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  1. - Top - End - #1
    Ogre in the Playground
     
    NecromancerGirl

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    Default Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    You'll be working under the theme of:
    It's the Little Things
    Whether your little thing be as simple as a grain of sand or complex as a cantrip (are cantrips complex? Oh well.)
    Rules
    • Entry must be a prestige class with 5-10 levels, and must be for 3.X edition of Dungeons and Dragons
    • Entry must be original, and made for this contest
    • Entry must be related to the theme
    • Entry must be completed by November 17th, 2017
    • Entry must be easy to read (templates will be provided*)
    • Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry)

    Breaking any of these rules will disqualify you, and plagiarism will get you reported.

    *The Templates are in the chat thread here.

    Chat Thread is here. Please only post entries in this thread, the chat thread is for everything other than entries.

    Good luck to all, and let the games begin!
    Last edited by Westhart; 2017-10-18 at 11:55 AM. Reason: November not October XD
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
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    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    The Wasp



    "Cracks too small for mice, make it easier for those to sting real nice~" -Dimmera Goldwisp, Gnome Wasp infamous for "supposedly" stealing the crown jewels

    ENTRY REQUIREMENTS
    Sneak Attack:+5d6
    Skills: 12 ranks in Hide, Move Silently, Spot, Listen, and Tumble

    Class Skills
    The Wasp's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
    Skills Points at Each Level: 8 + int

    Hit Dice: d4

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Flit Movement Bonus
    1st
    +0
    +0
    +2
    +0
    Flit, Sneak Attack +1d6 +5'
    2nd
    +1
    +0
    +3
    +0
    Shrink (1 Size Category) +10'
    3rd
    +2
    +1
    +3
    +1
    Ant Strength, Sneak Attack +2d6 +10'
    4th
    +3
    +1
    +4
    +1
    Shrink (2 Size Categories) +15'
    5th
    +3
    +1
    +4
    +1
    Sneak Attack +3d6, The Bigger They Are +15'
    6th
    +4
    +2
    +5
    +2
    Ant Strength, Shrink (3 Size Categories), Tiny Terror +20'
    7th
    +5
    +2
    +5
    +2
    Pinpoint Strikes, Sneak Attack +4d6 +20'
    8th
    +6
    +2
    +6
    +2
    Shrink (4 Size categories) +25'
    9th
    +6
    +3
    +6
    +3
    Ant Strength, Puny Power, Sneak Attack +5d6, Stinging Strike +25'

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

    Flit (Ex): Wasps excel at moving from place to place, even in their smaller forms. Starting at level one, the wasp gains a +5' bonus to all modes of movement that they have or receive. This bonus increases by an additional 5 feet every even level, to a maximum of +25 feet at level 9. Wasps lose this bonus if they wear armour heavier than light and/or carry a medium or heavier load.

    Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If a wasp gets a sneak attack bonus from another source, the bonuses on damage stack.

    Shrink (Su): At 2nd level, the Wasp is able to gain the ability to shrink down size categories, making it easier to infiltrate buildings and sneak past others. At 2nd level, as a full-round action, the wasp is able to reduce her size by one size category for up to 1 hour per Wasp level per day. While shrunk in this manner, all of the wasp's armour, weapons, and equipment function as though they were of the original size if they have different effects based on size (such as weapon damage). The wasp also keeps their original movement speed and carrying capacity and does not gain any penalties for changing size that affect ability scores (note that each size decrease adds a cumulative +2 to the character's Dexterity score).

    At 4th, 6th, and 8th level, the wasp gains the ability to shrink down an additional size category if she so chooses, taking a full-round action to shrink further or grow larger. However each size decrease makes the time run out faster. For each size category smaller divide the time allowed in half. If a wasp shrinks by 2 size categories then they may only stay in that size for half an hour per wasp level and so on. If the wasp later returns to a higher size category, round the time used up (for example, a 4th level human wasp spends half an hour as a tiny creature then returns to the small size, the wasp has used up 1/4th of her allotted time and so now only has 3 hours to use in small form).

    Ant Strength (Su): At 3rd level, the wasp gains a bonus to their strength score equal to half their wasp class levels. At 6th level, the wasp gains a +1 bonus to their strength score for each size category smaller than their normal size they are. At 9th level, the wasp gains a bonus to their strength modifier equal to 1/3 their original dexterity modifier rounded up. This ability only works when you are at least one size category smaller than you normally are.

    The Bigger They Are (Ex): Starting at level 5, whenever you are in the same square as an enemy creature at least two sizes bigger than you, you may make an opposed grapple check with your size modifier as positive (if it wasn't before) in order to climb onto the creature. If you succeed, you climb onto the creature and it no longer has immunity to precision damage or critical hits from you, in addition you have concealment from the creature and if it misses you with a weapon there is a chance (25%) that it may harm itself instead. If you fail, the creature may make a single attack of opportunity against you at it's highest base attack bonus even if it has already made one this round.

    Tiny Terror (Ex): Starting at level 6, whenever you are in the same square as an enemy creature at least two sizes bigger than you, you may always deal sneak attack damage as though they were flat-footed. This ability does not work with Pinpoint strikes, and you must choose which you will use each time you strike.

    Pinpoint Strikes (Ex): Starting at level 7, whenever you have climbed onto another creature any melee attacks you make may be counted as a touch attack if you choose. This ability does not work with Tiny Terror, and you must choose which you will use each time you strike.

    Puny Power (Su): At level 9, you may make a jump check (DC 10 + 5 times the number of squares between enemies) to launch yourself from enemy to enemy. You may do this as a full-round action that does provoke attacks of opportunity and the enemy is allowed a Reflex save (DC 10+your Dexterity modifier) to avoid you. If the enemy fails their save you may make the opposed grapple check from The Bigger They Are to grab onto the enemy and deal a single attack that cannot be a sneak attack. If you have pounce and/or the Mobility feat this may be done once per iterative attack you have, but only once per enemy.

    Stinging Strike: At level 9, you may use Tiny Terror and Pinpoint Strikes together.
    Last edited by Aniikinis; 2017-10-24 at 06:41 AM.
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  3. - Top - End - #3
    Bugbear in the Playground
     
    Baby Gary's Avatar

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    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    The Sneaky Hand



    do you know what is funny? the look on a great knight's face when he reaches for his sword only to find it missing
    -Kuhl'a'shi, a thief from Dauk'lou

    ENTRY REQUIREMENTS
    Skills: Sleight of hand 6 ranks, 6 ranks in any three other skills
    Spells: The ability to cast a 2nd level arcane illusion spell

    Class Skills
    Appraise (int), Balance (dex), Bluff (cha), Concentration (con) Craft (int), Disguise (cha), Escape Artist (dex), Hide (dex) Knowledge (local) (int), Listen (wis), Move Silently (dex), Open Lock (dex), Sleight of Hand (dex) Spot (wis), and Tumble (dex)
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
    1st +0 +0 +2 +0 Peerless Pickpocket, I like this!, Nothing is too big
    2nd +1 +0 +3 +0 Easy Casting 10%, They Never Saw it Coming +1 level of arcane casting
    3rd +2 +1 +3 +1 Nothing is safe
    4th +3 +1 +4 +1 +1 level of arcane casting
    5th +3 +1 +4 +1 Arcane Lifting
    6th +4 +2 +5 +2 Soul Stealing +1 level of arcane casting

    Weapon and Armor Proficiency: A Sneaky Hand is proficient with all simple and martial weapons, and light armor.

    Peerless Pickpocket: (Ex) At first level a Sneaky Hand gains a bonus to all sleight of hand checks to lift an object from creature equal to two times his level in Sneaky Hand, for example a 5th level Sneaky Hand gets a +10 untyped bonus to Sleight of Hand

    I like this!: (Ex) When you pickpocket another creature and steal a magic item he can make a sleight of hand check to try to figure out how to use it, the DC is 20+ the caster level. If he succeeds then he knows all about the item, things like abilities, command words, charges, etc. however if he fails he cannot try again.

    Nothing is too big: (Ex) A sneaky hand can attempt to steal bigger objects that a normal pickpocket could never do. There are three categories of objects Light, Medium, and Heavy. A light object is any object under 5 lbs or smaller than 0.5 cubic feet, a medium object is between 5 and 20 lbs and between 0.5 and 2 cubic feet, a heavy object is any object that is heavier than 20 lbs and bigger than 2 cubic feet. Pick pocketing a medium object has adds 5 to the DC and a heavy adds 15

    Spells per Day/Spells Known: At 2nd level and ever even level after, a Sneaky Hand gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to whichshe belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a Sneaky Hand, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

    Easy Casting: (Ex) At 2nd level a Sneaky Hand cast some spells in light armor without invoking the normal arcane spell failure chance.

    They never saw it coming: (Ex) At 2nd level a Sneaky Hand has become so good at pick pocketing that only other pickpockets can realize that they are being pick pocketed. When you use sleight of hand your opponent does not counter wit a spot check, instead they use a slight of hand check.

    Nothing is safe: (Ex) starting at 3rd level a Sneaky hand attempt to pickpocket an object that if being held, being worn, or in a sheath. Stealing an object in a sheath add 5 to the DC, stealing an object that is being held adds 15 to the DC, and stealing an object that is being worn adds 25 to the DC

    Arcane Lifting: (Su) starting at 5th level a Sneaky Hand can sacrifice a spell slot or spell prepared for that day and get a bonus on sleight of hand checks equal to the level of the spell times two. however if the sacrificed spell is an illusion spell then the bonus is the spell level times three.

    Soul stealing: (Su) at 6th level a Sneaky Hand gains the ability to steal a part of a person's identity. To do so he must make a sleight of hand check opposed by the targets Will save +15. If the sleight of hand check succeeds he can take one of the targets Su, Sp, or Ex ability that the target creature has The target creature loses this ability for the rest of the day and the Sneaky Hand gains it for the rest of the day. This ability has all of the limitations that its previous owner had, also if it could only be used a certain amount of times per day any uses from its previous owner count to the maximum per day. However a Sneaky hand cannot gain an ability that he already has, if a he can cast spells as a wizard then he cannot gain that ability (however he could still make the wizard lose the ability to cast spells), but he could steal the ability to cast as a cleric. In the case of stealing spell casting some restrictions apply. any feats that the original creature had that effected the spells stop effecting then (like school focus), the saves are based of the Sneaky Hand's ability scores, and cannot change the spells prepared. Doing this takes a minute, it can be rushed to take a full round action but the DC increases by 15. A sneaky hand can only use this ability once per day
    Last edited by Baby Gary; 2017-11-08 at 11:11 PM.
    Muad'drin tia dar allende caba'drin rhiadem! Los Valdar Cuebiyari! Los! Carai an Caldazar! Al Caldazar!

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    Oh wadda you know Gary, you're just a baby.
    Quote Originally Posted by Jormengand View Post
    Yes, but immunity to wizard and resistance to fighter kinda makes up for it.
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    It's all fun and games until you encounter the roc weremegalodon

  4. - Top - End - #4
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    The Hedge Mage


    Well, I might not bend reality or the will of gods, but on the bright side I don’t have to worry about hundreds coming after me either.

    -The Invisible man (No, not that one).

    ENTRY REQUIREMENTS
    Skills: Knowledge (Arcana) 8, Knowledge (Religion) 8, Knowledge (Nature) 8
    Spellcasting: Able to spontaneously cast 0th and first level spells.
    Proficiencies: light armor, proficiency with one martial weapon
    Special: Must have failed a will save, reflex save, and fortitude save against 3 different spells that would have a negative effect.

    Class Skills
    The power possessed by a Hedge Mage is often mocked, and thus they have a wide experience with many different skills. The Hedge Mage treats all skills as class skills.
    Skills Points at Each Level: 6 + int

    Hit Dice: d6

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
    1st +0 +0 +2 +2 Path of the Hedge Mage, Expanded Spell Knowledge (0th level), Witch Knowledge +1 level of existing spellcasting class
    2nd +1 +0 +2 +2 Gutter Instincts, Spell Master (0th) +1 level of existing spellcasting class
    3rd +2 +1 +3 +3 Path of the Hedge Mage, Expanded Spell Knowledge (1st level) +1 level of existing spellcasting class or bonus feat
    4th +3 +1 +3 +3 Spell Master (1st), Cantrip Chain, Openminded +1 level of existing spellcasting class
    5th +3 +1 +4 +4 Expanded Spell Knowledge (2nd level), Spell Transfusion (0th and first) +1 level of existing spellcasting class
    6th +4 +2 +4 +4 Metamagic Twisting, Spell Master (2nd) +1 level of existing spellcasting class or bonus feat
    7th +5 +2 +5 +5 Expanded Spell Knowledge (3rd level), Cantrip Defense +1 level of existing spellcasting class
    8th +6 +2 +6 +6 Spell Master (3rd), Cantrip Chain reversed +1 level of existing spellcasting class
    9th +6 +3 +6 +6 Expanded Spell Knowledge (4th level), Immediate Counterspell +1 level of existing spellcasting class or bonus feat
    10th +7 +3 +7 +7 Spell Master (4th), Spell Transfusion (2nd and 3rd), Lord of Hedgery +1 level of existing spellcasting class

    Weapon and Armor Proficiencies: A hedge mage gains no new proficiencies with armor or weapons.

    Spells per Day: When a new Hedge Mage level is gained, the character gains new spells per day as if she had also gained a level in whatever 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. At 3rd level and every 3 levels after she may gain a bonus feat instead of adding her level for spells. The feat must be one that she meets the prerequisites, but besides that it is up to her choice.

    Witch Knowledge (Ex): The Hedge Mage use her best mental score (Charisma, intelligence, or Wisdom) for skill points per level, spellcraft, craft, and Knowledge checks, and to determine bonus spells per day, and spell DC’s.

    Path of the Hedge Mage (Ex): Hedge mage walks a different path than most casters, and specializes in the casting of "small" spells (Spell of 0th-4th level). Upon entering this class a caster loses the ability to cast spells of 5th level.

    Expanded Spell Knowledge (Ex): The Hedge mage may not be able to bend reality, travel between the planes or pull of some of the more fantastic stunts an archmage can she still has a solid base of power. The Hedge mage adds all spells (including those not on her list) of the given level to her spells known. If a spell on another list would be on her spell list it defaults to the normal level it is on her list.
    Notes: Added that last part to avoid most PrC abuse, also if using (or DM'ing) you can either limit the books that they have access to, or have them have the spells they'll use in advance, so as to not slow down gameplay.


    Gutter Instincts (Ex): The Hedge Mage is usually laughed out of higher society, as most see specializing in little things as exceptionally stupid, thus the Hedge Mage tends to mingle with lower class citizens, especially the ne’er do wells. She adds her level as a competence bonus on disguise, forgery, bluff, hide, and move silently checks. In addition she adds ½ her level as a circumstance penalty on diplomacy checks with nobles, but adds the same as a bonus on checks with “peasants” and double with criminal types.

    Spell Master (Su): The Hedge Mage may now cast certain spells at will. At 2nd level she can cast her second level spells at will, and every even level afterwards she can cast the next spell level at will.

    Openminded: The Hedge Mage counts as whatever alignment is best ofr her in regards to an effect that targets based of alignment, and if such an effect would still affect her (Such as Dark Speech) it instead has no effect. In addition she may multiclass freely (As in no XP penalties for multiclassing), and she ignores any alignment requirements, although if a class has multiple variants (Ex: Paladin) she should take the one closest to her alignment. This has one additional benefit, in addition you now count all skills as class skills.

    Spell Transfusion (Su): The Hedge Mage’s power with her low level spells increase. She now casts spells of a certain level as Su (meaning they do not allow for SR, can’t be dispelled etc.). Although they can still be affected by effects that improve spells (metamagic, etc)

    Metamagic Twisting (Su) A number of times per day equal to your highest mental score's bonus (charisma, Wisdom, or Intelligence) you can add a metamagic feat (which you possess) to a spell you cast without increasing its level. In addition you no longer increase casting time when you add a metamagic feat to spells.

    Spell Chain (Su): The Hedge Mage may use a move action to begin a spell chain. During the first round of a spell chain she must cast her highest spell available, and no other spells untill her next turn. On her next turn she can cast 2 spells of one level lower (with casting times of a standard action or less). If she continues with the spell chain the next round she can cast 3 spells of a level lower than the previous, and so on. Thus a witch with access to 4th level spells would work like this:
    Spoiler
    Show

    Round 1: Casts 4th level spell
    Round 2: Cast two 3rd level spells (With casting times of 1 standard action or less)
    Round 3: Cast three 2nd level spells (With casting times of 1 standard action or less)
    Round 4: Cast four 1st level spells (With casting times of 1 standard action or less)
    Round 5: Casts five 0th level spells (With casting times of 1 standard action or less)

    The hedge Mage can not use her metamagic twisting or apply metamagic feats while sh has a chain activated, although she may deactivate a chain as a free action.
    Note Disabling the Chain resets it.

    Cantrip Defense: The Hedge Mage may now counterspell with spells of lower level, although she takes a penalty on the check equal to the difference between the level she uses and the level counterspelled (thus counterspelling an 8th level spell with a 4th level spell she takes a -4 penalty).

    Spell Chain (Reversed): This works as the normal Spell chain ability, but the witch may flip the spell uses, thus she would start with her lowest and end with her highest. In addition she may start a Spell Chain as a swift action.

    Immediate Counterspell (Ex): The Hedge Mage can counterspell as an immediate action.

    Lord of Hedgery (Ex or Su): The Hedge Mage has unlocked a secret, at the core magic is universal, and she learns five secrets, or more correctly she learns to tap into the fundamentals of magic.
    • Tap the Well Spring (Ex): A number of times equal to her Constitution modifier the witch may attempt to cast one of her spells in an antimagic field or dead magic zone. To do so she must make a spellcraft check (DC: 10+spell level+caster level). If she succeeds she casts the spell, if she doesn’t succeed the spell is not cast. This is draining, and the Witch takes 1d4 ability damage to each score ignoring immunities/resistance.
      Note: A non-ability can not take damage, although a creature’s other ability scores are affected normally.
    • Universal Magics (Ex): The Hedge Mage knows that all spells spring from the same source. If she had a feat or ability that applied to a specific school of magic (spell focus for example) the benefit applies to all her spells, and stacks. (So if our theoretical witch had spell focus (necromancy) and spell focus (divination) the effects would stack)
    • Supreme Counterspell (Su): The Hedge Mage can counterspell with any spell regardless of the spells school or level, and all casting within 10*level provoke an AoO, but the Hedge Mage uses a counterspell instead of making an attack (This ability may be used a number of times equal to her AoO in a round). In addition every 2d4 rounds the Hedge Mage can use a counterspell that automatically succeeds.
    • The Small are Mighty (Su): Instead of taking a penalty on counterspell checks when countering with a lower level spell the Hedge Mage now applies this an a bonus equal to the difference between the spells. (So counterspelling with a level 1 spell vs a level 7 spell would give a +6 bonus on the check.)
    • Universal Teachings: When using spells the Hedge Mages caster level equals her character level plus any bonuses she may have (such as an ioun stone).


    The Epic Hedge Mage
    Level Special Spells per Day/Spells Known
    11th Late Bloomer, Expanded Spell Knowledge (5th) +1 level of existing spellcasting class
    12th Spell Master (5th), Bonus Feat +1 level of existing spellcasting class
    13th Expanded Spell Knowledge (6th) +1 level of existing spellcasting class or bonus feat
    14th Spell Master (6th), Bonus Feat +1 level of existing spellcasting class
    15th Expanded Spell Knowledge (7th), Spell Transfusion (4th and 5th) +1 level of existing spellcasting class
    16th Spell Master (7th), Bonus Feat +1 level of existing spellcasting class or bonus feat
    17th Expanded Spell Knowledge (8th) +1 level of existing spellcasting class
    18th Spell Master (8th), Bonus Feat +1 level of existing spellcasting class
    19th Expanded Spell Knowledge (9th) +1 level of existing spellcasting class or bonus feat
    20th Spell Master (9th), Spell Transfusion (6th and 7th), Bonus Feat +1 level of existing spellcasting class
    Late Bloomer: The hedge mage has her path of the hedge mage ability relaxed, and is able to cast as a normal caster of her caster level. (Thus a wizard casts as a wizard, etc, modified by his abilities).

    Epic Hedge Mage Bonus Feat List: Any feat she meets the prerequisites for.

    Expanded Spell Knowledge: At 11th level and every odd level there after the highest spell level that benefits from the Hedge Mage's Expanded spell Knowledge ability increases by one.

    Spell Master: At 12th level and every even level there after the highest spell level that benefits from the Hedge Mage's Spell Master ability increases by one.

