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Yuki Akuma
2006-09-27, 10:54 AM
This thread is for posting evaluted and accepted content (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11572407 10;start=0) for Project C.U.T.E.. Please do not post new content here; use the sandbox (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11596267 05) thread for that.

Here's the code for making tables:


{table]

Level
BaB
Fort Save
Ref Save
Will Save
Special


1st
+#
+#
+#
+#
1st level special


2nd
+#/td]
[td]+#/td]
[td]+#/td]
[td]+#/td]
[td]2nd level special


3rd
+#
+#
+#
+#
3rd level special


4th
+#
+#
+#
+#
4th level special


5th
+#
+#
+#
+#
5th level special


6th
+#
+#
+#
+#
6th level special


7th
+#
+#
+#
+#
7th level special


8th
+#
+#
+#
+#
8th level special


9th
+#
+#
+#
+#
9th level special


10th
+#
+#
+#
+#
10th level special


11th
+#
+#
+#
+#
11th level special


12th
+#
+#
+#
+#
12th level special


13th
+#
+#
+#
+#
13th level special


14th
+#
+#
+#
+#
14th level special


15th
+#
+#
+#
+#
15th level special


16th
+#
+#
+#
+#
16th level special


17th
+#
+#
+#
+#
17th level special


18th
+#
+#
+#
+#
18th level special


19th
+#
+#
+#
+#
19th level special


20th
+#
+#
+#
+#
20th level special

[/table]


Without further ado: the Dreamer.

Sorry about the double post, mods, but this one was getting rather long.

Yuki Akuma
2006-09-27, 10:55 AM
The Dreamer
All healthy kids know the value of a healthy imagination. Imagining the world as it should be is what kids do best. However, some kids can't seem to work out the difference between the real world and their imaginings. These children go through life in a sort of daze, being quite pleasant to those stuck in the 'real world' but always seeming just a little off.
Adventures: Dreamers go on adventures entirely because that's what they imagine they should do. The reasons in their imaginations might vary, but all dreamer adventurers are simply along for the ride because they think they're meant to be.
Characteristics: Dreamers are so good at imagining things that they can sometimes bring these unrealities into being, if only for a short while. Dreamers can use these powers to aid their comrades in rather odd ways.
Alignment: A dreamer can be of any alignment, although seldom are evil, per se. They may act as if they were evil, but most dreamers like this are actually neutral, simply playing along.
Religion: Dreamers are mostly too caught up in their imaginations to revere any specific deity.
Background: Dreamers, sadly, often have very troubled lives. Many dream in order to escape the reality of their life. Many, however, simply dream because they can, to the frustration of parents and teachers who try to get them to live in the real world every now and then.
Races: All children dream. Dreamers are more likely to spring up in the cultured races than the savage ones, as savages who daydream all the time often get themselves killed early on.
Other classes: Dreamers get along with anyone, up to and including the villain of the story. Many classes see dreamers as useful for their ability to warp reality, although quite often they get annoyed by their inability to come down to earth for any prolonged period of time.
Role: Dreamers can take the role of healer, spellcaster, warrior, rogue, whatever takes their fancy at any particular time.

Game Rule Information
Abilities: A dreamer's most useful ability is her Wisdom score, as it modifies her Imagine checks. Dreamers can also benefit from a high Charisma score, especially when trying to convince others that what they imagine is actually real.
Alignment: Any
Hit die: d6

Class skills
The dreamer's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Imagine (Wis), Play (Cha), Perform (Cha) and Use Magic Device (Cha).
Skills points at first level: [4 + Int modifier] * 4
Skill points at every other level: 4 + Int modifier

{table]

Level
BaB
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+0
+2
Out of it, Happy thoughts


