Mohko
2004-07-29, 05:41 PM
Many paths lead to knowledge. Research is the common method. Some sell their souls. Some transform themselves into Mohkoes. These individuals, known as Mohkomancers learn the secrets of Mohkoes, or möhköes as they are called in their own language.
Hit die: d4
Requirements: To qualify to become a Mohkomancer, the character must fulfill all the following criteria.
Base Will save: +6
Skills: 10 ranks in any knowledge skill.
Feats: Skill focus: knowledge (any)
Spells: Able to cast 4th-level arcane spells without preparation.
Class skills: The Mohkomancer's class skills (and the key ability to each skill) are Concentration (Con), Craft (Int), Decipher Script (int), Disable Device (int), Escape artist (Dex), Knowledge(all skills taken seperately) (Int), Profession (Wis) and Spellcraft (Int).
Skill points at each level: 4 + Int modifier
{table]
Level
BAB
Fort
Refl
Will
Special
Spells
1st
+0
+0
+0
+2
Tendrils
-
2nd
+1
+0
+0
+3
Mohkomancy 1/day
+1 existing caster level
3rd
+1
+1
+1
+3
Language of Mohkoes
+1 existing caster level
4th
+2
+1
+1
+4
Mohkomancy 2/day
+1 existing caster level
5th
+2
+1
+1
+4
Size of Mohko
+1 existing caster level
6th
+3
+2
+2
+5
Mohkomancy 3/day
+1 existing caster level
7th
+3
+2
+2
+5
Shape of Mohko
+1 existing caster level
8th
+4
+2
+2
+6
Mohkomancy 4/day
+1 existing caster level
9th
+4
+3
+3
+6
Speed of Mohko
+1 existing caster level
10th
+5
+3
+3
+7
Mohkomancy at will, True Mohko, Liquid form
-
[/table]
Class Features
All the following are class features of the Mhokomancer prestige class.
Weapon and Armor Proficiency: Mohkomancers gain proficiency with tendrils.
Spellcasting: When a new level of Mohkomancer is gained except for 1st and 10th, the character gains new spells per day and spells known as if he had also gained a level in an arcane spellcasting class in which he could cast 4th level spells without preparation. He does not, however gain any other benefit a character of that class would have gained (such as bardic music of bardic knowledge.) If the character had more than one spellcasting class before becoming a mohkomancer, the player must decide to which class to add each mohkomancer level for determining spells per day, spells known and caster level.
Tendril: At 1st level Mohkomancer a pink tendri growsl out of Mohkomancer's skull. Mohkomancer gains a tendril slap attack for 1d4 points of damage (for medium sized tendril). This tendril can also be used to hold items and cast spells.
Mohkomancy(ex): At 2nd level Mohkomancer can tap into the knowledge of all living mohkoes and add his mohkomancer level to a single knowledge check. This ability can be used once per day for every two mohkomancer levels. Additionally, when Mohkomancer is using mohkomancy, he is considered trained at the knowledge he is using even if he has no ranks in it.
Language of Mohkoes(ex): At 3rd level Mohkomancer learns the language of mohkoes. As a side efect he gains the ability to pronounce "möhkö"
Size of Mohko(ex) At 5th level Mohkomancer's size changes into tiny. Tendril slap does now only 1d2 points of damage.
Shape of Mohko(ex) At 7th level Mohkomancer transforms into a Mohko. He becomes a pink half-ball with two eyes and a mouth at one side. His hands transform into tendrils like the one on his head. Because Mohkoes lack legs, Mohkomancer's land speed becomes 10 ft. It now gains a +2 circumstance bonus on all diplomacy, bluff and gather information checks when dealing with people who think it's cute. It also gains a -2 circumstance penalty on all intimidate checks when dealing with people who think it's cute.
(If you have trouble picturing what a Mohko looks like, just look at my avatar. 8))
Speed of Mohko(ex) At 9th level Mohkomancer has learned to move faster in it's new shape. It's speed is now 20 ft.
True Mohko(ex): At 10th level mohkomancer has attuned itself so close to Mohkoes, that it becomes one. It becomes an aberration and immune to critical hits. At this point Mohkomancer has accumulated all the knowledge of Mohkoes. It can use mohkomancy at will.
Liquid form(ex): At 10th level mohkomancer can change into a liquid form and back as a standard action at will. This doesn't provoke attacks of opportunity. A Mohkomancer in liquid form can't cast any spells involving somatic, verbal, material or focus components.
When a mohkomancer changes into liquid form it and all its gear become a pink watery substance. Any material armor, natural armor becomes useless, though it's size, dexterity, deflection bonuses, and armor bonuses from force effects still apply. the subject gains damage reduction 10/magic and bludgeoning and becomes immune to poison and critical hits (though it's already immune to critical hits.) Mohkomancer loses supernatural abilities while in liquid form. If it has touch spell ready to use, that spell affects the first creature that steps or otherwise touches Mohkomancer. A mohkomancer in liquid form can't run, but it can slide in ground at a speed of 10ft (20 ft if it moves downhill) It can pass through small holes or narrow openings, even mere cracks as long as it remains in liquid form. It can't manipulate objects or actiivate items. Continously active items remain active.