    Spell Transfusion: At 15th level and every 5 levels after the highest spell levels that benefit from the Hedge Mage's Spell Transfusion ability increases by 2.
    Last edited by Westhart; 2017-11-10 at 10:12 AM. Reason: Working on epic progression
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  5. - Top - End - #5
    Bugbear in the Playground
     
    BlackDragon

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    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    Minimizer


    Giants are powerful Foes. Except for when their a foot tall

    -Eric Vangourd, Master Minimizer

    ENTRY REQUIREMENTS
    Skills:Knowledge (Arcane) 6 ranks, Spellcraft 6 ranks, Heal 2 ranks
    Spells: Able to cast Second level Arcane spells, Able to cast reduce person as an arcane spell
    Special: Must have spent the entire previous level using all 1st level spell slots to exclusively cast Reduce Person.


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

    Hit Dice: d4

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
    1st +0 +0 +2 +2 Efficient Reduction, Personal Adjustment -
    2nd +1 +0 +3 +3 Packed skin +1 of Existing Arcane Class
    3rd +1 +1 +3 +3 Everything Can Be Shrunk. And Everyone +1 of Existing Arcane Class
    4th +2 +1 +4 +4 Faster, Smaller and Stronger +1 of Existing Arcane Class
    5th +2 +1 +4 +4 Everlasting reduction +1 of Existing Arcane Class

    Weapon and Armor Proficiencies: A Minimizer gains no weapon or armour proficiency.

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

    Efficient Reduction: Your affinity for reducing someones size begins to grow making size changing more effective. Whenever you cast either Reduce Person or Mass reduce person (Later referred as a Reduce spell) its duration is increased to 10 minutes/Caster level and its range increase to medium (100ft+10ft/Caster level.

    Personal Adjustment: When you reduce someones uou can skim some of the wasted magical energies and channel it into yourself. When you cast a reduce spell you can choose for it to also effect you, even if it goes past the target limit

    Packed Skin The when reducing creatures the skin of the creatures is modified. When affecting creatures with a reduce spell they either gain DR Admantine equal to your minmizer level and an increase of their natural armour by 2 (creature with no natural armour have it treated as 0) or Take a penalty to their DR equal to tour Minimiser level and have their natural armour reduced by 2. At level 5, the formula for for the damage reduction increase/reduction equals is increased to twice your Minimizer level. When you caster level reaches 13 this damage reduction becomes DR/-

    Everything Can Be Shrunk. And Everyone: You gain even more diverse control of the shrinking of creatures and even objects. When using a reduce spell you may target an object. When doing so the spell is instead treated as shrink object, except the duration is 2 hours/Caster level instead of 1 Day/Caster level. You may also target any kind of creature, not just humaniods as normal.

    In addition, you may cast Mass Reduce Person as a third level spell if the spell was originally 4th level or higher on your spell list.

    Faster, Smaller, Stronger At 4th level a Minimalist can make a number of adjustments to their spell at the cost the cost of reduced effects in other areas of the spell. These effects may be combined as long as they don't modify the same class feature or part of the spell:

    Compacted Speed: When casting either reduce spell you may you may grant the target the benefit of haste of the downsides of Slow (if they fail the initial save), as the spell. However, when using this the duration of the effect is reduced to 1 round/Caster level. When using this effect and Personal Adjustment, you always gain the effects of haste and are never slowed.

    Focused Effect: When casting Mass Reduce Person, you may half the number of targets affected (to 1 every 2 caster levels) to reduce creatures an additional size category. They gain the appropriate benefits (Increased AC, hide check, Attack rolls) and Penalties (Reduced reach, weapon damage and carrying capacity) Unless you use the One Sided Benefits effect. You may also decrease the amount of creatures even further, down to 1 every 4 caster levels to reduce the targets of the spell 2 size additional size categories. The targets ability Modifiers are changed to +4 Dex and -4 Str. You may also decrease the amount of creatures even further, down to 1 every 4 caster levels to reduce the targets of the spell 2 additional size categories. The ability modfiers for the reduction is instead +6 dex and -6 strength.

    Float Like A Butterfly, Sting like a Bee: When casting either of the reduce spells you may grant the effects of the Weapon Finesse Feat. If the target already has the Weapon finesse Feat they instead add their dexterity modifier to their damage when using the Weapon Finesse Feat. However, When doing this however the duration of the reduce spell is decreased to 1 minute/Caster level

    One Sided Benefits: When casting a reduce spell you may choose to forgo the the benefits of the Personal Adjustment class feature. If you do so you may grant just the benefits of an reduce spell (Increased Dexterity, Hide Bonus, Increased Ac and to-hit) or just the downsides (Reduced Strength, Potentially Reduced Reach, Reduced Carrying Capacity and Reduced weapon damage). If you may also apply this to the effects of other Faster, Smaller, Stronger effects.

    Shrink Projectile: Instead of casting reduce person as normal you may instead choose to create 2 small projectiles, red and blue, that last for 2 hours per caster level. The blue projectile can either be thrown at creature or object, using their touch AC or be consumed as a move action, which then casts Reduce person on the target as if you cast it, with a -2 penalty to the Spell Dc and Caster level.

    The red pill can be Consumed/thrown as at a creature/object that has been reduced in size to revert them to their normal size, with a save against the original spell Dc (Including the -2 penalty) if it the target is unwilling to change back to normal size. As a special Full-round action, you may throw a shrunk object and then throw the red pill at that object, returning the object to normal size mid throw. You take a -2 penalty on on the onjects attack roll due to the difficulty of this maneuver.

    Shifting Size: When casting a reduce spell you may choose to forgo the benefits of the Personal Adjustments class feature. If you do so the creatures of your choosing affected by the reduce spell gain a miss chance of 10%, meaning all attack rolls against the target have a 10% chance of missing. At 5th level the miss chance increases to 20%.

    Everlasting Reduction: Your manipulation of size reaches its peak. When casting a reduce spell you may change its duration to permanent. The caster level of such effect is increased by 5 for the purposes of dispelling. You may have only one Reduce spell made permanent by this effect, the spell can be ended at anytime as an immediate action and you cannot use this ability in conjunction with a Faster Smaller Stronger ability that directly modifies the spells duration.

    In addition, the dexterity bonus granted by by the reduce spells increases by 4. If your using the One Sided Benefits ability and cancelling the disadvantages the target also gains +4 to strength. If You're using said ability to cancel the benefits the targets penalty to strength is increased by 4.
    Last edited by Coretron03; 2017-10-19 at 11:03 PM.
    Quote Originally Posted by Nifft View Post
    Therefore, you just need a taller statue -- or a sufficiently high pedestal for your statue, if you're a cheese-weasel -- to permanently kill any god in 2e.

  6. - Top - End - #6
    Dwarf in the Playground
    Join Date
    Jan 2017

    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    This is my first ever contest entry! I'm on mobile so please forgive any typos or copy pasta. Thanks!

    Note: This PrC uses the dessication damage type, which can be found in Sandstorm.

    DUST DEVIL



    "I drove out to the canyon ground
    Grinding dust off from the sand
    I don't ever [expletive deleted] with the Dust Devil
    He's got the power of an upright in his goddamn hand"

    ~ "Dust Devil" by Butthole Surfers

    ENTRY REQUIREMENTS
    Spellcasting: Ability to cast 5th level spells
    Skills: Survival 5 ranks
    Special: Must have suffered dessication damage or slain a creature with dessication damage.

    Class Skills
    The Dust Devil's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all) (Int), Profession (Wis), Search (Int), Spellcraft (Int) and Survival (Wis).
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Motes Spellcasting
    1st
    +0
    +0
    +2
    +2
    Mote Pool, Energy Substitution (Dessication), Dust Aura 1 +1 to existing spellcasting class
    2nd
    +1
    +0
    +3
    +3
    Dust Immunity, Dust Blast 3 +1 to existing spellcasting class
    3rd
    +1
    +0
    +3
    +3
    Dust To Dust 5 +1 to existing spellcasting class
    4th
    +2
    +1
    +4
    +4
    Sandman 7 +1 to existing spellcasting class
    5th
    +2
    +1
    +4
    +4
    Dust In The Wind 9 +1 to existing spellcasting class

    Weapon and Armor Proficiencies: A Dust Devil is proficient with simple weapons but no armor nor shields.


    CLASS ABILITIES

    Mote Pool: A dust devil uses motes from a mote pool to power their abilities. These motes refresh daily.

    Energy Substitution (Dessication): A dust devil may modify any spell with an energy descriptor to use dessication instead. A spell modified in this way used a slot of its normal level but its descriptor changes to [dessication]. This ability is not considered metamagic and spells modified by this ability remain unchanged except as noted here.

    Dust Aura (Su): The dust devil is surrounded by a cloud of swirling dust in a 5 ft. radius that obscures and hinders those within it. The dust devil is considered to have partial concealment (20% miss chance). Additionally, any creature within the aura takes dessication damage equal to the dust devil's current mote pool each round. Summoning the aura is a standard action. It may be dismissed as a free action. The aura automatically ends if the dust devil's mote pool reaches 0 and may not be summoned again until they have at least 1 mote in their pool.

    - The dust devil may spend a mote to increase their concealment to total (50% miss chance) for a number of rounds equal to their mote pool (calculated after subtracting the point used for this ability).

    - The dust devil may spend a mote to increase the diameter of their aura by 5 ft. for 1 round.

    Dust Immunity (Ex): The dust devil is at home in weather and environments that would hamper other creatures. The dust devil no longer requires water to live and treats any dust or sandstorm as being less severe by a number of steps equal to their dust devil level (Hurricane treated as Windstorm, etc.). The dust devil also takes only half damage from effects that deal dessication damage. If such an effect allows a save for half damage, the Dust Devil instead takes no damage on a successful save and half damage on a failed save.

    Dust Blast (Sp): As long as the dust devil has at least 3 motes, they may shoot forth a blast of dust in a straight line as a standard action. The length of the line is 5 ft. per mote in the dust devil's current mote pool. Any creature caught in the area takes a number of points of dessication damage equal to the dust devil's caster level plus the number of motes in their mote pool divided by 2 (CL+Motes/2). Reflex save for half.

    - The dust devil may spend a mote to cause all creatures in the area to make a second reflex save or be knocked back 5 ft. per dust devil level.

    - The dust devil may spend a mote to cause all creatures in the area to make a fortitude save or lose their next action due to choking and coughing.

    Dust To Dust (Su): As long as the dust devil has at least 5 motes, any time they deal dessication damage, they heal a number of hit points equal to the lower of half the damage dealt or the number of motes currently in their mote pool. Any healing in excess of the dust devil's maximum are gained as temporary hit points to a maximum of their Dust Devil level. These temporary hit points are lost first and fade after 10 minutes.

    - The dust devil may spend a mote to double the healing received from Dust To Dust.

    - If the dust devil slays a creature with dessication damage, they may spend a mote to restore 1d6 motes to their mote pool up to their maximum.

    Sandman (Su): As long as the dust devil has at least 7 motes, they may transform their body into living dust as a move action. While in this form, the Dust Devil is not subject to critical hits or precision damage. The dust devil is also gains DR 5/- and is immune to dessication damage. However, the Dust Devil takes double damage from water based attacks. Finally, the Dust Devil can move through tiny spaces such as through keyholes or under doors. The dust devil may return to their natural form as a free action. If the dust devil's mote pool falls below 7, they immediately return to their natural form.

    - The dust devil may spend a mote to increase or decrease their size by one step for a number of rounds equal to the their mote pool (calculated after spending the mote to activate this ability). Sandman must be active to use this ability.

    - The dust devil may spend a mote to change their shape as the polymorph spell although the new form remains dust. Sandman must be active to use this ability.

    Dust In The Wind (Sp): As long as the dust devil possesses 9 motes, they may dissipate into dust and reform in any suitably dusty environment as per the teleport spell.

    - The dust devil may spend a mote to dissipate and blow across the battlefield, moving up to double their movement. Any creatures in spaces through which they pass take 1d6 dessication damage per mote in the dust devil's current mote pool (calculated after spending the mote to activate this ability).

    - The dust devil may spend a mote to take an additional creature with them when using Dust In The Wind. Multiple motes may be expended to take multiple additional creatures. These motes are expended after the teleport is complete.


    NEW FEATS

    Expanded Mote Pool
    Prerequisites: Levels in a mote pool granting class.
    Benefit: Your Mote Pool increases by 3 motes.
    Last edited by Kaskus; 2017-11-25 at 10:40 AM.

  7. - Top - End - #7
    Orc in the Playground
     
    MindFlayer

    Join Date
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    near Milan / Italy
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    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    Master of Needles

    Every rose has its thorns

    -Aikawa Kuniyoshi, master of needles.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +6
    Feats: Exotic Weapon Proficiency (Fukimi-Bari*); Weapon Focus (Fukimi-Bari*).
    Special: Poison Use.

    *This Exotic Weapon is described in both "Oriental Adventures" and "Arms and Equipments Guide" handbooks.


    Class Skills
    The Master of Needles's class skills (and the key ability for each skill) Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
    Skills Points at Each Level: 2 + int

    Hit Dice: d6

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Additional needles
    1st +1 +0 +2 +0 Make them rain; Ki-needles 1
    2nd +2 +0 +3 +0 Precise Spit 2
    3rd +3 +1 +3 +1 Flurry of Needles 3
    4th +4 +1 +4 +1 Extended range 4
    5th +5 +1 +4 +1 Breath of the Spined Dragon 5

    Weapon and Armor Proficiencies: A Master of Needles gains no weapon or armour proficiency.

    Make them rain (Ex): a Master of Needles slowly learns how to best fit Fukimi-Baris in his own mouth and to better spit them. At each level, a Master of Needles gains the ability or spit one additional Fukimi-Bari with a single attack (as shown in the table under the "Additional Needls" column).
    This means that a 1st level Master of Needles could fire 4 Fukimi-Baris against the same target with a single attack; a 2nd level Master of Needles could fire 5 Fukimi-baris, up to 8 Fukimi-Baris at 5th level.

    Ki Needles (Su): at 1st level a Master of Needles learns how to imbue his Fukimi-baris with a small amount of his personal life force, making them able to hit like a magic weapons. Fukimi-Baris shot by a Master of Needles are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

    In addition a Master of Needles learns to crystallize a small amount of his ki to create some Fukimi-baris ready to use when needed. Fukimi-Baris created in this way deal the same damage of normal Fukimi-baris and immediately vanish as soon as the attack is resolved.

    A Master of Needles can create each day a number of Fukimi-baris equal to (10+Wisdom modifier)x MoN levels (for example, a MoN 4 with Wisdom 16 could create 52 Fukimi-baris a day). Creating these Fukimi-Baris requires no action but is an action that must be made as a part of the same attack during which those needles are used.

    A Master of Needles can freelty combine "real" Fukimi-baris and ki-made Fukimi-baris according to his own needs. A 3rd level MoN holding 4 Fukimi-baris in his mouth could decide at the last second that he needs two more needles for the attack he is going to do and create 2 ki-fukimi-baris to meet this need.

    Spoiler: Special
    Show
    Classes that already have access to ki can gain more benefit from this ability.
    A monk that choose "Stunning fist" as bonus feat can choose to spend one use of this ability to regain a number of used ki-fukimi-baris equals to 10+ his Wisdom modifier.

    A ninja can choose to spend one one point from his "ki pool" to gregain a number of used ki-fukimi-baris equals to 10+ his Wisdom modifier.


    Precise spit (Ex): At 2nd level a Master of Needles also learns how to adjust the flight of his fukimi-baris to make them more effective. From now on, the Master of Needles can add a bonus to the damage dealt by each of his Fukimi-Baris equal to half his levels in this prc (rounded down).

    Flurry of Needles (Ex): At 3rd level a Master of Needles learns to perform a sequence of small spits that allows him to hit more than a target a time. As a standard action, a Master of Needles can spit as many Fukimi-baris as he could spit with a single attack (6 for a 3rd level MoN) but he is not forced to fire them all against a single foes. Spitting each needle requires a separate attack roll. Each attack roll is made at the Master of Needles higher base attack bonus but suffers a -2 penalty and can target a different enemy.

    Extended Range (Ex): At 4th level a Master of Needles learns how to control his own breath to propel his Fukimi-Baris even further. Fukimi-baris used by a Master of Needles have now a range increment of 15ft.

    Breath of the Spined Dragon (Ex): a 5th level Master of Needles learns the final secret of his path, that makes him able to hit several enemies at once with a cloud of needles. As a full-round action, a Master of Needles can fill his mouth with 50 Fukimi-Baris and immediately spit them in a 10 ft. cone spread. Every creature in the area suffers 5d8 of magical, piercing damage (Reflex halves, DC 15+dex bonus).
    If at least 30 Fukimi-baris out of 50 share the same type of "enhancement", then this attack has that enhancement too: if 30 Fukimi-baris are adamantine, then the damage of the attack will be adamantine; if 30 Fukimi-baris are good aligned, then the attack will be good-aligned; if 30 Fukimi-baris are poisoned with the same poison, then the attack delivers the poison to everyone that suffers at least one point of damage from it; if 30 Fukimi-baris share the same 'Magic Weapon Special Ability' then the attack will have that 'Magic Weapon Special Ability' too...and so on.
    Last edited by MrNobody; 2017-10-23 at 03:42 PM.

  8. - Top - End - #8
    Banned
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    The Leveller


    Image: Suphlatus, Angel of Dust by Peter Morbacher

    "I met a traveller from an antique land
    Who said: Two vast and trunkless legs of stone
    Stand in the desert... near them, on the sand,
    Half sunk, a shattered visage lies, whose frown,
    And wrinkled lip, and sneer of cold command,
    Tell that its sculptor well those passions read
    Which yet survive, stamped on these lifeless things,
    The hand that mocked them and the heart that fed:

    And on the pedestal these words appear:
    'My name is Ozymandias, king of kings:
    Look on my works, ye Mighty, and despair!'
    Nothing beside remains. Round the decay
    Of that colossal wreck, boundless and bare
    The lone and level sands stretch far away."
    - Percy Bysshe Shelley,
    Ozymandias

    Oh, how the mighty have fallen! Even the greatest cities are nothing before the wrath of even the smallest Leveller. Though he is overshadowed by the tallest towers of the city some thousand times over, he wields the power to topple them to the ground. His power is connected to elite spells: spells which are exceptionally powerful for their level. With them, the leveller wields powers which his size belies. A single person fighting against the vastness of cities and their armies, he yet prevails.

    Adventures: Levellers adventure to fell the greatest foe, to take the greatest city - ultimately, a leveller's calling is to destroy. That said, a leveller still has many of the more ordinary motivations which most adventurers have.

    Characteristics: A leveller can take on enemies, armies, and cities many times his size. He relies on elite spells, which are stronger than their relatively small level might suggest - he essentially learns a few spells which are better than usual.

    Alignment: Any. While destruction may seem chaotic, there is something to be said for Law's ability to topple the mighty as well.

    Religion: Deities of destruction or fire are common among levellers, but any deity is possible.

    Background: A leveller is usually an evoker of some kind - a wizard or sorcerer who wishes to add to their already-prodigious arsenal of damaging spells, a cleric eager to supplement their defensive and support role with powerful evocations, a druid whose desire to protect nature has extended to destroying cities, and so forth. Levellers tend to be those who were frustrated by their relative inability to have a great impact on the world.

    Races: Any. While those of the largest sizes might not seem like a great fit for the leveller's ideal that even a single tiny dissident can lay waste to a massive empire, even a titan is still smaller than a city by a long way.

    Other Classes: Members of other classes might criticise the leveller's violent approach to all situations, but few can deny his effectiveness.

    Role: A leveller is a primary damage-dealer, but also retains the base class's versatility - in fact, the leveller knows even more spells than the base class in question.

    Adaptation: The elite spell concept could easily be adapted to include other spells from sources outside of the player's handbook, or alternatively a new class could be made using elite spells around a different theme, such as an elite healer class which could access spells such as elite cure critical wounds and elite restoration.

    ENTRY REQUIREMENTS
    Spellcasting: Must be capable of casting fourth-level spells.
    Skills: Knowledge (Architecture and Engineering) or Profession (Siege Engineer) 10 ranks.
    Feats: Spell focus (Evocation).

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +0 +0 +2 Elite Spellcasting 1
    2nd +1 +0 +0 +3 1 1
    3rd +1 +1 +1 +3 1 1 1
    4th +2 +1 +1 +4 1 1 1 1
    5th +2 +1 +1 +4 2 1 1 1 1
    6th +3 +2 +2 +5 2 2 1 1 1 1
    7th +3 +2 +2 +5 2 2 2 1 1 1 1
    8th +4 +2 +2 +6 2 2 2 2 1 1 1 1
    9th +4 +3 +3 +6 3 2 2 2 2 1 1 1 1
    10th +5 +3 +3 +7 3 3 2 2 2 2 1 1 1 1

    Class Skills
    The Leveller'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), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Weapon and Armour Proficiency: The Leveller gains no proficiency in any kind of weapons or armour.

    Elite Spellcasting
    The leveller gains an additional caster level and additional spells per day and spells known of each level as though he had continued to take levels in a class with which he met the prerequisites. If he had mutliple classes with which he met the prerequisites, he must choose one of those classes to progress.

