging Euphoria +1, Fey Bond, Greater Heritage (Fey Power)
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Abilities Str 8, Dex 14, Con 12, Int 10, Wis 8, Cha 22
Feats Fey Heritage [CM], Fey Power [CM], Practiced Manifester [CP], Expanded KnowledgeB [XPH], Empower Power [XPH], Fey SkinB [CM], Expanded Knowledge [XPH], Fey LegacyB [CM]
Skills Bluff +19, Concentration +14, Diplomacy +16, Knowledge (Nature) +13, Psicraft +13, Tumble +14
Possessions +1 mithral chain shirt, masterwork quarterstaff, cloak of charisma +2, vest of resistance +1 [MIC], torc of power preservation [MIC], ring of protection +1, 80 gp


New Spells and Powers

Presented here are several spells and powers generally used by fey and fey-aligned sorcerers and wilders. These spells/powers are available to those with the prerequisite feats or true fey. A Child of the Seelie Court's Fey Knowledge class feature also allows it to select from these spells/powers, though he must still meet the special requirements.

Fey Spells

Spoiler

Fey Powers

Spoiler
__________________
Rogue Handbook | Warmage Rebuild | Diablo's Assassin | Revised Classes
Potpourri Creation Contest II Winner: Desert Martial Adept Substitution Levels
Potpourri Creation Contest III Best Characterization: Edward the Sly's Lucky Spells
Prestige Class Contest XXI Submission: Child of the Seelie Court

Last edited by PId6 : 09-06-2010 at 04:38 PM.
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