If mohkomancer is grappling when he transforms into liquid form he isn't grappling anymore.
clarified prerequisites, liquid form, cuteness modifiers and fixed a few typo's.
added "and bludgeoning" to liquid form's DR, fixed a few typo's.
Hit die: d4
Requirements: To qualify to become a Mohkomancer, the character must fulfill all the following criteria.
Base Will save: +6
Skills: 10 ranks in any knowledge skill.
Feats: Skill focus: knowledge (any)
Spells: Able to cast 4th-level arcane spells without preparation.
Class skills: The Mohkomancer's class skills (and the key ability to each skill) are Concentration (Con), Craft (Int), Decipher Script (int), Disable Device (int), Escape artist (Dex), Knowledge(all skills taken seperately) (Int), Profession (Wis) and Spellcraft (Int).
Skill points at each level: 4 + Int modifier
{table]
Level
BAB
Fort
Refl
Will
Special
Spells
1st
+0
+0
+0
+2
Tendrils
-
2nd
+1
+0
+0
+3
Mohkomancy 1/day
+1 existing caster level
3rd
+1
+1
+1
+3
Language of Mohkoes
+1 existing caster level
4th
+2
+1
+1
+4
Mohkomancy 2/day
+1 existing caster level
5th
+2
+1
+1
+4
Size of Mohko
+1 existing caster level
6th
+3
+2
+2
+5
Mohkomancy 3/day
+1 existing caster level
7th
+3
+2
+2
+5
Shape of Mohko
+1 existing caster level
8th
+4
+2
+2
+6
Mohkomancy 4/day
+1 existing caster level
9th
+4
+3
+3
+6
Speed of Mohko
+1 existing caster level
10th
+5
+3
+3
+7
Mohkomancy at will, True Mohko, Liquid form
-
[/table]
Class Features
All the following are class features of the Mhokomancer prestige class.
Weapon and Armor Proficiency: Mohkomancers gain proficiency with tendrils.
Spellcasting: When a new level of Mohkomancer is gained except for 1st and 10th, the character gains new spells per day and spells known as if he had also gained a level in an arcane spellcasting class in which he could cast 4th level spells without preparation. He does not, however gain any other benefit a character of that class would have gained (such as bardic music of bardic knowledge.) If the character had more than one spellcasting class before becoming a mohkomancer, the player must decide to which class to add each mohkomancer level for determining spells per day, spells known and caster level.
Tendril: At 1st level Mohkomancer a pink tendri growsl out of Mohkomancer's skull. Mohkomancer gains a tendril slap attack for 1d4 points of damage (for medium sized tendril). This tendril can also be used to hold items and cast spells.
Mohkomancy(ex): At 2nd level Mohkomancer can tap into the knowledge of all living mohkoes and add his mohkomancer level to a single knowledge check. This ability can be used once per day for every two mohkomancer levels. Additionally, when Mohkomancer is using mohkomancy, he is considered trained at the knowledge he is using even if he has no ranks in it.
Language of Mohkoes(ex): At 3rd level Mohkomancer learns the language of mohkoes. As a side efect he gains the ability to pronounce "möhkö"
Size of Mohko(ex) At 5th level Mohkomancer's size changes into tiny. Tendril slap does now only 1d2 points of damage.
Shape of Mohko(ex) At 7th level Mohkomancer transforms into a Mohko. He becomes a pink half-ball with two eyes and a mouth at one side. His hands transform into tendrils like the one on his head. Because Mohkoes lack legs, Mohkomancer's land speed becomes 10 ft. It now gains a +2 circumstance bonus on all diplomacy, bluff and gather information checks when dealing with people who think it's cute. It also gains a -2 circumstance penalty on all intimidate checks when dealing with people who think it's cute.
(If you have trouble picturing what a Mohko looks like, just look at my avatar. 8))
Speed of Mohko(ex) At 9th level Mohkomancer has learned to move faster in it's new shape. It's speed is now 20 ft.
True Mohko(ex): At 10th level mohkomancer has attuned itself so close to Mohkoes, that it becomes one. It becomes an aberration and immune to critical hits. At this point Mohkomancer has accumulated all the knowledge of Mohkoes. It can use mohkomancy at will.
Liquid form(ex): At 10th level mohkomancer can change into a liquid form and back as a standard action at will. This doesn't provoke attacks of opportunity. A Mohkomancer in liquid form can't cast any spells involving somatic, verbal, material or focus components.
When a mohkomancer changes into liquid form it and all its gear become a pink watery substance. Any material armor, natural armor becomes useless, though it's size, dexterity, deflection bonuses, and armor bonuses from force effects still apply. the subject gains damage reduction 10/magic and bludgeoning and becomes immune to poison and critical hits (though it's already immune to critical hits.) Mohkomancer loses supernatural abilities while in liquid form. If it has touch spell ready to use, that spell affects the first creature that steps or otherwise touches Mohkomancer. A mohkomancer in liquid form can't run, but it can slide in ground at a speed of 10ft (20 ft if it moves downhill) It can pass through small holes or narrow openings, even mere cracks as long as it remains in liquid form. It can't manipulate objects or actiivate items. Continously active items remain active.
If mohkomancer is grappling when he transforms into liquid form he isn't grappling anymore.
clarified prerequisites, liquid form, cuteness modifiers and fixed a few typo's.
added "and bludgeoning" to liquid form's DR, fixed a few typo's.