    Further, the leveller gains elite spells from the leveller elite spell list as additional spells known. He knows a number of each level of elite spells given on Table: The Leveller. At first level, this means he only gains an elite cantrip (though he can cast that elite cantrip as many times per day as he has spell slots with which to cast it). If he prepares spells, like a wizard or cleric does, or if he retrieves spells - whether like a sha'ir does or like a spirit shaman does - he can cast elite spells spontaneously much like a druid casts summon nature's ally spells by expending a full or empty spell slot (but not an expended one!). If he casts spells directly like a beguiler or warmage does, he treats the elite spells as being additional spells on his list.

    If he learns spells like a sorcerer, he simply gains additional spells known which do not take up ordinary spell slots. Further, a leveller can learn an additional nonelite spell by forfeiting the nonelite version of the elite spell he is learning (if there is one), even if his class would not entitle him to do that this level or in addition to any spells he is entitled to swap out this level. For example, a sorcerer/leveller who learns conflagration (elite fireball) can swap out his fireball spell known for another third-level spell known.

    Elite spells have an "E" or the word "Elite" before their spell level, for example "E3" or "Elite third". This doesn't change the actual level of the spell (for example, the elite third level spell would still take up a third-level spell slot and the DC is still that of a third-level spell). Rather, it signifies only that it's an elite spell of that level and therefore defies many of the expectations of what is possible of a spell of that level (see the next paragraph).

    A leveller can learn an elite spell even if he can't learn the nonelite version of the same spell. A cleric/leveller can learn conflagration (elite fireball), for example. A leveller who learns an spell which uses a different ability score based on caster uses the primary ability modifier which determines their spell saving throw difficulty class if their class isn't listed in the spell. For example, grasping hand references your intelligence modifier for wizards, charisma for sorcerers, or wisdom for clerics. A druid/leveller who learns the elite version of this spell (which doesn't alter the text of the spell) uses wisdom, in this case. A creature with an elite spell-like ability uses charisma in this case.

    No ability ever entitles you to learn additional elite spells unless it mentions them in particular. For example, the Extra Spell feat does not allow you to learn an additional elite spell. Similarly, items cannot replicate elite spells, nor can an item which would replicate one (such as a wand of conflagration (elite fireball)) be created except by an ability which specifies that it can do. If you are entitled to know an elite spell, you might still not be able to cast the spell in question, for example if you enter as a bard or paladin.

    Leveller Elite Spell List

    0lvl

    Acidic Burst (Elite Acid Splash): Blast of acid deals damage in area.
    Booming Sound (Elite Ghost Sound): Loud noise can be heard all around.
    Create Geyser (Elite Create Water): Creates a stream of water which can cause floods.
    Hand of God (Elite Mage Hand): Telekinetic force can lift and throw objects.
    Ray of Ice (Elite Ray of Frost): Icy ray ignores hardness and deals more damage.
    Set Ablaze: Target catches on fire.

    1st

    Arcane Bolt (Elite Magic Missile): Missiles break apart buildings or cause explosions.
    Cone of Immolation (Elite Burning Hands): Cone of flame sets enemies and architecture on fire.
    God's Own Sling (Elite Magic Stone): Three stones become catapult rocks when thrown.
    Produce Inferno (Elite Produce Flame): Flame can be used to perform multiple area attacks.

    2nd

    Immolating Ray (Elite Scorching Ray): Rays of flame peirce enemies and objects.
    Inferno Blade (Elite Flame Blade): Blade of fire sets objects and people ablaze and deals a lot of damage.
    Living Flame (Elite Flaming Sphere): Sphere moves on its own and sets things on fire.
    Ruin Earth and Stone (Elite Soften Earth and Stone): Ruins foundations or sinks many creatures.
    Smash (Elite Shatter): Sonic boom shatters all kinds of objects.
    Surge of Wind (Elite Gust of Wind): Blast of wind can knock over objects and smash through buildings.
    Thousand Stings (Elite Acid Arrow): Swarm of arrows covers many creatures in acid.

    3rd

    Conflagration (Elite Fireball): Explosion damages buildings and sets things and people on fire.
    Doombolt (Elite Lightning Bolt): Lightning doesn't have to originate from you and is better.
    Exploding Arrow (Elite Flame Arrow): Arrows set things on fire in an area.
    Frozen Storm (Elite Sleet Storm): Storm does damage and is larger and lasts longer.
    Incantation of the Thunderbolt (Elite Call Lightning): Lightning strikes are longer, set targets on fire and can be aimed at a location you can't see.
    Light of Death (Elite Searing Light): Beam of light sets targets on fire.
    Plague (Elite Contagion): Disease spreads, infecting many.
    Sculptor's Wrath (Elite Stone Shape): Shape additional stone, potentially ruining entire buildings.

    4th

    Blizzard (Elite Ice Storm): Storm of hail and ice actually deals meaningful damage.
    Curse of Corrosion (Elite Rusting Grasp): Your touch can turn entire iron structures to rust.
    Devastating Yell (Elite Shout): Loud shouting cracks buildings.
    Pillar of Flame (Elite Flame Strike): Pillar of fire causes even stone and water to ignite.
    Smash to Pieces: Destroys buildings or large objects.

    5th

    Incantation of the Thunderstorm (Elite Call Lightning Storm): Lightning strikes are longer, set targets on fire and can be aimed at locations you can't see.
    Insect Storm (Elite Insect Plague): Swarms can move.
    Muddy Doom (Elite Transmute Rock to Mud): Transmute even worked stone and more of it.
    Polar Cone (Elite Cone of Cold): Affected region is covered ice and frost and creatures may be stuck in it.

    6th

    All is Dust (Elite Disintegrate): Turns practically anything to dust.
    Arctic Sphere (Elite Freezing Sphere): Sphere deals damage over a larger area and freezes more than just water.
    Greater Devastating Yell (Elite Greater Shout): Shouting sends enemies flying or knocks down buildings.
    Electric Arc (Elite Chain Lightning): Chain arcs in a different way and can hit enemies for full damage.
    Seeds of Destruction (Elite Fire Seeds): Turn acorns into missiles or holly berries into demolition charges.
    Symphony of Shattering (Elite Sympathetic Vibration): Song shakes entire city.
    Toppling Hand (Elite Forceful Hand): Hand topples buildings.

    7th

    Banishing Light (Elite Sunbeam): Beams are actually effective and burn buildings.
    Blade of Destruction (Elite Mage's Sword): Sword cuts through buildings and people alike.
    Burning Rain (Elite Fire Storm): Storm of fire does full damage again over time.
    Conflagration Deathtrap (Elite Delayed Blast Fireball): Explosion damages buildings and sets things and people on fire.
    Gravity Hammer (Elite Reverse Gravity): Objects and creatures are launched by gravity.
    Immobilising Hand (Elite Grasping Hand): Hand can squeeze buildings; is stronger.
    Master the Storm (Elite Control Weather): Create more powerful weather effects.
    Swarming End (Elite Creeping Doom): Swarms move on their own and aren't dependent on you.

    8th

    Pounding Fist (Elite Clenched Fist): Fist deals a lot of damage.
    Worldquake (Elite Earthquake): Quake is more destructive.
    Immolating Cloud (Elite Incendiary Cloud): Damage is greater and spell has a respectable radius for a high-level evocation.
    Freezing Ray (Elite Polar Ray): Target is frozen solid and ray ignores hardness.
    Abominate Metal or Stone (Elite Repel Metal or Stone): Spell pushes back large fixed objects and larger free objects.
    Solar Flare (Elite Sunburst): Burst is actually effective and burns buildings.
    Vortex of Doom (Elite Whirlwind): Whirlwind affects bigger creatures, is easier to control and dismantles structures.

    9th

    Heaven's Roar (Elite Storm of Vengeance): Everything about the spell is far better.
    Obliterating Hand (Elite Crushing Hand): Hand obliterates enemies and objects.
    Starstorm (Elite Meteor Swarm): Meteors continue to fall after initial 4.
    Wrack and Ruin: Destroy a city.

    Leveller Elite Spell Descriptions (A-I)

    Abominate Metal or Stone (Elite Repel Metal or Stone)
    Level: Leveller E8
    Range: Medium (100 ft + 10 ft/level)
    Area: 200 ft long, 100 ft wide path
    You cause a sweeping path which sends metal or stone objects flying.

    This spell works a little like repel metal or stone. However, it has many key differences.

    When you cast the spell, you designate a directional path which shoves metal and stone objects within its bounds (up to any height) along the path. They do not have a maximum diameter. Instead, any metal or stone object which is not attached to the floor or ground is dragged along the path if it weighs up to 50,000 lbs. If it weighs more than that, it still experiences a strong pull which may make it unsafe to stand upon. An object which is attached to the floor or ground is ripped loose immediately if it weighs up to 5000 lbs. If it weighs between 5000 and 50,000 lbs, the sections attaching it to the ground take 20d6 points of damage every round, ignoring hardness. It is entirely possible to rip buildings from the ground in this way, in which case they tumble about dealing 10d6 points of damage to the occupants each round they do.

    Acidic Burst (Elite Acid Splash)
    Level: Leveller E0
    Range: Medium (100 ft + 10 ft/level)
    Area: 10 ft radius sphere.
    Duration: Instantaneous and 1 round/level, see text.
    Saving Throw: Reflex see text.
    You cause acid to splash over a large area.

    This spell works much like acid splash except as noted above. You don't need to make any attacks to hit. Any creature struck by the attack is also covered with acid which deals 1 point of acid damage every round to that creature for 1 round/level. A creature who passes a reflex save is only covered in acid for 1 round/2 levels. A creature who is doused with enough water to dilute the acid (or hypothetically enough alkali to neutralise it, in which case they probably have other problems) is freed from this effect.

    All is Dust (Elite Disintegrate)
    Level: Leveller E6
    Area: 40-ft-radius sphere.
    You turn buildings into ruins and civilisations into graveyards.

    All is Dust works like disintegrate except as noted above and that it affects every creature in the area, who must take a fortitude save against 2d6 damage per level (and passing the save causes 5d6 damage), and every unattended object in the area is disintegrated. You can attempt to affect a single attended object, in which case it is disintegrated on a failed save or takes 5d6 points of damage on a passed save.

    Elite spells like all is dust are difficult to resist fully. A creature with mettle or a similar ability takes 3d6 points of damage if it passes the save.

    Arcane Bolt (Elite Magic Missile)
    Level: Leveller E1
    You fire a storm of exploding missiles.

    Arcane bolt works like magic missile except that each missile needn't target a creature. Instead, it causes an explosion in a 10 ft radius sphere in a point you choose. The damage that each missile deals is 2d4+2 and there is no level limit on how many missiles can be produced. Unlike magic missiles, arcane bolts can damage all creatures and objects in the area. Light objects are thrown out of the area away from the centre with great force. Arcane bolts ignore hardness of buildings.

    Arctic Sphere (Elite Freezing Sphere)
    Level: Leveller E6
    Duration: Instantaneous and 1 round/level
    Saving Throw: Reflex partial
    You fire a sphere of pure cold which freezes all kinds of things.

    This spell works like freezing sphere except as noted above, that the burst area is 20 ft radius, and that any creature who fails a reflex save is Frozen Solid for one round (a reflex save halves the damage as well as negating the Frozen Solid effect). A creature who is Frozen Solid cannot defend themself properly, is flat-footed and cannot take actions.

    Elite spells like arctic sphere are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Banishing Light (Elite Sunbeam)
    Level: Leveller E7
    Range: 120 ft
    Saving Throw: Reflex see text
    You call forth a bevy of beams of light which burn enemies.

    Banishing light works a lot like sunbeam except as noted above and for the following. The beams do 8d6 points of damage to creatures who are not undead and to objects in the area. Each creature or object struck by a beam Catches on Fire, whether they pass the reflex save or not, though the fire may burn out immediately if the object or creature isn't flammable. Any extraplanar creature who fails the reflex save is banished back to their home plane - extraplanar undead vulnerable to bright light who fail their saves are both banished and destroyed.

    Elite spells like banishing light are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Blade of Destruction (Elite Mage's Sword)
    Level: Leveller E7
    You cause a massive force blade to spring into being.

    This spell works much like mage's sword. However, the sword is a +5 vorpal weapon and its base damage is 6d6. Its deflection bonus to AC is 5. A building attacked by the sword has its hardness ignored, and if the attack roll is a natural 20, the building's structure is compromised and 2d4 sections of the building fall down, starting with the one being attacked (if it's still standing after the damage) and those near it.

    Elite spells like blade of destruction are difficult to resist fully. If you fail to overcome a creature's spell resistance, the sword just floats back to you instead of disappearing. You can't try to make it attack that creature again, though.

    Blizzard (Elite Ice Storm)
    Level: Leveller E4
    Duration: 1 round/level
    You cause an enduring blizzard, which can deal exceptional damage to anyone who stays in the area too long.

    Blizzard works as ice storm except as noted above and that the damage is dealt each round and damages objects as well as creatures. The damage dealt is instantaneous and doesn't go away at the end of the duration.

    Elite spells like blizzard are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Booming Sound (Elite Ghost Sound)
    Level: Leveller E0, Terror E0
    Range Medium (100 ft + 10 ft/level)
    Duration: 1 minute/level (D)
    You create a mighty booming sound which can inspire fear in people.

    Booming sound works a lot like ghost sound, but with a few differences. As well as those mentioned above, the maximum sound produced doesn't have a level limit. Unlike ghost sound, you can also change the sound after it starts. While booming sound isn't technically a fear effect, at even moderate levels the sound can quickly become unbearable, and anyway creatures subjected to the sound of a roaring dragon or invading army may quickly abscond even though they don't have an actual condition which says that they do.

    Burning Rain (Elite Fire Storm)
    Level: Leveller E7
    Duration: Instantaneous and 1 round/level
    You create a lasting fire storm.

    Burning rain is just like a regular fire storm except that as well as doing the 1d6/level damage instantly, it does a further 1d6 points of fire damage per round over the duration. Damage dealt by the spell is instantaneous and doesn't end when the spell ends. A creature takes one initial reflex save and uses it for the duration the first time they're in the area.

    Elite spells like burning rain are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Cone of Immolation (Elite Burning Hands)
    Level: Leveller E1
    Range: 30 ft
    Area: 30 ft cone
    You send from your hands a cone of flames which can burn buildings and people alike.

    Cone of immolation works just like burning hands except as noted above, that the maximum damage is 10d4, and that any creature or flammable object struck Catches on Fire whether the save is passed or failed, even if the target took no damage from the attack.

    Elite spells like cone of immolation are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Conflagration (Elite Fireball)
    Level: Leveller E3
    You cause a cataclysmic explosion.

    This spell works just like fireball with a few exceptions. Each creature damaged by the spell Catches on Fire and each creature in the area who fails the reflex save is knocked prone. The spell burns hot enough to deal significant damage to objects; the damage is not reduced for being fire damage.

    Elite spells like conflagration are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Conflagration Deathtrap (Elite Delayed Blast Fireball)
    Level: Leveller E7
    You trigger a cataclysmic explosion to take place after a certain length of time or as a trap.

    This spell works just like delayed blast fireball with a few exceptions. Each creature damaged by the spell Catches on Fire and each creature in the area who fails the reflex save is knocked prone. The spell burns hot enough to deal significant damage to objects; the damage is not reduced for being fire damage. Enemies cannot handle the bead.

    Elite spells like conflagration deathtrap are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Create Geyser (Elite Create Water)
    Level: Leveller E0
    Duration: Concentration, up to 1 round/level and instantaneous.
    You pour water from your hands.

    Elite create water works just like create water except that the water shoots from your hands as though from a decanter of endless water, and you can change the amount which comes out each round up to the maximum is determined as per the create water spell, potentially dealing damage just like a decanter of endless water does. The concentration duration is how long the water comes out for; when it is there it doesn't go away.

    Curse of Corrosion (Elite Rusting Grasp)
    Level: Leveller E4
    Target: One corrosible or ferrous object or creature; see text
    You reach out your hand and turn almost anything to rust.

    This spell works similarly in some ways to rusting grasp, but is also very different. You may touch an object or creature made of any metal which can be oxidised or is ferrous, such as copper or steel, with this spell, and thereafter it contracts the destructive curse of corrosion for 1 round/level.

    The curse of corrosion corrodes and oxidises whatever metal it touches if able (or rusts ferrous materials which would normally not be corrosible) - this is enough to destroy weapons immediately and reduces the AC of metal armour by 1d6 instantaneously and 1d6 more per round, as well as doing 3d6 points of damage, plus 1 per caster level, to each creature made of a corrosible or ferrous material instantly and each round. Magical weapons and armour have a level of resistance, but a magic weapon's damage die reduces as though the weapon's size had reduced when it contracts the curse each round until it is destroyed at 0 damage or the curse is over, and magic armour's AC is reduced by 1d3 instead of 1d6 (though it's destroyed if the base AC becomes 0). Even after the object or creature is destroyed, it still bears the curse.

    The curse can be spread simply via touching the object so affected - cursing an iron object and hurling it hard enough to smash it to pieces and therefore spreading the curse to everything which touches a piece is a possible tactic. In any case, the curse deals as much damage to objects as it does to creatures (except for the special rules about weapons and armour). Each object which contracts the curse takes on the duration of 1 round/level again, meaning that the spell itself can continue indefinitely, though an object can only be cursed once by each spell. A metal wall or building spreads the curse to adjacent sections.

    While some metals cannot survive the curse of corrosion at all (alkaline metals all burn when exposed to it!), some items may take enough damage to destroy them and yet retain some functionality. A wall of rust or verdigris still has some functionality, after all. However, the curse tends to make most items fragile enough to fall apart easily.

    Devastating Yell (Elite Shout)
    Level: Leveller E4
    You let loose a yell which can shatter buildings.

    Devastating yell works just like shout except that the damage is dealt to objects, is 1d6/level (no level limit) and is doubled against buildings and ignores the hardness of objects.

    Elite spells like devastating yell are difficult to resist fully. A creature with mettle or a similar ability takes one quarter of the damage dealt by the spell on a successful save.

    Greater Devastating Yell (Elite Greater Shout)
    Level: Leveller E6
    You shout loud enough to send creatures flying.

    Greater devastating yell works like devastating yell except that the damage is d8/level, creatures are deafened for 4d6 rounds, and creatures who fail the fortitude save are Blown Away to the edge of the area. Objects struck are also sent flying if they aren't attached to the ground, and take triple damage instead of double.

    Doombolt (Elite Lightning Bolt)
    Level: Leveller E3
    Range: Long (400 ft + 40 ft/level)
    You fire a bolt of lightning from anywhere you can think of in the spell's area, and the bolt deals a lot of damage.

    Doombolt works a bit like lightning bolt. However, you can choose any start and end for the lightning bolt within the range given above, so long as the bolt is no longer than 120 feet long. You don't need line of effect or sight to the start or end point but must be able to identify both uniquely. If the path of the lightning bolt is blocked by something impassable, it will only travel up to the obstacle. A creature struck takes 1d6 points of damage per level (no level limit) and is stunned for one round if the save is failed.

    Elite spells like doombolt are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Electric Arc (Elite Chain Lightning)
    Level: Leveller E6
    You call forth a bolt of lightning which scurries between targets.

    This spell works just like chain lightning except that each target only needs to be within 30 feet of any one previous target, not the first target, and the damage dealt isn't halved for secondary targets. You can target objects or locations in order to extend the chain beyond this range, although some of the spell's potential is arguably wasted in this way.

    Elite spells like electric arc are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Exploding Arrow (Elite Flame Arrow)
    Level: Leveller E3
    You set arrows on fire so that they ignite the target struck.

    Exploding arrow works a lot like flame arrow, but the damage is 2d6 and any creature struck by the flame arrows Catches on Fire. Further, if a flame arrow is fired at a large enough object or structure, the initial fire created by the flame arrow occupies nine squares (the one struck and the eight around it) as the arrow bursts into a great flame.

    Freezing Ray (Elite Polar Ray)
    Level: Leveller E8
    Range: Very Extremely Long (3200 ft + 320 ft/level)
    Duration: See text
    Saving Throw: Reflex partial
    You fire a freezing-cold ray that sucks the heat out of creatures and buildings, potentially freezing them solid.

    This spell works a little like polar ray, but is actually effective. As well as the ray dealing damage instantaneously, a creature struck becomes Frozen Solid for 1 round/level if they fail the reflex save or 1 round otherwise. A creature who is Frozen Solid cannot take actions and is flat-footed.

    Alternatively, you can fire the ray at a building. If you do, the damage isn't reduced for being cold damage and the building's hardness is ignored. The surfaces of the building become icy for 1 round/level, meaning that people inside need to take balance checks to move. At the end of the duration, the ice melts, probably flooding the building.

    Frozen Storm (Elite Sleet Storm)
    Level: Leveller E3
    Area: Cylinder (80 ft radius, 80 ft high)
    Duration: 1 minute/level
    Spell Resistance: Partial
    You create a blinding storm of hail.

    Frozen storm works like sleet storm except as noted above and that each creature and object in the area takes 1d6 points of cold damage each round. This damage is not subject to hardness or reduced against objects but, unlike the rest of the spell, is subject to spell resistance.

    God's Own Sling (Elite Magic Stone)
    Level: Leveller E1
    You cause stones to become mighty boulders when hurled.

    This spell works a little like magic stone, but the stones resize into +3 boulders when tossed, dealing 6d6+3 damage to each creature struck and acting like splash weapons (and therefore dealing 9 damage to adjacent creatures). The boulders deal double damage against objects and a building in the boulder's square always takes the direct hit damage. Each boulder becomes nonmagical upon striking the target.

    Gravity Hammer (Elite Reverse Gravity)
    Level: Leveller E7
    Range: Long (400 ft + 40 ft/level)
    Area: Up to 1 10-foot cube per level (S)
    Saving Throw: None
    You send enemies and objects in the area flying as the pull of gravity is magnified.

    Gravity hammer works like reverse gravity, except as noted above and for the following. No save is ever allowed to grab objects to prevent the effects, and you choose the direction of gravity - even keeping it still down. You can even cause each of the 10-ft cubes to have its own gravity, potentially pressing a creature between two of them, immobile.

    In any case, the effects of gravity are also stronger. Falling damage is doubled (up to double the normal maximum) and creatures in the area cannot fly. Even a creature who was on the ground and dragged down invariably falls prone and takes 1d6 points of falling damage (which is not doubled).

    A creature reaches the edge of the area essentially instantly, and is then thrown a further distance equal to the distance they just travelled - though if the real gravity is the opposite to the gravity they were experiencing during the gravity hammer, they are slowing down during this movement, so they actually take 2d6 less falling damage per 10 feet in normal gravity. For example, if you use two cubes of gravity hammer to throw a creature straight up and they hit the cieling 30 feet above them, they take 2d6 damage - 4d6 for the two cubes in the gravity hammer, minus 2d6 for the 10 feet out of it.

    If a building is in the area of the gravity hammer, then any section which is being pulled sideways takes 5d6 points of damage per round. Any section which is being pulled upwards takes 10d6 points of damage per round. Often, pieces of the building will be thrown out of the gravity hammer, which may provide concealment or deal 1d6 points of damage to creatures within 10 feet depending on the composition of the building, among other possible effects.

    You may alternatively cause the areas or some of the areas in question to have no gravity at all.

    Hand of God (Elite Mage Hand)
    Level: Leveller E0
    Range: Medium (100 ft + 10 ft/level)
    Effect: Hand moves objects about; Bigby approves.
    You conjure up a major telekinetic force which moves objects about for you.

    The hand of God works just like mage hand except that you can, once per round as a free action, lift and throw an object of up to 100 lbs within range up to 100 ft, and smaller objects proportionally further (it generates 10,000 ftlbs of thrust, in effect, but it can't lift objects heavier than 100 lbs at all). It can't lift creatures, but can attempt to grapple them, using the ability score which determines your save DCs in place of strength, caster level in place of base attack bonus, and medium in place of your size, even if they don't fit within the weight limit. If the force throws an object (especially a weapon or ammunition for a weapon) at a creature or another object, treat it as an attack, again substituting for strength and base attack bonus as above. Ignore the range increment of the original weapon in favour of simply checking whether the target is in range or not.

    The hand of God is also able to achieve fine manipulation, so it can untie knots. It can also tear objects apart, like ripping a flag from a pole.

    Elite spells like hand of God are difficult to resist fully. A creature with freedom of movement or a similar effect gets a +20 bonus to avoid or escape the grapple, but is not immune outright to being grappled.

    Heaven's Roar (Elite Storm of Vengeance)
    Evocation [Acid, Cold, Electricity, Fire, Sonic]
    Level: Leveller E9
    Components: V
    Range: Extremely Extremely Long (6400 ft + 640 ft/level)
    Effect: 1-mile radius storm of everything
    Duration: 10 rounds
    Saving Throw: See text
    Spell Resistance: No
    You open the heavens, and invite their wrath upon the hapless foes below.

    This spell works almost nothing like storm of vengeance but is conceptually similar. When you cast the spell, a thunderclap deafens creatures for 2d6*10 minutes (fortitude negates) and deals 1d6 points of sonic damage per 2 levels (maximum 15d6 at 30th level) (reflex half). Each round, a new effect comes into play, but for the entire duration, driving rain makes it impossible to see or hear beyond your own square. The winds start at 30 miles per hour and pick up by 10 miles per hour each round.

    In the second round, the rain becomes acidic, dealing 1d6 points of acid damage per 2 levels (maximum 15d6 at 30th level) (reflex half) and nauseating creatures for 2d6 rounds (fortitude reduces to sickened for 1d6 rounds). In the third round, lightning strikes all over, striking up to two creatures of your choice per level for 10d6 points of damage (reflex half) and dealing significant damage to the landscape, as well as probably setting buildings alight despite the rain. In the fourth round, hailstones deal 5d6 bludgeoning and 5d6 cold damage to each creature and object in the area. In the fifth, burning rain deals 5d6 points of fire damage over the entire area (reflex half) and making everything in the area Catch on Fire.

    During the sixth to tenth rounds, the wind picks up the debris of what remains. Those creatures who are the unlikely survivors are probably still subject to the wind's effects, and also take 5d6 points of slashing damage per round (reflex half) from the debris.

    Elite spells like heaven's roar are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save. Mettle or a similar ability only negates the sickened effect and nothing else.

    Immobilising Hand (Elite Grasping Hand)
    Level: Leveller E7
    You create a giant hand which holds immobile anything it touches.

    This spell works very similarly to grasping hand, but its strength is 68, its size is colossal, and its bonuses and penalties are figured out on this basis. It emulates toppling hand and impassable hand instead of forceful hand and interposing hand and its statistics beyond its strength are those of an impassable hand instead of an interposing hand.

    Elite spells like immobilising hand are difficult to resist fully. A creature with freedom of movement or a similar effect gets a +20 bonus to avoid or escape the grapple, but is not immune outright to being grappled.

    Immolating Cloud (Elite Incendiary Cloud)
    Level: Leveller E8
    Range: Long (400 ft + 40 ft/level)
    Effect: Cloud spreads in 200 ft radius, 200 ft high.
    Duration: 1 minute/level
    You create a cloud which blazes through creatures and buildings alike.

    This spell works a lot like incendiary cloud, except as noted above, that the automatic move and deliberate move are 100 feet and 600 feet rather than 10 and 60, and that any creature or object in the area takes 6d6 fire damage instead of 4d6, and creatures who fail the reflex save Catch on Fire. The immolating cloud also sets any object on fire which is at all flammable.

    Elite spells like immolating cloud are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save. Wind doesn't disperse the cloud short of a tornado, though it still doesn't function underwater.

    Immolating Ray (Elite Scorching Ray)
    Level: Leveller E2
    Range: Medium (100 ft + 10 ft/level)
    You fire multiple piercing, burning bolts at enemies.

    Immolating ray works just like scorching ray except as above, that you needn't aim the rays at creatures within 30 feet of each other, that each creature struck catches on fire, and that the rays pierce through enemies. The ray can continue in a straight line to hit creatures and objects behind the original target. The second creature or object struck takes 2d6 points of damage, the third takes 1d6, and the fourth takes none (but still catches on fire). The ray stops after striking four targets. If you miss a target, the ray keeps going and the damage isn't reduced for the next target. For example, if you hit the first target, miss the second, and hit the third, the third target takes 2d6 points of damage, not 1d6. You can elect to miss certain targets on purpose.

    Impassable Hand (Elite Interposing Hand)
    Level: * E5
    You create a giant hand which blocks enemy attacks

    This spell works just like interposing hand except that it is colossal in size, that its strength score is 56, that its AC is 30 (-8 size, +13 natural, +15 deflection), that it has double your normal hit point total and that it provides total cover against the enemy. Disintegrating the hand only deals normal damage to it.

    *At time of writing, no-one knows or can learn impassable hand. However, it is included as multiple other spells reference it.

    Incantation of the Thunderbolt (Elite Call Lightning)
    Level: Leveller E3
    You call a lightning storm whose whims extend beyond your vision.

    This spell works just like call lightning except that each bolt of lightning is twice as long, any creature struck by a bolt of lightning Catches on Fire, and you do not need line of sight or line of effect to a location which you wish to strike with a lightning bolt. Further, you do not need to spend a standard action to call down a lightning bolt.

    Elite spells like incantation of the thunderbolt are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Incantation of the Thunderstorm (Elite Call Lightning Storm)
    Level: Leveller E5
    You call down a powerful lightning storm.

    Incantation of the thunderstorm works just like incantation of the thunderbolt except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.

    Inferno Blade (Elite Flame Blade)
    Level: Leveller E2
    You create a giant blast of fire from your hand.

    This spell works a lot like flame blade, but you are considered proficient with the weapon no matter what and the damage is 2d8+1/level (maximum 2d8+20). Any creature struck by the blade Catches on Fire. The spell still doesn't function properly underwater, but you create a blast of scalding bubbles which deals the original damage of flame blade instead.

    Insect Storm (Elite Insect Plague)
    Level: Leveller E5
    You send a wave of locusts to attack your enemies.

    Insect storm works like insect plague except that the swarms move at your behest and are mantis swarms:

    Mantis Swarm (Elite Locust Swarm)
    Size/Type: Diminutive Vermin (Swarm)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +7
    Speed: 10 ft. (2 squares), fly 60 ft. (average)
    Armor Class: 23 (+4 size, +7 Dex +2 Competence), touch 23, flat-footed 16
    Base Attack/Grapple: +4/—
    Attack: Swarm (4d6)
    Full Attack: Swarm (4d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits, elite creature
    Saves: Fort +6, Ref +9, Will +3
    Abilities: Str 6, Dex 24, Con 12, Int Ø, Wis 12, Cha 2
    Skills: Listen +5, Spot +5
    Feats:
    Environment: Temperate plains
    Organization: Solitary, cloud (2-7 swarms), or plague (11-20 swarms)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Distraction
    Because the DC is constitution-based, it's 14 instead of 12.
    Last edited by Jormengand; 2017-11-20 at 02:57 PM.

  9. - Top - End - #9
    Ogre in the Playground
    Join Date
    May 2013

    Default Hive Master

    The Hive Master


    "A figure stood behind Yan. Her costume was barely recognizable—she wore a short cape of tattered black cloth over her body armor, a skintight black suit beneath that, and there were folds of black cloth draped around her legs like a dress or a robe. The entire fabric seemed to ripple and move. It took Sierra a second to realize it was crawling with a carpet of insects.

    The disconcerting part was the girl's face, or lack thereof. Her expression was masked behind a shifting mass of bugs that moved in and out of her hairline. Sierra couldn't even tell where the bugs ended and the scalp began, as the small black bodies crawled into and onto the black curls. There was a hint of something like glass where Skitter's eyes were, but the bugs ventured far enough over her eyelids and around the frames that nothing was visible in the way of goggles, glasses, or skin."


    -Worm, Interlude 14.


    Entry Requirements:
    Skills:
    Knowledge(Nature) 13 ranks, Survival 8 ranks, Diplomacy 4 ranks
    Spellcasting/Manifesting/Other: Must have a spell, power or other ability able to create or control a swarm of Vermin, such as the Druid spell Insect Plague or using the Improved Familiar feat to have a Swarm of Spiders as a familiar.

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

    Hit Dice: d6

    Spoiler: Table: The Hive Master
    Show
    Level BAB Fort Ref Will Special Swarm HD
    1 +0 +0 +0 +2 Ten Thousand Sparks of Life 3; 6
    2 +1 +0 +0 +3 Ten Thousand Points of Sight 5; 12
    3 +1 +1 +1 +3 Ten Thousand Motes of Power 8; 18
    4 +2 +1 +1 +4 Ten Thousand Touches of Thought 11; 24
    5 +2 +1 +1 +4 Ten Thousand Fragments of Talent 13; 30


    Weapon and Armor Proficiencies: A Hive Master gains Light Armor Proficiency if they did not already have it, as well as proficiency with the quarterstaff and club if they do not already have it.

    Class Features: The following are all class features of the Hive Master:

    Ten Thousand Sparks of Life (Su): At first level, a Hive Master gains the ability to control a number of Vermin, defined by the total HD of the Swarm formed by them. They may control two and two-thirds Hit Dice worth of Vermin Swarm per Hive Master level without penalty. However, for every Hit Die beyond this, they take a -1 Insight penalty to their Will and Reflex saves and a -2 Insight penalty to Intelligence and Wisdom based skill checks. If the penalty to Will saves is larger than their base Will save bonus granted by class levels and other Hit Dice, or their penalty to Intelligence skills is larger than their ranks in Knowledge(Nature) plus their Intelligence modifier, they are overwhelmed by the psychic feedback and are rendered Unconscious for 1d4 hours. Even with this increased strain, they may not exceed six Hit Dice of controlled Vermin Swarms per Hive Master level.

    Gaining control of a swarm of Vermin that already exists will require the swarm to fail a Will save with a DC of 10+Hive Master level+Charisma modifier. This control effect may be applied to spells, powers and other abilities that create Vermin swarms temporarily to double the duration, even if an effect like the Extend Spell feat has already been applied.

    Ten Thousand Points of Sight (Su): At second level, a Hive Master grows more familiar with the feedback of their telepathic control, beginning to understand the senses of the diminutive creatures they command. As a result, they may use the combined Spot and Listen check bonuses of their Swarms instead of their own, so long as all the swarms used in this way can see and/or hear what the check attempts to notice. Additionally, the line of sight of their swarms counts as their own.

    Ten Thousand Motes of Power (Su): At third level, a Hive Master begins to develop powers from their swarm itself, cultivating powers from the many minute specks the creatures they command have to generate useful energies to shape. For every four HD of Swarm they control, the Hive Master may select one option from the following list:
    Spoiler: Motes of Power list
    Show

    Distributed Neuro-kinetics: A Hive Master who selects this option focuses the telepathic network of their Swarm into a source of Psionic power, gaining the ability to manifest psionic powers as a Wilder with a level equal to the number of times they have selected this option, or adding that effective Wilder level to their level in an existing Psionic manifesting class for the purposes of Power Points per Day, Powers Known and Maximum Power Level Known. Additionally, they can use Psionic powers and feats from the position of their swarms, as well as have detrimental effects, such as the damage from Overchannel or the ability damage from Body Fuel, apply to their swarms instead of themselves.

    Shards of Divinity: A Hive Master who selects this option uses the hardly-there spirits of the swarms they control to call out to outsiders to their plane of existence, gaining the ability to cast Divine spells as a Favored Soul with a level equal to the number of times they have selected this option, or add that effective Favored Soul level to their levels in Cleric, Paladin or Favored Soul for spellcasting purposes, such as spells known and spells per day. Additionally, they can use Divine spells and feats from the position of their Swarms, including applying Personal range spells to one of their Swarms instead of themselves and applying the effects of [Divine] feats to a Swarm instead of themselves.

    Force of Nature: A Hive Master who selects this option has the innate connection to nature all but the most bizarre and twisted creatures have to draw on the supernatural forces of the natural world, gaining the ability to cast Divine Spells as a Spirit Shaman with a level equal to the number of times they have selected this option, or add that effective Spirit Shaman level to their levels in Druid, Ranger or Favored Soul for spellcasting purposes, such as spells known and spells per day. Additionally, they may have any Vermin, including a Swarm, as an animal companion, with an effective Druid level equal to the number of times they have selected this option plus their levels in Hive Master and other sources of effective Druid level for Animal Companions, minus the Challenge Rating of the Vermin. The bonus hit dice from Animal Companion count as controlled Vermin hit dice for the Hive Master's control limit, as well as for all other Hive Master class features.


    These options must be selected at the start of each day to the maximum of what the Hive Master can control, and may not make their effective level for any given parameter exceed their character level.

    Ten Thousand Touches of Thought (Su): Starting at 4th level, a Hive Master's connection with their swarms grows to such an extent they can think through their Swarm, gaining a +1 Insight bonus to Intelligence and Wisdom per two HD of Swarm they control. Additionally, the penalty to Reflex saves and skill checks from Ten Thousand Sparks of Life is reduced by one for every two HD of Swarm controlled that would normally bring penalties for control.

    Ten Thousand Fragments of Skill (Su): Starting at 5th level, a Hive Master learns to house complex skills in their telepathic network, allowing their Swarms to perform actions normally taking extensive training and immense talent to do. They may select a feat they qualify for for every 3 HD of Swarms they control. The benefits of these feats are applied to all of the Swarms they control, rather than themselves, and the feats selected may be changed at the start of each day.
    Last edited by Morphic tide; 2017-11-12 at 01:18 PM. Reason: Entry and class skill information added, Swarm HD and two ability names finalized

  10. - Top - End - #10
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Minnesota
    Gender
    Male

    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    SINGER OF THE FORBIDDEN SONG


    It's a small world after all-
    --Zazu, Singer of the Forbidden Song

    NO! No, anything but that!
    -- Scar, hapless victim of the forbidden song


    ENTRY REQUIREMENTS
    Perform (Vocal or any instrument): 13 ranks
    Decipher Script: 2 ranks
    Alignment: Any evil

    Class Skills
    The Singer of the Forbidden Song's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), 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 (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skills Points at Each Level: 6 + int

    Hit Dice: d6

    SINGER OF THE FORBIDDEN SONG
    Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th
    1st
    +0
    +0
    +2
    +2
    Forbidden Song, Sneak Attack +1d6 2 - - - -
    2nd
    +1
    +0
    +3
    +3
    Selective Hearing 3 0 - - -
    3rd
    +2
    +1
    +3
    +3
    Debilitating Song (-2) 3 1 - - -
    4th
    +3
    +1
    +4
    +4
    Sneak Attack +2d6 3 2 0 - -
    5th
    +3
    +1
    +4
    +4
    3 3 1 - -
    6th
    +3
    +2
    +5
    +5
    Debilitating Song (-3) 3 3 2 0 -
    7th
    +5
    +2
    +5
    +5
    Sneak Attack +3d6 3 3 2 0 -
    8th
    +6
    +2
    +6
    +6
    3 3 3 1 -
    9th
    +6
    +3
    +6
    +6
    Debilitating Song (-4) 3 3 3 2 -
    10th
    +7
    +3
    +7
    +7
    Sneak Attack +4d6 3 3 3 2 0

    Weapon and Armor Proficiencies: Singers of the Forbidden Song do not gain any new weapon or armor proficiencies.

    Forbidden Song (Ex): The research, discovery, and use of the Forbidden Song is what makes a Singer of the Forbidden Song. The Song has an insidious effect on all thinking beings, driving them to escape hearing it by any means necessary, up to and including taking their own lives. A Singer of the Forbidden Song may use the Forbidden Song a number of times per day equal to their class level. Starting the Song is a standard action and so is maintaining it. A Performance check is made as part of this action. The result of this check is the total number of HD of creatures that can be affected by this use of the Forbidden Song. A creature with more HD than the Singer's ranks in Perform cannot be affected by the Song. Creatures who are mindless, deaf, or too powerful do not count against the total HD affected. Creatures who can be affected make a will save vs a DC equal to the Singer's ranks in Perform plus their Charisma bonus. The range of the Forbidden Song is 60 feet, starting with the closest affectable creature. They do not need line of sight but must be able to hear the Song. Failing the save means fleeing unless they have half as many HD as the Singer or less. If they are unable to flee, they cower, taking no action but covering their ears and attackers gain a +2 to hit. Creatures with half or fewer HD than the Singer attempt a Coup de Grace on their selves with whatever weapon is handy or no weapon at all. Creatures who would be affected by the compulsion to Coup de Grace themselves but are immune to Coups de Grace and/or critical hits simply attacks themselves with a normal attack (including with ranged weapons if that's what they have in their hands). The Song provokes a save each round it is maintained, until a successful save is made, after which the victim is immune to that Singer's Forbidden Song for 24 hours. The fleeing effect lasts 10 rounds. The Song's effects are not fear effects and can affect any creature which can hear and has an intelligence score, even those normally immune to mind-affecting effects. It does not count as an enchantment, compulsion, or supernatural ability and functions in an antimagic field.

    Sneak Attack: As the Rogue ability

    Spellcasting: The Singer of the Forbidden Song casts spells from the bard spell list spontaneously with Charisma as their casting stat.
    SPELLS KNOWN
    Level 0 1st 2nd 3rd 4th
    1st 4 - - - -
    2nd 5 2 - - -
    3rd 6 3 - - -
    4th 6 3 2 - -
    5th 6 4 3 - -
    6th 6 4 3 - -
    7th 6 4 4 2 -
    8th 6 4 4 3 -
    9th 6 4 4 3 -
    10th 6 4 4 4 2

    Selective Hearing (Ex): At second level, the Singer of the Forbidden Song can spare any allies within range of their Song from hearing it.

    Debilitating Song (Ex): At third level, creatures which make their saving throws still suffer some of the Song's effects. They take a -2 penalty to all d20 rolls. The penalty increases by 1 at levels 6 and 9. The duration extends 5 rounds after the Song ends.


    Spoiler: Ex Bards
    Show
    Many Singers of the Forbidden Song are former bards. A bard can qualify as a Singer of the Forbidden Song if their alignment is not evil, but they become evil when taking their first level of Singer of the Forbidden Song. There is no room in a single being's heart for the horrors of the Forbidden Song and any other music. Bards who discover the Forbidden Song immediately trade in all their bard levels for levels in Singer of the Forbidden Song. They can never advance as a bard again and lose their Bardic Music abilities. They retain their Bardic Knowledge and it advances as if they were a bard. Only Ex bards can advance beyond level 10 as a Singer of the Forbidden Song. Their skills, hitpoints, and spells known do not change. If they took a feat which they no longer qualify for, they may choose another to replace it.


    EX BARD
    Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
    11th
    +8
    +3
    +7
    +7
    Enraging Song 3 3 3 3 1 - -
    12th
    +9
    +4
    +8
    +8
    3 3 3 3 2 - -
    13th
    +9
    +4
    +8
    +8
    Sneak Attack +5d6 3 3 3 3 2 0 -
    14th
    +10
    +4
    +9
    +9
    Debilitating Song (-5) 4 3 3 3 3 1 -
    15th
    +11
    +5
    +9
    +9
    Greater Enraging Song 4 4 3 3 3 2 -
    16th
    +12
    +5
    +10
    +10
    Sneak Attack +6d6 4 4 4 3 3 2 0
    17th
    +12
    +5
    +10
    +10
    Targeted Rage 4 4 4 4 3 3 1
    18th
    +13
    +6
    +11
    +11
    4 4 4 4 4 3 2
    19th
    +14
    +6
    +11
    +11
    Sneak Attack +7d6 4 4 4 4 4 4 3
    20th
    +15
    +6
    +12
    +12
    Mighty Enraging Song 4 4 4 4 4 4 4

    SPELLS KNOWN
    Level 0 1st 2nd 3rd 4th 5th 6th
    11th 6 4 4 4 3 - -
    12th 6 4 4 4 3 - -
    13th 6 4 4 4 4 2 -
    14th 6 4 4 4 4 3 -
    15th 6 4 4 4 4 3 -
    16th 6 5 4 4 4 4 2
    17th 6 5 5 4 4 4 3
    18th 6 5 5 5 4 4 3
    19th 6 5 5 5 5 5 4
    20th 6 5 5 5 5 5 4

    Enraging Song (Ex): The Ex Bard retains some of their skill and subtlety with music. They still can only create negative emotions, but they can change the intonation to cause anger instead of despair. This use of the Song causes victims who fail the save to come under the effect of a Rage spell, gaining the benefits and restrictions of a Barbarian's rage except the bonus is only +2. Victims with half as many or fewer HD than the Ex Bard also immediately attack the nearest creature. This ability can also affect allies, who can voluntarily fail their save. Barbarians or other characters with a Rage-like ability gain the stat bonuses they normally would with their own ability, but do not consume one of their daily uses. Using Enraging Song consumes 5 daily uses of the Forbidden Song. All creatures affected by the Forbidden Song suffer the same effect; either it enrages all affected creatures or has its normal effect. The rage lasts for the duration of the song plus the (improved) constitution bonus of the affected creatures.

    Greater Enraging Song: The bonuses from Enraging Song increase to +4. Creatures with their own Rage or Rage-like ability gain an additional +2 on top of their normal bonuses.

    Targeted Rage (Ex): The Ex Bard can now choose to affect some of the creatures with Enraging Song and the normal effects of the Forbidden Song. This consumes 6 of their daily uses of the Forbidden Song

    Mighty Enraging Song: The bonuses from Enraging Song increases to +6. Creatures with their own Rage or Rage-like ability gain an additional +4 on top of their normal bonuses. This replaces and does not stack with Greater Enraging Song.
    Last edited by sengmeng; 2017-11-17 at 08:08 PM.

  11. - Top - End - #11
    Bugbear in the Playground
     
    HalfOrcPirate

    Join Date
    Dec 2013

    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    Mini-o-Mancer
    Spoiler: Image
    Show



    "I perceived it to be a human creature not six inches high, with a bow and arrow in his hand, and a quiver at his back."
    — Lemuel Gulliver


    ENTRY REQUIREMENTS
    Skills:Diplomacy 13 ranks, Spot 6 ranks
    Size: Medium or larger


    Class Skills
    The Mini-o-Mancer's class skills (and the key ability for each skill) are: Concentration (Con), Craft (int), Diplomacy (cha), Spot (wis), Listen (wis), Knowledge[all] (int), Perform (cha), Use Magic Device (cha)
    Skills Points at Each Level: 4 + int

    Hit Dice: d4

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +0 +0 +2 Rebuke Tiny Being, Micro focus
    2nd +1 +0 +0 +3 Proficient herder of cats(move)
    3rd +1 +1 +1 +3 Tiny Legions (x2)
    4th +2 +1 +1 +4 Small God(Status), Micro focus
    5th +2 +1 +1 +4 Proficient herder of cats(swift/immediate)
    6th +3 +2 +2 +5 Tiny Legions (x4)
    7th +3 +2 +2 +5 Small God(telepathy), Micro focus
    8th +4 +2 +2 +6 Proficient herder of cats(free)
    9th +4 +3 +3 +6 Tiny Legions (x8)
    10th +5 +3 +3 +7 Small God(Interplanar,Sense-link), Micro focus

    Weapon and Armor Proficiencies:Mini-o-Mancer's gain no new weapon or armor proficiencies.

    Rebuke Tiny Being (Su)
    At first level Mini-o-Mancer's gain the ability to rebuke any creature at least two sizes smaller than themselves in the same way that an evil cleric rebukes undead. Their effective cleric level for this ability is equal to their character level. This ability does not function on targets with class levels or the swarm subtype. Should your size decrease (or your controlled creatures size increase) so that creatures you control are less than two sizes smaller than you, your control over them is suppressed until you are at least two sizes bigger than them again.

    Micro focus
    At first and every 3 levels after that pick a choice from the Micro focus list below.

    Proficient herder of cats (Ex)
    At second level a Mini-o-mancer can issue a command to any creature(s) he controls via a rebuke ability as a move action rather than a standard action.
    At 5th level it becomes a swift or immediate action to issue a command.
    At 8th it becomes a free action. You can issue commands even when it is not your turn.

    Tiny Legions (Ex)
    At 3rd level and every 3 levels after that the number of HD of (relatively) tiny creatures that they can control via Rebuke Tiny Being doubles. Use real math for this doubling eg 4x at level 6 8x at level 9

    Small God (Su)
    You begin to form a strong bond with the creature's under your control.
    At fourth level creatures you control via a rebuke ability are treated as though you cast a status spell upon them. Additionally they all gain a bonus equal to your class level on listen checks to hear your commands.
    At 7th level you form a telepathic link (as per telepathic bond) with all creatures under your control via a rebuke ability. You may issue commands via this link.
    At 10th level the telepathic bond is upgraded to act across planar boundaries (as per Interplanar telepathic bond). Additionally you form a passive sense-link with all creatures under your control. You see/hear/smell everything your minions do in addition to what you sense at all times. You use their senses (darkvision, blindsense, tremorsense, scent ect) for determining what might be seen and your own spot/listen check for opposing hide checks and similar.

    Spoiler: Micro focus choices
    Show

    Narrow tiny focus
    Pick a type of creature (vermin, undead, outsider etc...) you lose the ability to rebuke tiny beings not of that type. Double and then double again the number of HD you can control with rebuke tiny beings.

    Tiny Dancers
    Prereq: Bardic music class feature
    Minions under your control via a rebuke ability can aid your bardic performances.
    By using a full round action a minion can increase your effective bard level by one for determining the strength of a performance. Multiple minions can do this and the effects stack.
    Alternatively minions can perform bardic music independently of you. Each minion is capable of using bardic music as a first level bard once per day. If they work together they may increase their effective bard level, e.g. 5 minions may work together and expend a use of bardic music to act a a singular 5th level bard.

    Santas little helpers
    Prereq: item creation class feature
    Minions under your control via a rebuke ability gain the ability to use your craft reserve and item crafting feats.
    By working for a day (8 hours) a minion can provide hours of work on a magical item equal to its HD. The xp for the item must be provided by you (though it may be provided remotely and from your craft reserve.) As must any spells needed (again can be provided remotely). The item(s) being worked upon must be one you could make.

    Biwilderer of small minds
    Prereq: Ability to cast arcane spells (or invocations et al)
    Minions under your control via a rebuke ability can aid your arcane casting.
    By using a full round action a minion can increase your effective caster level by one for the round (this requires you to delay until the minion has started its action). Multiple minions can do this and the effects stack.
    Alternatively minions can cast low level spells you know independently of you. Each minion is capable of casting 1 first level spell you know each day. If they work together they may increase the level of spell they can cast, e.g. 5 minions may work together and expend their 1 spell per day to cast a 5th level spell you know. The caster level for this spell is your caster level.

    Size-given divinity
    Prereq: Ability to cast divine spell
    Minions under your control via a rebuke ability can aid your arcane casting.
    By using a full round action a minion can increase your effective caster level by one for the round (this requires you to delay until the minion has started its action). Multiple minions can do this and the effects stack.
    Alternatively minions can cast low level spells you know independently of you. Each minion is capable of casting 1 first level spell you know each day. If they work together they may increase the level of spell they can cast, e.g. 5 minions may work together and expend their 1 spell per day to cast a 5th level spell you know. The caster level for this spell is your caster level.

    Redwall's tutor
    Prereq: Ability to execute martial maneuvers
    Minions under your control via a rebuke ability can muster some small amount of martial prowess.
    Your minions are granted access to maneuvers you know their initiator level is equal to their HD for determining which maneuvers they can use. They start combat with all maneuvers ready and can refresh all their maneuvers readied by spending a full round action doing "nothing" in whatever way you deem appropriate and thematic.

    Borrowers
    Prereq: Steal Spell (spellthief)
    Minions under your control via a rebuke ability can purloin spell energy on your behalf.
    Your minions gain the ability to sneak attack as a first level rogue.
    Additionally they gain the steal spell ability as a spellthief with a level equal to their HD.
    You may cast any spell stolen by a minion in this way as though you yourself had stolen it.

    Little Horrors
    Prereq: Form Points
    Minions under your control gain form points and access to features as an ozodrin with a level equal to 3 times their HD.
    Your minions are also valid locations for you to manifest your own features as though they were your own body.

    Yellow skinned overall wearing aids
    Prereq: ability to prepare Baccalaureate grade principals (grammarie)
    Minions under your control gain the ability to prepare principals that you know. They are able to prepare principals as though a gramarist of a level of their HD. They may work together and combine their HD to work on higher level principals. They use your skill check result when doing this.
    If you have access to BIOY 228 you can create biollurgical chassis of small to fine size. Any biollurgical chassis you create can automatically be controlled by you via your rebuke tiny beings ability, they still count toward your control cap.
    If you have access to PSYM 101 any creature you control via a rebuke ability automatically has a Psychomantic receiver implanted in them with a cause and effect of your choosing. You may update the cause and effect remotely.

    Hyperminature
    Prereq: Righteous Desperation
    Your Rebuke Tiny Creature becomes EX as smaller things bow to your obvious superiority. You lose the small gods class feature. Levels which advance Micro Focus stack with your Hypermundane classes level for the purpose of Tricks. Additionally use the HD, bab, saves and skills of your hyper mundane class rather than that of the Mini-o-mancer.
    Creatures under your control via a rebuke ability gain the righteous desperation feature and have all abilities that would break the vow suppressed while under your control. While under your control these creatures gain the shrug off class feature. They also gain temporary bonus hp equal to 10 times your mini-o-mancer level.
    Additionally they may follow you through rifts.

    David’s versus Goliath
    Minions under your control can combine their efforts to overwhelm larger foes.
    If a group of your minions aid’s one another to grapple or perform a combat maneuver the bonus applies to all checks related to that maneuver made by your minions (instead of just the attack roll). Additionally you can add your minions together to increase the effective size modifier for both bonus and determining valid target. 4 minions add together to increase size by one. For instance 4 tiny creatures counts as small, 16 as medium, 64 as large and so on. You can mix different sized minions this way.

    Tie down the mighty beast!
    Minions under your control can combine their efforts to bind large foes.
    When your minions aid one another to bind a foe with rope increase the burst dc to escape by the combined bonus from aid another. Additionally all creatures under your control gain proficiency with nets, bolas and harpoons. In the case of nets and harpoons if multiple of your minions are attempting to control a creature with an attached rope the creature must succeed on a strength check versus the combined check of all minions holding ropes rather than one verse each minion separately as normal.

    Ant strength
    Minions under your control can gain immense carrying capacity for their size.
    For the purpose of calculating carry capacity multiply the strength score of creatures under your control via a rebuke ability by 7.

    A little help from my friends
    Minions under your control are super helpful.
    When a creature under your control via a rebuke ability successfully uses the aid another action the bonus granted is increased by half your mini-o-mancer level.
    Flanking bonuses granted buy your rebuked creatures are also increased this way.

    Fastball special
    Aaaaaaaaaaa!
    You may throw any minion you can lift as a light load as though using the really throw anything ability of a hulking hurler. The minion takes no damage and may treat the throw as though they were executing a charge.



    Spoiler: changelog
    Show

    24/10/2017 11:53AM: Bumped entry requirement of diplomacy to 13 ranks to enforce level 11 entry.
    21/11/2017 8:44AM: Changed the abilities to no longer progress an entry class. removed beserkganger from Hypertiny added Fastball special.
    Last edited by gawwy; 2017-11-20 at 02:46 PM.

  12. - Top - End - #12
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    Dermagraphter



    You see Brandon of Vadalis, You don't need that dragonmark nearly as much as the wealthy Blighter McWolf-Ranger.

    A Prestige Class based on the Zero Level Cantrip: Preserve Organ

    Dermagraphters are specialists in preserving living tissue through the use of a cantrip developed by cults of fiend worshippers. Originally developed to preserve beating hearts to get that extra amount of divine focus freshness, the preserve organ cantrip titillated some of the more morally neutral fleshwarping contractors often employed by madness wracked cult leaders. These fleshwarpers developed the art, and their first apprentices refined the mastery of the preserve dead spell and pushed back the boundaries of what arcane medical science.

    Becoming a Dermagraphter
    Clerics, Wizards, Archivists, and Sorcerers make up most Dermagrafters, although there were stories about a mad kobold ranger who kidnapped dragonmarked people and stole their dragonmarks. Dermagraphters need access to the preserve organ spell and some training in healing. Clerics of war, or biologically inclined wizards just naturally flow into the class. There are no formal schools, so dermagraphters either have to develop apprentice relationships to spread the techniques or write their discoveries down in tomes of magical medical knowhow. Many Dermagraphters develop these techniques on their own and benefit greatly with networking with other biological manipulation classes.

    ENTRY REQUIREMENTS

    Skills: Heal and Craft (Alchemy) 2 ranks,
    Craft (sewing) or Profession (tailor) or Profession (seamstress) or Craft (taxidermy) 2 ranks,
    Knowledge (Arcana) or Knowledge (Nature) 4 ranks,
    Spells: The ability to cast Preserve Organ (Book of Vile Darkness p.101) as a spell or spell-like ability
    Spellcasting: Caster level 5

    Class Skills
    The Dermagraphter's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature)(Int), Knowledge (the Planes)(Int), Knowledge (Psionics) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis)
    Skills Points at Each Level: 4 + int
    Hit Dice: d4


    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
    1st +0 +0 +0 +2 Flay Tattoo (Mundane), Graft Tattoo, Preserve Organ Mastery (standard action), Anaesthetic casting +1 level of Existing Spellcasting Class
    2nd +1 +0 +0 +3 Flay Tattoo (Magic or Psionic), Field Surgeon, Preserve organ Mastery (Massive Damage) +1 level of Existing Spellcasting Class
    3rd +1 +1 +1 +3 Flay Tattoo (Feat) Preserve organ mastery (light fortification) +1 level of Existing Spellcasting Class
    4th +2 +1 +1 +4 Graft Flesh Bonus Feat, Preserve organ Mastery (DR 2/-) +1 level of Existing Spellcasting Class
    5th +2 +2 +2 +4 Flay Tattoo (Class Feature, skin graft, symbionts), Preserve Organ Mastery -


    Weapon and Armor Proficiencies: A Dermagraphter gains no weapon or armor proficiencies.

    Spellcasting:
    At each level exept the fifth, a Dermagraphter gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an Dermagraphter, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

    Flay Tattoo (Mundane) (ex): The basis of a Dermagraphter's abilities begins with the ability to surgically remove sections of skin and hide from a helpless subject with a successful Heal check. Using a Heal check in this manner requires 5 minutes and at DC 15. Failing this check causes the subject 1d4+1 points of damage and ruins any functionality of the skin when used with the Graft Tattoo ability. On a successful check, the skin is removed, causing 1 point of damage, and the sample can be grafted onto another subject if the preserve organ spell is cast on it within one minute of removal. A first level Dermagraphter may remove any mundane non-magical tattoo that serves an ornamental or aesthetic purpose from a subject, like a tattoo from the special dispensation feat (Cityscape). Creatures of the Construct, Ooze, or elemental type may not be Donors; this ability does not work on them.

    Graft Tattoo (Ex): The Dermagraphter may take a skin sample flayed from one creature and graft it onto another. The skin sample must have been treated with the preserve organ spell within 1 minute of being removed. To graft a tattoo to a subject, they must be helpless, and the Dermagraphter must succeed on a DC 15 Heal, Craft (Sewing), Professtion (Tailor), Profession (seamstress), or Craft (Taxidermy) check. On a successful check, the subject takes 1d4 points of damage and may use the tattoo as if they were the original subject of the tattoo. On a failed check, the skin graft is mangled and offers no benefit and the subject takes 1d4 points of damage and must make a DC 16 Fortitude check. If the subject fails their fortitude saving throw, their skin graft is mangled and ugly and may cause a -1 disfigurement penalty to charisma skill checks used on those who can perceive the botched surgery.

    The tattoo must be placed on an analogous area of the recipient's body to the area of where the donor's skin was extracted from. If the Dermagraphter wishes to place a skin graft onto a non-analogous body part, the DC for this check is increased by 5. If the Donor and the Recipient are of different creature types, the DC for this check is increased by 5. For every size category between the donor and recipient, the DC is increased by 5. If the Donor is of the Undead type, the DC for this check increases by 5. If the Donor is of the Dragon type, the DC is reduced by 2 because of the arcane-genetic malleability of their flesh. An undead, ooze, elemental, or construct creature may not be a recipient.

    A recipient of the graft tattoo ability may not have more than three tattoo grafts at the same time. No body slot may have more than one tattoo graft. The Dermagrafter cannot graft a tattoo onto themselves anywhere on their body except for their legs and feet and they must succeed on a concentration check equal to the Heal DC in order to not automatically botch the operation and suffer the consequences of failing the skill check and fortitude saving throw. Although another Dermagraphter could graft a tattoo for them on other body slots.

    Preserve Organ Mastery (Su): Through 5,000 hours of practice, the Dermagraphter learns to cast the preserve organ spell as a standard action if they wish.

    Anaesthetic Casting (Su): Any spell, spell like ability, or supernatural ability that the Dermagraphter uses that renders a target to be asleep or unconscious can be imbued with an anaesthetic characteristic that makes them unable to be roused by the Dermagraphter's use of their Flay tattoo ability.Also, the DC of any spell that causes sleep or loss of consciousness increases by 1.

    Flay Tattoo (Magic or Psionic) Ex: The Dermagraphter's ability to remove tattoos increases in potency as they learn more about the arcano-metabolic or psycho-metabolic aspects of tattoos. The Dermagraphter can now remove magic or psionic tattoos from a helpless subject in the same manner as they remove mundane tattoos. Magical Tattoos that contain the ability to cast a single spell or manifest a single power are affected by this ability. A short list of examples includes tattoos made with the scribe tattoo (expanded psychic handbook) feat, Tattoo Magic (Lords of Darkness) feat, or the create magic tattoo (Spell Compendium) spell.

    Field Surgeon (Ex): The Dermagraphter can add his class level +3 to any rushed heal, craft (sewing), Craft (taxidermy), or profession (tailor) check.

    Preserve organ Mastery (Massive Damage) (Su): The Dermagraphter can change the effect of the preserve organ spell from an organ touched to a single living creature touched. If cast on a target creature, the damage threshold increases by the Dermagraphters' number of skill ranks in the Heal Skill. For example, if a Dermagraphter with 15 ranks in the heal skill targets Johnny Bladeknifer with preserve organ and they later take 64 points of damage from a black dragon's breath weapon, Johnny Bladeknifer does not need to make a massive damage fortitude save because the massive damage threshold is not 50, it is 65.

    Flay Tattoo (Feat & Dragonmarks) (Ex): The Dermagraphter's skill increases further, allowing them to remove tattoos and skin conditions that are granted by feats like least, lesser, and greater dragonmarks, aberrant dragonmarks, Deformity (Skin) (Heroes of Horror), Deformity (Face) (BOVD), Deformity (Parasite) (BOVD), Tatoo focus (DMG p.194), and psionic tattoos from the psionic tattoo mastery feat.

    Preserve organ mastery (light fortification) (Ex):
    The Dermagraphter can change the effect of the preserve ogan spell from an organ touched to a single living creature touched. If cast on a target creature, that creature gains the benefits of light fortification.

    Bonus Feat: The Dermagraphter may choose any one of the following as a bonus feat: wyrmgrafter (races of the dragon p.101), Construct Grafter (Faiths of Eberron pg. 145), Deathless Fleshgrafter, (Magic of Eberron pg. 46), Eldeen Plantgrafter (Magic of Eberron pg. 47), Elemental Grafter, (Magic of Eberron pg. 47), or Graft Flesh, Libris Mortis pg. 27 / Fiend Folio pg. 207 / Lords of Madness pg. 216.

    Preserve organ Mastery (DR 2/-) (Su): The Dermagraphter can change the effect of the preserve ogan spell from an organ touched to a single living creature touched. If cast on a target creature, that creature gains DR 2/- that doesn't stack with other sources of DR.

    Flay Tattoo (Class Features, skin grafts, symbionts) (Ex): The Dermagraphter's skill reaches the apex of Surgery. The Dermagraphter can now surgically remove symbionts, other peoples grafts that occur on the skin, as well as Class features that are skin deep.

    The following list consists of the dermatological enhancements derived from prestige classes that a Dermagraphter can remove:
    Runescars from a Runescarred Berzerker (Unapproachable East),
    Any of the Tattoos on a tattooed monk (Complete Warrior),
    Zulkir's Favor & Zulkir's Champion from the Thayan Knight (Complete Warrior),
    Snake Darts from the Yuan-ti Cultist (Savage species), Level = the level of the donor
    Wear Fiend from Acolyte of the Skin (complete arcane), recipient gains first level benefit only
    Aberrant Familiar from Fleshwarper (Lords of Madness) scales and amorphous form only, can only be applied to a bonded animal companion, familiar, or mount
    Starmetal Rigor from Green Star Adept (Complete arcane), Level = the level of the donor
    Deathless Vigor from pale master (Libris Mortis)

    The donors who lost a class feature does not regain the use of their class feature until they spend 500xp over the course of two weeks to restore themselves to health.

    Additionally, at DM's discretion, the Dermagraphter can remove other skin based modifications from donors, including stolen features from the cadaver golem (Heroes of Horror), or other homebrewed class class features.

    The Dermagraphter also gains the ability to flay symbionts from their masters. Both the symbiont and the master must be helpless for this to occur. The dermagraphter can also remove quori embedded dragonshards from a person that has installed them. The Dermagrafter can also remove any graft from a helpless donor. Creatures of the Construct, Ooze, or elemental type may not be Donors.

    Any of these flayed biological/arcano-technological enhancements of the flesh can be used with the skin grafter ability to install them in a recipient. A symbiont must be helpless to be installed onto a recipient, and it may need other coercion to remain there.

    Preserve Organ Mastery (Stun Symbionts) (Su): The Dermagraphter can change the effect of the preserve organ spell from an organ touched to a single living creature touched. If cast on a target creature, any symbiont on that creature must make a fortitude saving throw or be rendered inert and helpless for 24 hours. The host may not use any of the abilities granted by the symbiont during that time. If the host is unwilling the symbiont gains +4 to the save, and additionally, the host may make a saving throw to negate the effects of the spell.

  13. - Top - End - #13
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    Jormengand's Avatar

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    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    Leveller Elite Spell Descriptions (L-W)

    Light of Death (Elite Searing Light)
    Level: Leveller E3
    Area: Medium (100 ft + 10 ft/level) line originating from you.
    Saving Throw: Will partial (see text)
    You cause a brilliant beam of flame upon the targets.

    Light of death works like searing light except as noted above, that the beam never misses (roll to see if you hit critically anyway; the critical hit is automatically confirmed), that each creature struck Catches on Fire, and that a creature struck must also take a will save against the following effects:

    Undead who are vunerable to bright light are automatically destroyed if they fail the save. Other undead become Turned for 2d6 rounds if they fail the save. Living creatures are Blinded for 1d6 rounds if they fail the save.

    Elite spells like light of death are difficult to resist fully. Mettle and similar abilities are utterly ineffective against it.

    Living Flame (Elite Flaming Sphere)
    Level: Leveller E2
    Saving Throw: None
    You create a sphere of flame with a will of its own.

    This spell works just like flaming sphere except as noted above, that any creature struck by the sphere Catches on Fire, and that it can move up to 60 feet a round and doesn't require any action to direct it.

    Master the Storm (Elite Control Weather)
    Level: Leveller E7
    The weather changes utterly at your whims, producing unseasonable weather.

    This spell works much like control weather, but it only takes 1 minute for each change to take effect, no action is required to change the weather each time, and the weather effects you can produce are not bound by the season, climate, or even common sense. You can call blizzards over the desert in summer or cause a lightning storm with no clouds. You still can't control the exact parameters of the weather but can direct tornadoes in particular areas or cause lightning over a particular city or even area of a city.

    Muddy Doom (Elite Transmute Rock to Mud)
    Level: Leveller E5
    Range: Very Long (800 ft + 80 ft/level)
    Area: 4 10/ft cubes per level (S)
    Duration: Instantaneous
    You call down a cavalcade of mud from the stone around you.

    Muddy doom works just like transmute rock to mud except as noted above, that it works on any kind of stone, and that there is no limit on the mud's depth. Because it's instantaneous, dispel magic cannot end it.

    Elite spells like muddy doom are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Obliterating Hand (Elite Crushing Hand)
    Level: Leveller E9
    A giant hand crushes buildings and people alike.

    Obliterating hand works like crushing hand except that it can emulate the spells it emulates as per the elite versions of those spells instead of the normal ones, that the hand is colossal, that the hand's strength is 84, and that its statistics beyond its strength are those of an impassable hand instead of an interposing hand. This means that, all told, it deals 6d6+37 damage to a creature or object it crushes. If it grabs a building, it doesn't need to roll a grapple check and any creature inside is struck by the building when it eventually collapses. Directing the spell doesn't take actions.

    Elite spells like obliterating hand are difficult to resist fully. A creature with freedom of movement or a similar effect gets a +20 bonus to avoid or escape the grapple, but is not immune outright to being grappled.

    Pillar of Flame (Elite Flame Strike)
    Level: Leveller E4
    Duration: Instantaneous and 1 round/level.
    You call down a strike of fire and divine might which ignites even stone, ash and ice.

    Pillar of flame works just like flame strike except as noted above and that after dealing the initial damage, each creature and object struck Catches on Fire, even if it isn't flammable. The spell can literally make ice catch on fire. Water is therefore no more effective than flammable oil or ethanol in putting out the fire. Half of the damage caused by this fire is actually fire damage, the rest results from divine power. At the end of the duration, anything which is genuinely flammable remains Caught on Fire, but water, stone and so forth are no longer aflame and further damage is fire damage. All damage dealt is instantaneous so it doesn't go away when the duration ends, though. The reflex save only helps against the initial damage.

    Elite spells like pillar of flame are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Plague (Elite Contagion)
    Level: Leveller E3
    Saving Throw: Fortitude see text.
    You cause a contagion which spreads rapidly.

    Plague works somewhat similarly to contagion, except that the creature is highly infectious. Any creature who ingests the sweat or saliva of the creature (or whose wound is contaminated with them) or so much as comes into contact with any of their other bodily fluids risks infection, even if the disease isn't normally transmitted that way. Similarly, other creatures can infect further creatures with this particular instance of the disease in the same way. Further, there is no save for the initial creature to resist the infection, only for other creatures to do so and for creatures to stave off the damage. Every save uses the spell's save DC or the disease's save DC, whichever is higher.

    Polar Cone (Elite Cone of Cold)
    Level: Leveller E5
    Saving Throw: Reflex partial
    You fire a freezing cone of snow and ice at your foes.

    This spell works just like cone of cold except for the following:

    The spell actually fires ice and snow rather than draining heat, covering the area it strikes. Because the spell is an instantaneous effect, there is no magic which keeps them as snow and ice, so they may melt quickly, but the enemies struck are covered with ice. Each enemy who fails a reflex save is Frozen Solid for one round. Creatures who are Frozen Solid can't defend themselves properly, so they are considered flat-footed, and they can't take actions either. The area is difficult terrain for as long as the ice and snow last, and they become water when they melt.

    Buildings caught within the blast take full damage as they weather the hail and the ice - it's not reduced due to the damage type.

    Elite spells like polar cone are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Pounding Fist (Elite Clenched Fist)
    Level: Leveller E8
    Respect, bro.

    Pounding fist works similarly to clenched fist with the following exceptions:

    The fist is colossal rather than large, can move up to 120 feet and attack each round, its strength is 78 and its attack and damage are changed according to this (Caster level+ability score+26 attack, 4d6+34 damage), and its statistics beyond its strength are those of an impassable hand instead of an interposing hand.. A creature who is stunned by the hand is stunned for two rounds instead of one, directing the hand is a free action, and apart from its improved strength score it pushes enemies as a toppling hand and interposes as an impassable hand when called upon to do those things.

    Produce Inferno (Elite Produce Flame)
    Level: Leveller E1
    You produce a powerful fire which can set enemies ablaze.

    Produce inferno works much like produce flame, but the flames do double damage, there's no level limit on the damage, and creatures and flammable objects struck Catch on Fire.

    Elite spells like produce inferno are difficult to resist fully. A creature who successfully resists the spell via spell resistance Catches on Fire anyway.

    Ray of Ice (Elite Ray of Frost)
    Level: Leveller E0
    Range: Very Long (800 ft + 80 ft/level)
    You freeze creatures and objects with a powerful ray.

    Ray of Ice works like ray of frost except as noted above and that the damage it deals is 2d6 plus 1 per level (maximum 2d6+20), ignoring hardness.

    Ruin Earth and Stone (Elite Soften Earth and Stone)
    Level: Leveller E2
    Range: Long (400 ft + 40 ft/level)
    Area: 10 ft cube/level
    You soften even worked stone with this spell.

    This spell works like soften earth and stone except as noted above and that all earth and stone in the area is softened, irrespective of type.

    Sculptor's Wrath (Elite Stone Shape)
    Level: Leveller E3
    Target: Stone or stone object touched, up to 100 cu. ft. + 10 cu. ft./level
    You shape a larger stone or object made of stone, potentially ripping up stone walls.

    This spell works just like stone shape except as noted above.

    Seeds of Destruction (Elite Fire Seeds)
    Level: Leveller E6
    You turn acorns into devastating missiles or holly berries into bombs which can level a building.

    This spell works just like fire seeds except that the acorns instead allow the wielder to replicate the fireball spell (with the damage dealt being that specified by fire seeds, not by fireball, but the range and area of a fireball; a creature struck by the fireball bead is still not allowed a saving throw) and the holly berries deal 1d8 points of damage per level to any building struck and 3d8+3/level to any creature struck.

    Elite spells like seeds of destruction are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Set Ablaze
    Evocation [Fire]
    Level: Leveller E0
    Components: V, S
    Casting Time: 1 swift action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature or object
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You set a creature or object on fire

    The target immediately Catches on Fire. In the case of a building or other large object, every square of the building Catches on Fire.

    Smash (Elite Shatter)
    Level: Leveller E2
    You tear objects to pieces.

    Smash works just like shatter except that there is no limit on the type of objects that it can damage - it can destroy any single object or all objects, or parts of objects, which fit in the area (buildings are usually multiple objects). It can damage any type of construct, not just a crystalline one.

    Smash to Pieces
    Evocation
    Level: Leveller E4
    Components: S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: Object in range
    Duration: Instantaneous
    Saving Throw: None or reflex half, see text
    Spell Resistance: Yes
    You smash an object or building with a mere gesture.

    The target object takes 3d6 points of damage per level, ignoring hardness. If it's destroyed in this way, creatures within 10 feet take 1d6 points of damage per 2 levels.

    Elite spells like smash to pieces are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Solar Flare (Elite Sunburst)
    Level: Leveller E8
    You call down a small, localised solar flare which burns your enemies.

    Solar flare works a lot like sunburst except as noted above and for the following. The burst does 12d6 points of damage to creatures who are not undead and to objects in the area. Each creature or object struck by the burst Catches on Fire, whether they pass the reflex save or not, though the fire may burn out immediately if the object or creature isn't flammable. Any extraplanar creature who fails the reflex save is banished back to their home plane - extraplanar undead vulnerable to bright light who fail their saves are both banished and destroyed.

    Elite spells like solar flare are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Starstorm (Elite Meteor Swarm)
    Level: Leveller E9
    Duration: 1 minute/level
    You call upon a rain of meteors which never seems to end.

    Starstorm works just like meteor swarm except that every single round after the first, you may fire an additional meteor at a target within range as a free action. Further, the meteors ignore the hardness of objects and the damage they deal isn't divided for being fire damage. The damage dealt is still instantaneous; it doesn't end at the end of the spell's duration.

    Elite spells like starstorm are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Surge of Wind (Elite Gust of Wind)
    Level: Leveller E2
    Range: 240 ft.
    Saving Throw: Fortitude partial
    You send forth a miniaturised tornado from your pointed finger.

    A surge of wind works much like a gust of wind except as noted above and the following. The winds are tornado-force, which means that large or smaller creatures are blown away, huge creatures are knocked down and gargantuan or colossal creatures are checked. The wind isn't actually a tornado, but creatures struck still take 6d6 points of damage from the force of the wind, and it still has the strength to knock down trees and blast through buildings.

    Swarming End (Elite Creeping Doom)
    Level: Leveller E7
    You summon swarms which go out and do your bidding.

    This spell works just like creeping doom except that you summon millipede swarms and they operate without you needing to spend actions or stay within 100 feet - they can go as far as they like and do your bidding under their own actions.

    Millipede Swarm (Elite Centipede Swarm)
    Size/Type: Diminutive Vermin (Swarm)
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), climb 40 ft.
    Armor Class: 24 (+4 size, +6 Dex, +4 competence), touch 24, flat-footed 18
    Base Attack/Grapple: +6/—
    Attack: Swarm (4d6 plus poison)
    Full Attack: Swarm (4d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, poison
    Special Qualities: Darkvision 60 ft., elite creature, immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
    Saves: Fort +8, Ref +9, Will +5
    Abilities: Str 1, Dex 24, Con 14, Int Ø, Wis 14, Cha 6
    Skills: Climb +12, Spot +4
    Feats: Weapon FinesseB
    Environment: Underground
    Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Distraction and Poison
    Because the DC is constitution-based, it's 16 instead of 13.

    Symphony of Shattering (Elite Sympathetic Vibration)
    Level: Leveller E6
    Casting time: 1 standard action
    Range: Close (25 ft + 5 ft/level), see text
    Target: One structure
    Duration: 1 round/level; see text
    You cause a wave of vibrations to ripple through a city.

    The symphony of shattering is much like sympathetic vibration except as noted above and for the following. You needn't choose a freestanding structure; the spell does just as much damage to any type of structure. The damage dealt is 5d10 points per round. Finally, the spell's effects can spread to more structures each round. Any structure within 25 feet of an affected structure at the start of your turn (assuming you did not delay earlier this round) also starts to be affected by the symphony of shattering. However, the duration is not reset. For example, a building affected in the tenth round of a caster level 15 symphony of shattering is only affected for 5 rounds.

    Thousand Stings (Elite Acid Arrow)
    Level: Leveller E2
    Effect: 1 arrow of acid per level.
    You summon a swarm of acid arrows.

    This spell works just like acid arrow except as noted above. The arrows can be fired at multiple targets in range, but also more than one arrow can be fired at the same target. A target struck by more than one arrow takes the initial damage that many times but the damage over time doesn't stack.

    Toppling Hand (Elite Forceful Hand)
    Level: Leveller E6
    You summon a colossal hand of force which can push even buildings over.

    This spell works a lot like forceful hand, though it emulates impassable hand instead of the regular interposing hand spell. Its strength is 62, its size is colossal and its statistics beyond its strength are those of an impassable hand instead of an interposing hand. By pushing hard enough, it can topple a building if the building is designated as a target. It generally only takes 2 rounds to topple wooden buildings, but it could take 10 rounds to topple a small castle. It takes longer to topple a building if it's very well secured to the ground and less time if it doesn't have proper foundations.

    Vortex of Doom (Elite Whirlwind)
    Level: Leveller E8
    Range: Very Long (800 ft + 80 ft/level)
    Saving Throw: Reflex partial; see text
    You create a raging vortex which picks up buildings and creatures with ease.

    The vortex of doom works like whirlwind except as noted above and for the following. The vortex moves up to 120 feet per round, and directing the vortex's movement doesn't require any actions at all (you needn't specify a program for it because you can freely direct its movement). Any creature who comes into contact with the vortex takes 6d6 points of damage. A reflex save halves this damage, but any large or smaller creature who fails this save is picked up into the funnel of the vortex, taking 6d6 points of damage per round. You can direct the vortex of doom to eject any creatures before its duration ends. A creature who passes their saving throw or who is ejected by the vortex can be picked up by the vortex again later.

    A building with the vortex of doom in its space takes 10d6 points of damage per round, ignoring hardness. If the vortex eschews part of its movement to remain in the building's space over time, it deals an extra 1d6 points of damage for each 10 feet of movement it gives up, or for every 10 feet of movement which is taken while in the building's space (so if it remains in the building's area for the whole round without moving outside the building's space it will deal 22d6 points of damage to that building).

    Elite spells like the vortex of doom are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Worldquake (Elite Earthquake)
    Level: Leveller E8
    You call down a calamatous earthquake which shakes the world.

    Worldquake works similarly to earthquake, but with a few differences. The damage the spell deals to creatures is 16d6 instead of 8d6, the damage to structures is 1000 instead of 100, creatures on open ground have a 100% chance to fall into fissures unless they pass a reflex save, and the DCs of all reflex saves are equal to the spell's save DC. The effects of being trapped beneath rubble aren't changed, though - either you're trapped under rubble or you're not, and worldquake can't make you any more trapped.

    Elite spells like worldquake are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Wrack and Ruin
    Evocation [Force]
    Level: Leveller E9
    Components: V, S
    Casting Time: 1 standard action
    Range: Unlimited
    Target: 1 city
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    The earth shakes as a city is rendered unto dust.

    Every structure in the city in question is destroyed without recourse or saves, beyond any hope of mundane repair.
    Last edited by Jormengand; 2017-11-15 at 07:45 AM.

  14. - Top - End - #14
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    The Intern



    "Kid yer suppose ta feel like ya dyin', that's how ya know yer werking." - Korvask the Bloodied, First Rager of the Blood Company

    ENTRY REQUIREMENTS
    Speical: No class levels
    Special: You cannot start the game with more than 5 intern levels.


    Class Skills
    The Intern's class skills (and the key ability for each skill) are determined by their internship.
    Skills Points at Each Level: 2 + int

    Hit Dice: d4; see internship

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Class Features
    1st
    +0
    +0
    +0
    +0
    Internship, Competence +1 -
    2nd
    +1
    +0
    +0
    +0
    - +1 to Internship Class
    3rd
    +1
    +1
    +1
    +1
    Competence +2 -
    4th
    +2
    +1
    +1
    +1
    - +1 to Internship Class
    5th
    +2
    +1
    +1
    +1
    Competence +3 -
    6th
    +3
    +2
    +2
    +2
    - +1 to Internship Class
    7th
    +3
    +2
    +2
    +2
    Competence +4 -
    8th
    +4
    +2
    +2
    +2
    - +1 to Internship Class
    9th
    +4
    +3
    +3
    +3
    Competence +5 -
    10th
    +5
    +3
    +3
    +3
    Got My Certification +1 to Internship Class

    Weapon and Armor Proficiencies: See Internship.

    Internship (EX): Upon taking the first level the intern chooses a class they wish to intern as. Upon choosing the class they gain all their fist level special and spell casting of the class. They must find someone with levels in the class equal to the interns class level +5, hence forth refereed to as the Professional. The intern must preform menial tasks like fetching coffee, tea, random ingredients, weapons, quests, or whatever the Professional requests. This internship grants basic understanding of how the class chosen works. If your current professional level is less then your class level +5 then you must seek out a new professional to learn from, and cannot gain additional levels until you find a new professional. Experience accumulated while searching for a new professional is put in a side pool. Once a new professional is acquired, the XP is gained at a rate of 500 x the new professional's level in the chosen class per week until all reserved XP is gained. If you would exceed the professional's level -5 then your XP is stunted again until a new professional is gained that is high enough level.

    Skills: The intern can pick 10 skills that are class skills for their chosen class, these are the intern's class skills.

    Weapon and Armor Proficiencies: The intern learns gains proficiency with three weapons the chosen class is proficient in. If the class has martial weapon proficiency the intern also gains simple weapon proficiency. If the class has armor proficiency the intern gains one step lower proficiency. Light armor and shields grants no proficiency, medium armor grants light armor proficiency, tower shields provide shield proficiency, and heavy armor grants medium armor proficiency.
    At the second level the intern gains all armor and weapon proficiencies the 1st level of the chosen class gains.

    Hit Die: The interns HD is d4 for any class with a d4 or d6 HD, d6 for any class with a d8 or d10, and d8 for d12 or higher.

    Competence: If the chosen class has +1 base attack bonus or a +2 base save at level 1 the intern gains a +1 competence bonus to attacks and any save with a +2. The bonuses increases by 1 per odd intern level. IE +2 at 3rd, +3 at 5th, +4 at 7th, +5 at 9th

    Class Features: Starting at the 2nd level and every even level there after the intern gains all the class features tied to the class chosen as part of internship. Treat the intern as a level 0 in the class for determining what the level increase does. If the intern's class level + levels in the class they are interning in would exceed their Character Level the bonus does not apply to unlocking new abilities.

    Got My Certification: Starting at the 10th level, an intern upon taking 1 level in the chosen class adds all their intern levels to their class levels in the chosen class for determining what class features they have and what level they are in the class.
    Last edited by Lanth Sor; 2017-11-17 at 04:28 PM.

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  15. - Top - End - #15
    Ogre in the Playground
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    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    Atomos Mage



    Most mages aspire to cast big, flashy spells, while they let all sorts of useful arcane energy be wasted. The key to real power is to study the smallest irreducible units of of magical energy and use them accordingly. - Hanna Semalan, Atomos Mage

    Magic is all around us, and no magic spell or magic item is perfectly efficient. Even the most carefully cast spell will give off some small residual arcane energy. Atomos Mages believe that from all magical effects, there are fundamentally smallest quantities, which they call arcane atoms . They believe that they can harness these arcane atoms and by careful placement of these small bits of magic more fully empower their spells, and that by understanding the nature of arcane atoms they can better understand the magic around them. Note that the underlying philosophy behind the Atomos Mage has been found in many cultures, and the term used to described arcane atoms has also varied, with some people calling the arcane atoms "dust," "irreducible motes," "irreducibles" or other similar terms.

    Alignment: Atomos Mages can be of any alignment, but chaotic Atomos Mages are rare because of the careful attention to detail and planning that is required to properly understand and harness arcane atoms.

    Race and religion: Atomos Mages can be of any race or religion, with all sorts learning to use dust to their advantage.

    ENTRY REQUIREMENTS
    Spellcasting: Able to cast Detect Magic as an arcane spell, and able to cast a third level arcane spell.
    Skills: Knowledge(arcana) 8 ranks and Spellcraft 8 ranks.
    Note: The above skill requirements are for 3.5. If playing in Pathfinder, reduce each to 5 ranks.

    Class Skills
    The Atomos Mage's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy(Cha), Knowledge (arcana) (Int), Knowledge(Religion) (Int), Knowledge(the Planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d4
    Note: If converting to Pathfinder the hit die should be d6 and Concentration should be dropped as a skill.

    For convenience, two versions of the relevant table follow, the first with saves for 3.5, and the second for saves for Pathfinder. All other features are identical.

    3.5 Table:
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
    1st +0 +0 +0 +2 Arcane Atoms -
    2nd +1 +0 +0 +3 Arcane Sensitivity +1 level of existing arcane spellcasting class
    3rd +1 +1 +1 +3 Mental Resilience and Bodily Integrity +1 level of existing arcane spellcasting class
    4th +2 +1 +1 +4 Bonus Feat +1 level of existing arcane spellcasting class
    5th +2 +1 +1 +4 Dust to Dust +1 level of existing arcane spellcasting class
    6th +3 +2 +2 +5 Extend Concentration +1 level of existing arcane spellcasting class
    7th +3 +2 +2 +5 Salvage Arcana -
    8th +4 +2 +2 +6 Perfect Philosophy +1 level of existing arcane spellcasting class

    Pathfinder Table:
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
    1st +0 +0 +0 +1 Arcane Atoms -
    2nd +1 +1 +1 +1 Arcane Sensitivity +1 level of existing arcane spellcasting class
    3rd +1 +1 +1 +2 Mental Resilience and Bodily Integrity +1 level of existing arcane spellcasting class
    4th +2 +1 +1 +2 Bonus Feat +1 level of existing arcane spellcasting class
    5th +2 +2 +2 +3 Dust to Dust +1 level of existing arcane spellcasting class
    6th +3 +2 +2 +3 Extend Concentration +1 level of existing arcane spellcasting class
    7th +3 +2 +2 +4 Salvage Arcana -
    8th +4 +3 +3 +4 Perfect Philosophy +1 level of existing arcane spellcasting class




    Weapon and Armor Proficiencies: An Atomos Mage does not gain any weapons and armor proficiencies.

    Spellcasting: When a new Atomos Mage level is gained, at the levels indicated on the table, the character gains new spells per day and spells known as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Atomos Mage to the level of whatever other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

    Arcane Atoms(su): At first level, a Atomos Mage gains access to a pool of arcane atoms represented by atomos points. This pool represents extremely small amounts of arcane energy which any mage or magical object is constantly giving off and which an Atomos Mage believes cannot be reduced to smaller quantities of magical power. Unlike a normal mage, you may store and use these atoms of magical energy as individuals in contrast to other mages who must make up spells that consist of myriads of arcane atoms.

    Once daily, when you regain spell slots or prepare spells, you gain atomos points equal to your highest mental ability modifier plus two times your class level. For example, a a Wizard 5/Atomos Mage 2 with an intelligence modifier of 4 and low charisma and wisdom scores would gain 4+2*2=8 atomos points.

    You may spend atomos points to increase the effective power of an arcane spell in a variety of ways. However, attaching extra arcane atoms to a spell is difficult and the simpler a spell, the fewer attachment locations the spell's energy matrix has, and it requires more skill to use these limited attachment points. Thus, no matter what, you cannot spend more atomos points on a spell than the 1+ spell's level + half your class level.

    At first level, you gain the following basic way to spend atomos points: You may spend 1 atomos point to increase an arcane spell's effective caster level for one of range, penetrating spell resistance, duration, or numerical effects, or resisting being countered or dispelled. When you spend atomos to increase the numerical effects any usual maximal effect from the spell does not apply to this extra damage. You may spend more than one atomos on the same aspect or multiple as you choose as long as the total number of atomos points spent is no higher than 1+the spell's level +half your class level.

    Spoiler: Example of Spending atomos points
    Show
    Mialee (Wizard 5/Atomos Mage 1) wants to target some goblins with a fireball (a level 3 spell). She decides that the goblins are too far away to hit so she spends two atomos points to increase the effective caster level for range, increasing the range by 80 feet. She also wants it to do more damage, so she spends two more atomos points to increase the caster level for damage, so instead of the fireball doing 5d6 damage it will do 7d6. She is concerned that some of the targets may have spell resistance but she is at her maximum amount of atomos she can spend since she has spent 4 atomos points on the spell, so she has to be satisfied with that.

    Later, Mialee casts a Burning Hands at a group of charging goblins. Her default caster level is 5 so she would normally do 5d4 damage. She decides to spend 1 atomos points to make it do 6d4 damage which is beyond its usual level cap.


    An Atomos Mage with a staff or other item that allows one to use one's own caster level when casting from it may spend atomos points to improve the spells they cast from the item.

    Arcane Sensitivity(ex): Your sensitivity to tiny amounts of arcane energy allows you to notice almost stray atoms of magic which would be too small for normal mages to detect. When using Detect Magic or any similar effect that can detect lingering magical energy you treat the effect as if it were one level category more intense for purposes of how long after you can detect it. For example, if something would have a faint aura, you can detect the lingering aura 1d6 minutes after rather than 1d6 rounds. If something is in the overwhelming category you can instead detect the lingering aura for 1d6 weeks.

    Also, even when you do not have Detect Magic active, when you come into physical contact with a magical object, you are immediately aware that the object is magical or has an ongoing magical effect (such as say a Magic Weapon spell on an otherwise non-magical weapon). This detection gives you no insight into the nature of the magic, since detecting a few atoms is not enough to reveal the nature of a magic effect- simply of its existence. Your ability to detect such magic does not apply to non-magical materials created by instantaneous conjuration effects (such as a the water created by a Create Water spell). The inevitable stray arcane atoms given off make this ability apply even if the effect has the magic disguised by some means (such as a Magic Aura spell) as long as your caster level exceeds the caster level of the disguising effect.

    Finally, your sensitivity and knowledge of arcane atoms allows you to better understand and identify magical effects. You add half your class level as a bonus to spellcraft check to identifying and understanding magical effects and objects. You add your full class level if the magical effect is arcane in origin.

    Mental Resilience and Bodily Integrity(su): At third level, you may spend arcane points to briefly increase your mental resilience in response to attacks on the integrity of your mind, effectively flushing a small amount of arcane energy that is less than a full spell into your mind. You may also use a similar effect to briefly increase your physical resilience in response to attacks on the integrity of your body, effectively flushing a small amount of arcane energy that is less than a full spell into your body. You may as an immediate action when you need to make a will save or a fortitude save spend atomos points. You may use this ability after you have rolled your save, but you must decide to spend atomos this before you find out if you had a success or failure. For every 3 atomos points you spend, you get a +1 bonus to the save. You cannot increase this bonus by more than your highest mental ability modifier. You must be aware of the threat in order to use this ability. If you spend at least 9 atomos points on this ability for a save then you are treated as having the Mettle special ability for this save.

    Bonus Feat: At fourth level, you gain one bonus [atomos] feat that you meet the prerequisites for. Atomos feats are detailed below.

    Dust to Dust(su): All things eventually become dust, and then break down even further, until they cannot be broken down at all any more. You simply sometimes speed up this process where magical effects are concerned. At fifth level, When you prepare spells or recover spell slots, you may choose to prepare one fewer spells or gain one fewer spell slots that day. If you do, you gain extra atomos points that day equal to twice the level of the spell or spell slot. Also, whenever you cast a spell of at least third level that has not been modified by spending atomos points at all, you may recover a small number of arcane atoms from it. When you cast a spell not modified by arcane atoms and the spell is at least third level you gain extra atomos points equal to the spell level divided by 3.

    Also, you may once daily as a standard action destroy a potion, scroll or other single use item to gain temporary atomos point lasting 1 minute. When you do this, you gain atomos equal to 1+ the item's effective spell level.


    Extend Concentration(su): You have learned to use a few atoms to push a spell to having a short life beyond your own attention to it. At sixth level, when you cast a spell with duration of concentration, you may spend atomos to extend the spell beyond when you cease concentrating on it. For every 3 atomos points you spend this way, the spell lasts 1 extra round after you cease concentrating. These atomos points count towards the total number of atomos points you spend on the spell.

    Salvage Arcana(su): You are able to recover some small amount of magical power from arcane magical sources which attack you. At 7th level, whenever you are subject to an arcane spell of at least first level which allows a save and you make the save you may as an immediate action gain atomos points equal to one less than your the square root of the sum of both spell level plus its caster level. For example, if you made a save against a third level arcane spell with caster level 14 then you would take the square root of (3+14) and subtract 1, and as usual round down. Since 4^2 =16, so you would gain 4-1=3 atomos points. You cannot gain more atomos points daily from this ability than your starting daily atomos (counting feats and other ability which increase the level).

    Perfect Philosophy(su): You are truly a master at using the tiny irreducible magics that others do not even notice, and you understand them better than anyone else. When you regain spell slots or prepare spells you gain extra atomos points equal to half your total number of levels in classes or prestige classes which advance arcane spellcasting. (Note that a class like an Ultimate Magus only counts its actual number of levels for this purpose even though some levels advance arcane spellcasting twice). Also, once daily you may treat a spell like it is of two levels higher than it is for purposes of how many atomos points you may spend on that spell at once. Finally, you become very sensitive to others applying the theory of irreducible arcana to their spells. Whenever you are witness a spell being cast that has been modified by someone spending atomos points you are instantly aware that the spell has been augmented that way and the subtle aspects of how this interacts with the spell gives a +2 spellcraft bonus to recognize the specific spell (which stacks with the bonus from Arcane Sensititivity).


    Playing an Atomos Mage

    There are two fundamentally different sorts of Atomos Mages. There are those who won't shut up about it, and those who quietly use their skills to their advantage. If you are in the first category, you eagerly tell other mages about the incredible power of your magic and how it verifies all sorts of obscure theories, some believed by other Atomos Mages, and some probably due to yourself. The line between brilliant thinker and annoying crackpot may in your case be very blurry. Sure, your average spell isn't as strong as what some people have, but the theory works and isn't that the important thing?

    If you are the quiet sort of Atomos Mage, then many respects you are just like any other mage. However, you are more likely to be acutely aware that due to your focus on the study of atoms, your regular spells may on average be weaker than those from many mages with a similar amount of experience and practice. You make up for it by occasionally casting a spell that in one or two critical aspects is much more powerful. If other mages don't recognize that you are a Atomos Mage, then you may even come across as much more powerful than you really are. Many an Atomos Mage has managed to avoid combat or to bluff stronger mages into backing down simply because of their reputation for surprisingly powerful spells. For this reason, many Atomos Mages do not reveal the nature of their skills, preferring to allow their strong spells to give them a reputation for power.

    Combat: Like most mages, an Atomos Mage has few hit points, and weak direct combat capability they are most effective staying out of direct combat. However, even more than other spellcasters, an Atomos Mage may change the course of a battle with a single well-placed spell.

    Advancement: Atomos Mages are interested in whatever magic boosts their own capabilities. Many Atomos Mages take the Practiced Spellcaster feat to make up partially for their lost caster levels.

    Resources: There are, as of yet, no major organizations of Atomos Mages. Many Atomos Mages are involved in wizard guilds or other similar organizations, and Atomos Mages have often used their abilities to appear more powerful than they are, a feature which may help them greatly in navigating some of the more difficult politics of wizard guilds and similar organizations. However, if a Atomos does find a novel method of using or understanding the irreducible arcana, they could likely trade it with other Atomos Mages for some favor or some scrap of obscure lore.

    Atomos Mages in the World

    "Atomos Mages are funny. One moment an Atomos Mage might seem to be struggling at comparatively basic spells, and then a few minutes later they cast a spell with a power that an archmage would have trouble duplicating. And it doesn't help that half of them they never even let anyone else know of the nature of their talents and the other half of them won't shut up about it. " - Telfana Silverblade, an elven paladin.

    If stories are to be believed, Atomos Mages have been around for at least centuries. Some elves claim that the practice of Atomos Magic was first developed by their own early wizards when the mortal races were just learning to use magic, but this may be just elven self-centeredness since some elves seem to claim to have invented almost everything. In practice, it is very difficult to engage in detailed historical analysis of exactly which mages had not studied the underlying philosophy or not because so much of what an Atomos Mage does looks simply like occasionally powerful magic, and it is precisely when one casts an awe-inspiring spell that people remember. Complicating matters, some historical mages who talked about the idea of fundamentally smallest bits of magical energy may have simply had that basic idea and not been able to put it into any sort of practice.

    Daily Life: Atomos Mages are much like other mages. An Atomos Mage who is a wizard may spend years in a tower, studying arcane minutia (far more literally than with other wizards), while other Atomos Mages might go out and adventure to increase their power level or to help right what they see as wrong.

    Notables:
    Arent Tehev (N) (Half-elf Rogue 1/Wiz 5/Atomos Mage 7) is a prominent human wizard whose power is considered by many to be unrivaled. Few realize that his reputation comes in part from careful bluffing and very careful use of his abilities to make his spells appear stronger in just the ways he needs. He is currently in contention to be declared the archmage of a major wizarding guild, which is helped also in part by the political nature of the position.


    Geran the Demon-Master (NE, Human Conjurer 5/Atomos Mage 5) is a wizard obsessed with summoning evil beings from beyond to do his bidding. The self-styled Demon-Master makes frequent use of the Atomos Conjurer feat to make his horrific servants even more powerful than they would be otherwise. Right now, Geran is focusing his attention on conquering a small kingdom and plans to then branch out into broader pursuits. Given his own short-sighted recklessness, it is unlikely that he can continue to play with the proverbial fire before being burned, but he may cause many others to suffer before he is dragged down.

    Hanna Semalan (NG) (Human Wizard 3/Warblade 3/Jade Phoenix Mage 5/ Atomos Mage 2), Hanna is one of the most prominent of the newest generation of Jade Phoenix Mages. She became interested in the study of Arcane Atoms shortly after finding out that one of her early incarnations was according to legend one of the first mages known to use the skill set and teach it to their apprentices. Hanna is currently working on trying to create a society of Atomos Mages where they can share their skills and findings. However, most of her time is taken up by the never-ending work of a Jade Phoenix Mage.

    Corwrick Blondfoot (LG, Halfling Sorcerer 5/Atomos Mage 2) is a young Atomos Mage who became interested in the topic due to conversations with Hanna Semala. They have since kept up a lively correspondence. Sarandar is very interested in trying to develop spells which specifically themselves use the theory of arcane atoms to make themselves more powerful, or at least more efficiently augmented by Atomos Mages. Corwick has recently decided to start a regular "Journal of Atomist Philosophy" which will publish the discoveries of Atomos Mages.

    Organizations: Aside from Hanna Semalan's nascent attempt at an Atomos Mage organization, Atomos Mages have no major organization of their own, but can be found among other mage guilds and the like. A wizard who is an Atomos Mage will be just as home in a wizarding guild as an Atomos Mage necromancer might be at home in a group of of undead worshiping cultists.

    NPC Reaction

    While most people with some magical knowledge have heard of Atomos Mages, few know much about them aside from that they follow strange theories about the nature of fundamental magic that not all scholars buy into, and that they can at least successfully apply those theories to cast powerful spells. If one is not knowledgeable about magic, someone will react to an Atomos Mage the same way they'd react to any spellcaster.

    Atomos Mages in the Game

    An Atomos Mage will generally function close to whatever spellcaster they had a base class. That means they will present the same headaches as their base class, with the exception that an Atomos Mage may have slightly more on-the-fly flexibility about the exact power of their spells. One issue that DMs may need to deal with is that an Atomos Mage will have many options for exactly how to cast any given spell; a player playing an Atomos Mage should be encouraged to make these choices quickly if necessary to not impede game flow.

    One issue to be careful about is that an Atomos Mage as an NPC may prove to be a slightly higher challenge rating encounter in practice since if they think their life is on the line they may be willing to burn through many atoms very quickly.

    Adaptation: Atomos Mages can be placed into most settings with little difficulty. In specific settings the ideas may be associated with specific magical schools of thought. In the Eberron settings, the Atomos Mages may be associated with the gnome wizards of Zilargo given their extensive interest in learning. In Forgotten Realms/Faerun, Atomos Mages might be an order of mages who have studied the arcane secrets of Azuth. In Golarion, Atomos Mages might be associated with the Pathfinder Society, but the skills might go back farther, possibly being studied by the ancient Thassilonians.

    Encounters: PCs might encounter an Atomos Mage the same way they'd encounter any other mage, possibly as a villain or as a potential ally depending on their goals and the PC goals.



    Atomos Feats

    Certain feats allow one to use atomos in new ways or allow you to gain extra atomos. Feats which interact with atomos have been given the new [atomos] descriptor.

    Spoiler: Design and notation notes
    Show
    Aside from saves everything in this class is 3.5/PF agnostic. However,
    some of the [atomos] feats use specific mechanics from 3.5 or Pathfinder. I've tried to make sure that none involve mechanics in a way that is drastically different between systems to avoid complications. Thus for example, none of the feats below involve grappling. The balance for the class and the feats should be very close to the same in both Pathfinder and 3.5.
    There are two major motivations behind these feats (aside from "this sounds cool"):

    First, some of the feats exist to handle a mechanical issue created "hybrid" or "theurge" prestige classes. Hybrid PrCs are a lot of fun; they popular to make as one can see from the no less than three previous PrC contests which had a hybrid theme, and the fact that hybrid classes show up in many other contexts. However, they don't play well with many other prestige classes if the other prestige classes only help one side of a hybrid. For example, in 3.5 if someone is a wizard/psion advancing into cerebemancer, taking archmage to top off the build at high levels is an obvious thing to do, but the class features of the archmage will only help the wizard side. To help out with this issue, one of the things I've done below is design feats that let one's Atomos Mage abilities apply to some aspects of other systems.

    Second, in general, prestige classes have a problem that when one has maxed out the prestige class, one doesn't have options for further improvement of features that the class has. Thus, some of the feats below are designed to allow someone who has taken all eight levels of Atomos Mage to continue to improve their class features.

    Finally a notational note: Pathfinder specific feats below marked as (PF). Ones which use 3.5 specific mechanics are marked as (3.5).



    Atomos Focus [Atomos]
    You are especially skilled at applying additional arcane atoms to a spell's structure.
    Prerequisites: Perfect Philosophy class feature
    Benefit: You add three to your effective class level for how many atomos points you may spend on a specific effect.
    Special: You may take this feat multiple times. The effects stack.


    Atomos Hoarder [Atomos]
    Few mages understand the power of the tiny, irreducible arcane atoms. You are even more obsessed with preserving such power at all costs than other mages who pay attention to such tiny irreducible motes of power.
    Prerequisites: Arcane Atoms class feature
    Benefit: You may hoard some of your unused Arcane Atoms from one day to the next. When you prepare spells or regain spell slots for a given day, you gain extra atomos points equal to your remaining atomos points or your class level in Atomos Mage, whichever is smaller.


    Atomos Manifester [Atomos, Psionic]
    Most psions will tell you that the nature of their power is fundamentally continuous, but somehow you have learned to apply your atomic philosophy to psionic effects.
    Prerequisites: Arcane Atoms class feature. Ale to manifest a third level psionic power.
    Benefit: You may spend atomos to improve psionic powers. The ability to spend atomos this way is identical to the options given at first level of Atomos Mage, except that the ability to spend atomos points to increase numerical effects is not an option for powers. Note that just as with spells, you cannot spend more atomos points on a power than 1+the power's level + half your class level.


    Atomos Theosque[Atomos]
    You have learned to apply the the philosophy of arcane atoms to divine spells. Some may call this heresy, but the practical results are undeniable.
    Prerequisites: Arcane Atoms class feature. You must be able to cast a third level divine spell, Dust Pool. If you worship a deity with the Magic domain (or in Pathfinder one of its subdomains) then you need only to be able to cast first level divine spells.
    Benefit: You may apply atomos mage abilities to divine spells just as if there were arcane spells. You are still restricted to how many atomos points you may spend on a spell as usual. This feat also allows you use divine spells to qualify for other atomos feats that explicitly call for being able to cast a specific spell or spell type as an arcane spell.


    Atomos Conjurer [Atomos]
    When you imbue arcane atoms into a summoning spell you are able to use some of them to strengthen the beings which you summon.
    Prerequisites: Arcane Atoms class feature. Able to cast an arcane spell from the [summoning] subschool. Either Spell Focus(conjuration) or wizard specialist conjurer.
    Benefit: When you cast a summoning spell, for every 1 points of total atomos points you spend on the spell any summoned beings gain 1 extra hit point. This is not a separate expenditure of atomos points. For example, if you spent four atomos to extend a summoning spell's duration by 4, then any summoned being would have 4 extra hit points. Also, for every 4 hit points a summoned being gains this way it get s a+1 enhancement bonus to one of strength, dexterity or constitution (your choice, chosen when summon). These bonuses stack with themselves; for example if a being gained 8 hit points then you could give it a +2 enhancement bonus to one ability score or two +1 enhancement bonuses to different ability scores.


    Atomos Steel [Atomos] (PF)
    You have already learned to channel arcane energy to empower your martial abilities. You have now taken a step further and can apply arcane atoms to further empower your abilities.
    Prerequisites: Arcane Atoms class feature. Stance of Arcane Steel
    Benefit: When you sacrifice a spell slot or prepared spell from your Stance of Arcane Steel ability, you may pay 3 atomos points. If you do, you treat the sacrificed spell slot or prepared spell as 1 level higher.

    Atomos Necromancer [Atomos]
    You can imbue arcane atoms into the undead you have created.
    Prerequisites: Arcane Atoms class feature. Able to cast as an arcane spell one of Animate Dead, Create Undead or Greater Create Undead. Either Spell Focus(necromancy) or Wizard specialist necromancer
    Benefit: When you animate or create any undead using a spell you may spend atomos points in three ways:
    First, you may spend atomos to increase the hit points of the resulting undead. For every atomos point you spend this way, the undead created get 1 extra hit point. For every 3 atomos spent this way, any undead created treat their turn resistance as 1 higher (treating their turn resistance as starting at +0 if they have no source of turn resistance).

    Second, you may spend atomos to increase your caster level for purposes of what types of undead you can create with it and their maximum hit die, with the effective caster level increasing by 1 for every 1 atomos point you spend this way.

    Third, you may spend atomos to increase caster level for purposes of how many total hit die undead you can control. You increase your effective caster level for purposes of how many hit die of undead you can control by 1 for every 1 atomos point you spend this way.

    Your usual limit on total number of atomos points you may spend on a single spell still applies.

    Atomos Nocturne [Atomos] (3.5)
    You are one a very recent breed, a shadowcaster who has learned to apply the theory of arcane atoms to shadow magic.
    Prerequisites: Arcane Atoms class feature. Able to use a third level shadowcaster mystery.
    Benefit: You may apply Atomos Mage abilities that would normally apply only to arcane spells to also apply to mysteries. Your usual limit on the maximum number of atomos points you may apply to a given spell still applies to mysteries, taking the effective mystery level as the effective spell level.


    Extra Atomos [Atomos]
    Storing arcane atoms which are not stably connected to a spell is difficult. However, you are more capable of storing unattached arcane atoms than others.
    Prerequisites: Arcane Atoms class feature
    Benefit: You gain 4 extra atomos points of dust daily.
    Special: You may take this feat multiple times. The effects stack.
    Special: If you take this feat before you have Perfect Philosophy then when you gain Perfect Philosophy you may switch out this feat for Atomos Focus.


    Epic Atomos Mage [Atomos, Epic]
    You can apply the philosophy of irreducible arcana to the most powerful and legendary of spells.
    Prerequisites: Perfect Philosophy class feature, Epic Spellcasting
    Benefit: You may apply atomos points to epic spells, treating them as 10th level spells for purposes of the maximum atomos points you may spend. Also, you may design epic spells which require spending atomos points. Essentially this is an additional mitigation where the caster or other participants must pay some number of atomos points. For every 1 atomos points the spell requires, the spellcraft DC is reduced by 2 (to a maximum of -20 at 10 atomos points). Finally, you may make epic spells that give you atomos points. For every 4 you increase the spellcraft DC by you gain 1 atomos point when you cast the spell. No matter how high you make the DC you cannot gain from a single epic spell more atomos points than your normal daily number of atomos points.


    Irreducible Vril [Atomos, vril]
    The power of vril is closely connected to arcane magic, and so a small number of atomos mages have applied their theory to vril.
    Prerequisites: Arcane Atoms class feature, Vril Blast class feature or Vril Channeler feat
    Benefit: When you sacrifice a spell slot or prepared spell to activate a vril effect you may choose to pay 3 vril points. If you do, the sacrificed spell slot or prepared spell is treated as being of 1 higher level.
    Note: This feat uses the Vril system from Deep Magic.

    Moilian Atomist[Atomos](3.5)
    You have combined the pure philosophy of atomic arcana with the dreadful and very practical secrets of Moil
    Prerequisites: Arcane Atoms class feature. Atomos Necromancer and Black Lore of Moil
    Benefit: Whenever you cast a spell modified by the Black Lore of Moil and you spend at least one atomos point on the spell, you treat the spell's level as 1 higher for purposes of the maximum extra negative energy damage done by Black Lore of Moil.


    Mind and Body, Strengthened by the Atoms [Atomos, Psionic]
    Prerequisites: Arcane Atoms class feature. Atomos Manifester, Psionic Body, and one other feat with the [Atomos] descriptor that is not a psionic feat.
    Benefit: You count [Atomos] feats as psionic feats for all purposes. This includes gaining extra hit points from Psionic Body and being able to take such feats when one would be able to take a psionic bonus feat.
    Note: that taking this feat does not cause you to lose its own prerequisite; that would be silly. However, to benefit from this feat you must have at least one [Atomos] feat that would normally not be psionic.


    Occult Atomist [Atomos] (3.5)
    You are able to use arcane atoms to briefly strengthen how closely connected a vestige is to the material world.
    Prerequisites: Arcane Atoms class feature. Able to bind a first level vestige.
    Benefit: This feat gives you two benefits. First, First, when you make a binding check you may spend 2 atomos points. If you do, you add your Atomos Mage level to the check. Second, when you use an activated ability of a vestige you may spend 3 atomos points to increase your effective binder level for purposes of that effect by 1.


    Psionic Atomos [Atomos, Psionic]
    You are able to channel your own internal psionic energy and take the small amounts that your body constantly radiates and transmute them to arcane power.
    Prerequisites: Arcane Atoms class feature. Must have a power point pool.
    Benefit: When you regain atomos point you add your number of psionic feats to your total atomos points you gain.

    Residual Atoms [Atomos]
    When you dismantle a magical effect you may seize some of the resulting arcane atoms before they are lost in the surrounding environment.
    Prerequisites: Arcane Atoms class feature. Able to cast Dispel Magic or Greater Dispel Magic. Either Spell Focus(abjuration) or Wizard specialization abjurer.
    Benefit: Whenever you use a dispelling effect to successfully dispel or counter an effect of at least first level, you gain extra atomos points equal to the level of the spell dispelled or countered.

    The following feat is separated out as involving other homebrew:

    Nomens Atomorum [Atomos]
    You can imbue truenames with further power by associating their effects to arcane atoms.
    Prerequisites: Arcane Atoms class feature. Truenaming 1 rank.
    Benefit: You may spend atomos to increase the power of your truenaming. When you use this ability, every 2 atomos you spend, you get a +1 bonus to a truename check.
    You cannot spend more dust this way than the usual limit for a spell but instead for the truename effect's level.
    Spoiler: Design note
    Show
    While truenaming exists in a variety of forms, this was intended to be balanced with Kellus's "The Way Words Work". The feat with no modification should be closely balanced for Strange Magic's Truenaming for Pathfinder if one replaces the Truenaming 1 rank requirement with 1 level in Truenamer. . The 3.5 Truenaming has so many issues I haven't tried to carefully balance it there.



    Associated Items and Artifacts

    Atomos Pearl (magic item)
    An Atomos Pearl is very similar to a Pearl of Power. An Atomos Pearl functions just like a Pearl of Power with the following differences. First, it can be used to recover any arcane spell slot or prepared arcane spell of level at most the level of the pearl. Moreover, when used by an Atomos Mage, one an Atomos Mage gains additional atomos points equal to the difference between the level of the spell recovered and the level of the pearl. So for example, if an Atomos Mage used a 4th level Pearl to recover a 1st level spell, they would also gain 3 atomos points. No one can benefit from more than one Atomos Pearl daily. An Atomos Pearl has a cost 50% more than a Pearl of Power of the same level and in the addition to the usual construction requirements the crafter must be an Atomos Mage.

    Liber Atomorum(minor artifact)

    This book of unknown origin appears to have a simple green cover. The front has on the lower left a sigil that has been tentatively identified as belong to Riarsontyrthomordex, a legendary dragon sorcerer who some arcane
    historians have identified as teaching the philosophy of arcane atoms to mortal mages. Reading the book only benefits someone who either meets the prerequisites to become an Atomos Mage or already is an Atomos Mage. To anyone else the book appears as nothing more than incomprehensible and obviously false rantings about the nature of magic. Different readers remember the book having different content and details, but they all agree that the book starts off with the sentence "Everything you know about magic is wrong." When one reads the book if one has no levels in Atomos Mage one immediate gains one level in Atomos Mage. If one has fewer than 8 levels in Atomos Mage one gains one level in Atomos Mage. If one has 8 levels in Atomos Mage then reading the book instead gives you one bonus Atomos feat. Additionally, if one has the book in one's possession when casting a spell one
    treats the spell's level as one higher than it is for purposes of how many atomos points one may spend on that spell.
    Last edited by JoshuaZ; 2017-11-19 at 11:57 AM. Reason: Collapse BI+MR to one, move Dust to Dust, add Salvage Arcana
    My homebrew:

    Spoiler
    Show


    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  16. - Top - End - #16
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2014
    Location
    Yaritagua, Venezuela
    Gender
    Male

    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    Mycologist


    fungus people from coconut milkyway: coconutmilkyway.deviantart.com

    I thought a forest was made up entirely of trees, but now I know that the foundation lies below ground, in the fungi. - Mycologist, just after discovering his new path in life.

    ENTRY REQUIREMENTS
    skills: knowledge (nature) 8 ranks
    feats: great fortitude


    Class Skills
    The Mycologist class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Disguise (Cha), Handle animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge(all skills taken individually) (Int), Move silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
    Skills Points at Each Level: 4 + Int


    Hit Dice: d8

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spore Types
    1st
    +0
    +2
    +0
    +0
    Spore types 1
    2nd
    +1
    +3
    +0
    +0
    Ew, what´s that blue thing? 2
    3rd
    +2
    +3
    +1
    +1
    3
    4th
    +3
    +4
    +1
    +1
    Part of the system 3
    5th
    +3
    +4
    +1
    +1
    4
    6th
    +4
    +5
    +2
    +2
    5
    7th
    +5
    +5
    +2
    +2
    6
    8th
    +6
    +6
    +2
    +2
    Spore cloud 6
    9th
    +6
    +6
    +3
    +3
    7
    10th
    +7
    +7
    +3
    +3
    Ultimate host 8

    Weapon and Armor Proficiencies:
    Mycologist get no new weapon and armor proficiencies.

    Spores types (Su): as the mycologist begins his journey he finds and learns the properties of several species of magically enhanced fungus, that when used in controlled increments grant him with a set of abilities called manifestations. Manifestations are grouped by the spore type that grants them, and each require a certain number of spores to use, as detailed on each individual manifestation. The Mycologist´s pool of spores is equal to: (class level*2) +your highest physical ability modifier, and it refills at the rate of 1/30 minutes in all non-planar terrains not mentioned here, 1/10 minutes in the underdark, forest and jungle terrain, 1/hour in more inhospitable terrain, such as frost fell, desert or the elemental plane of fire.

    If a manifestation mentions forcing a save the DC is equal to 10+your Mycologist class level+ your constitution modifier, unless specified otherwise. New spore Types may be chosen from the list of spore abilities found below and are learned at the rate described on the table above.

    (just in case, you need line of effect to use all abilities that don´t say otherwise.)

    Ew, what´s that blue thing? (Ex): As the new Mycologist revels in the company of the new occupants of its body, they begin to take over the defense of their host, hardening its skin and strengthening its immune system. At 2nd level the mushroom master gains a natural armor bonus equal to its Con bonus (minimum one) and inmunity to disease and poison.

    Part of the system (Ex): As the mycologist advances in level his ability to communicate with the network that connects all things is enhanced, the new born fungi seeking him as much as he seeks them. At 4th level the rate of spore acquisition doubles, getting 1/15 minutes, 1/5 minutes and 1/ 30 minutes respectively, depending on terrain.

    Spore cloud (Ex): At 8th level the Mycologist has such a constant stream of life developing, reaching and leaving him that it makes it a hard task to actually spot the Mycologist himself, the spore cloud is a permanent effect granting the mycologist concealment, but he can end it by taking a standard action to order the flow of spores to lay down/retreat/hide in his clothing/etc losing his concealment, activating it again takes another standard action.

    Ultimate host (Ex): at level 10 the Mycologist has reached the pinnacle of its symbiotic relationship with the fungus growing within it. It gains the plant type, and any creatures with the plant type and over 3 intelligence start one step friendlier towards the him, and creatures of the plant type with 2 or less intelligence are never actively hostile against him, not even in self-defense.

    In addition to this, if the Mycologist dies within 100 ft of any number of plants or fungus with a total of at least half his weight, a new body will grow for him within 24 hours, bringing him back to life with no downsides, as the spores released by the fungus that inhabited his body seek to regrow their host. The only way to prevent this is through scouring a 100 ft area around the body (or the dusty square where he died) of all life or trapping the mushroom master´s soul to keep it from its new body.
    Last edited by neriractor; 2017-11-14 at 11:59 AM.
    Quote Originally Posted by Coidzor View Post
    Ah, yes, trolls, the monsters that are such wusses their primary means of reproduction is being eaten by other creatures.
    Quote Originally Posted by 5ColouredWalker View Post
    With all this talk of half dragon cohorts I may need to scrap riding a actual Dragon given how unoptimized it is.
    hey, order a gig here: https://www.fiverr.com/neriractor

    I would really appreciate it.


  17. - Top - End - #17
    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    Sparrow Riders



    Though it may be small, the hornet still packs a mighty sting.
    -Sheifra Coraddin

    ENTRY REQUIREMENTS
    Skills: Mounted Combat
    Skills: Ride 9, Handle Animal 6, Move Silently 6, Hide 4
    Special: Friendly encounter with a warrior of one of the Fey courts

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Preform (Cha), Ride (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), and Use Rope (Dex).
    Skills Points at Each Level: 6 + int

    Hit Dice: d10

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +2
    +0
    Slightly Riding
    2nd
    +2
    +3
    +3
    +0
    Shared Breathing
    3rd
    +3
    +3
    +3
    +1
    Leaf Walking, Spell-like abilities
    4th
    +4
    +4
    +4
    +1
    Foam Rider
    5th
    +5
    +4
    +4
    +1
    Smaller Riding, Invisible Rider
    6th
    +6
    +5
    +5
    +2
    Mole Speed
    7th
    +7
    +5
    +5
    +2
    Leaf on the Wind, Spell-like abilities
    8th
    +8
    +6
    +6
    +2
    Shared Breathlessness
    9th
    +9
    +6
    +6
    +3
    Ride Small

    Weapon and Armor Proficiencies: If they do not already have Martial weapon proficiency, the Sparrow Rider gains proficiency with the lance and shortbow.

    Slightly Riding (Su): You may allow a potential mount to treat you as one size category smaller. This allows you to ride a creature of your normal size. Divide your weight and your equipment’s weight by 8 to determine the mount’s load.

    Shared Breathing (Su): At 2nd level, if you or your mount are able to breath without harm in your environment, then both of you can. This persists for 2 rounds after you cease to be riding the mount.

    Special Riding (Su): Starting at 3rd level, you can grant your mount one additional movement speed. Switching between these is a standard action. You gain Leaf Walking at 3rd level, Foam Rider at 4th, Mole Speed at 6th, and Leaf on the Wind at 7th.
    Leaf Walking: Your mount gains a climb speed equal to its highest natural speed while you ride it and for 2 rounds thereafter.
    Foam Rider: Your mount gains a swim speed equal to its highest natural speed while you ride it and for 2 rounds thereafter.
    Mole Speed: Your mount gains a burrow speed equal to its highest natural speed while you ride it and for 2 rounds thereafter.
    Leaf on the Wind: Your mount gains a fly speed equal to 2x its highest natural speed (good maneuverability) while you ride it and for 2 rounds thereafter.

    Spell-like abilities: Starting at 3th level, you can use the following as spell like abilities: Faerie Fire at will, Sleep Strike 1/encounter, Euphoric Strike 3/day, and Elemental Strike 5/per day; you gain an additional use per encounter of Sleep Strike starting at 7th level.

    Invisible Rider (Su): Starting at 5 level, you and your mount may become invisible. You may uses this ability as many times as you want, but the total amount of time you can be invisible is one hour per day.

    Smaller Riding (Su): At 5th level, you can actually become smaller when riding. This functions as Reduce person, except your strength does not change. This does stack with Slightly Riding: While you are only one size category smaller than your normal size, you can select mounts as if you were 2 size categories smaller than normal and you divide your weight and your equipment’s weight by 64 to determine its load. Your strength is still the same as when you are at normal size.

    Shared Breathlessness (Su): At 8th level, neither you nor your mount need to breathe.

    Ride Small (Su): At 9th level, your Smaller Riding ability makes you even smaller. You are now two size category smaller than your normal size (quarter your height, length, and width; gain a +4 to dex and +2 bonus on attack rolls and AC due to its reduced size), you can select mounts as if you were 3 size categories smaller than normal and you divide your weight and your equipment’s weight by 512 to determine its load. Your strength is still the same as when you are at normal size.

    New Spell-like abilities:
    Euphoric Strike: One creature within 60 feet is staggered, sickened, and immune to fear effects for 1d6 rounds per 5 CL.

    Elemental Strike: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+X points of your choice of Fire, Cold, Electricity, or Acid damage. X is 5 for fire, 4 for cold, 3 for electricity, and 1 for acid. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every five CL increase the hit die by one step: 1d6 at CL 5, 1d8 at CL 10, 1d10 at CL 15, and 1d12 at CL 20.

    Sleep Strike: One creature within 90 feet who has fewer HD than your caster level, falls into a magical sleep for one minute per 5 CL. The creature can be awakened early if it takes 3 hp in damage per minute remaining of the affect or by being shaken with a strength check DC 10 + CL.
    Last edited by Ranged Ranger; 2017-11-18 at 02:11 AM.

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