2nd
+1
+0
+0
+3
No, No, That Went Wrong! 1x/day, Bonus Feat


3rd
+2
+1
+1
+3



4th
+3
+1
+1
+4



5th
+3
+1
+1
+4
Bonus Feat


6th
+4
+2
+2
+5
No, No, That Went Wrong! 2x/day


7th
+5
+2
+2
+5



8th
+6/+1
+2
+2
+6
Bonus Feat


9th
+6/+1
+3
+3
+6



10th
+7/+2
+3
+3
+7
Even happier thoughts; No, No, That Went Wrong! 3x/day


11th
+8/+3
+3
+3
+7
Bonus Feat


12th
+9/+4
+4
+4
+8
It's Not Meant To Go That Way! 1x/day


13th
+9/+4
+4
+4
+8



14th
+10/+5
+4
+4
+9
No, No, That Went Wrong! 4x/day; Bonus Feat


15th
+11/+6/+1
+5
+5
+9



16th
+12/+7/+2
+5
+5
+10



17th
+12/+7/+2
+5
+5
+10
Bonus Feat


18th
+13/+8/+3
+6
+6
+11
No, No, That Went Wrong! 5x/day


19th
+14/+9/+4
+6
+6
+11



20th
+15/+10/+5
+6
+6
+12
It's Not Meant To Go That Way! 2x/day, Bonus Feat

[/table]

Weapon and Armour Proficiency: Dreamers are proficient with the pencil, the ruler, the book and the skipping rope. Dreamers are not proficient with any type or armour or shields.
Out Of It: Dreamers are in an almost constant daydreaming daze. While they can see the real world well enough, they take a -2 penalty of Search, Spot and Listen checks, but in return recieve a +2 bonus on Will saves and Imagine checks.
Happy Thoughts: Good vibes can be a very potent thing when they come from a dreamer. Once per day per rank of Imagine a dreamer possesses, she may heal her allies of their wounds. Both the dreamer and her target must hold hands and take a full-round action concentrating on all things good and fun and fluffy. This does not provoke an attack of opportunity, although if either are attacked the dreamer must make a Concentration check as if casting a first level spell. At the end of the round, the dreamer makes an Imagine check against a DC of 10, healing her target of 1d6 points of damage if she succeeds. If she beats the DC by five or more, she heals another 1d6 points of damage for every five she beats the DC by.
Alternatively, the dreamer may take a full-round action on her own to instead heal all allies within 30 ft. of 1 damage per dice of damage she would normally heal.
At tenth level, the dreamer's healing dice increase to d8, and the damage she heals using the secondary use of this ability increases to 2 per dice she would normally heal.
A Dreamer may not have more uses of Happy Thoughts per day than three more than her Dreamer level (4 uses maximum at level one, five at level two, and so on).
No, No, That Went Wrong!: At second level, a dreamer may reattempt any saving throw, skill check, attack roll or damage roll once per day. She must declare that she is using this ability before the results of the action are announced, and must take this new roll, even if it's worse than the first one.
At sixth level, and every fourth level thereafter (10th, 14th and 18th) the dreamer may use this ability an additional time per day.
Bonus feat: At fifth level, and every third level level thereafter (8th, 11th, 14th, 17th and 20th), a dreamer gains a bonus feat. This feat must be a Dreamer feat. The dreamer must meet all prerequisites of a feat in order to take it as a dreamer bonus feat.
It's Not Meant To Go That Way!: At twelfth level, a dreamer can choose to disbelieve a course of events once per day. If she makes a DC 25 Imagine check, she can reverse all the effects that transpired since her last turn. All spells and abilities are still used, but their effects are nullified. This ability can even return a dead ally back to life, providing they died after her last turn.
At twentieth level, a dreamer can use this ability twice per day.

Mephibosheth
2006-10-02, 10:30 AM
Storybook Hero

As a child, it’s easy to get caught up in the adventures of your favorite storybook or movie characters. Some children take this excitement to extreme proportions, emulating the fighting techniques of their favorite character and becoming Storybook Heroes.
A Storybook Hero’s skills are gained from long hours of pretend battles. A Storybook Hero can act as a stalwart guardian of his/her friends, a deft and adroit combatant able to strike quickly and easily, as an expert in ranged combat, or as a hulking brute capable of hitting extremely hard. And these are only a few of the possibilities available to the Storybook Hero.
Adventures:
A Storybook Hero adventures most often to live out the life of his/her favorite character. They tend to have similar motivations to the character they emulate, though some just like doing the cool stuff described in the story/movie.
Characteristics:
Storybook Heroes are best suited to combat of all forms, their plethora of feats and combat-related abilities allowing them to fill many roles in combat. Their impressive hit dice and armor-using abilities make them ideal protectors and damage dealers.
Alignment:
A Storybook Hero’s alignment is always within one step of the hero he/she emulates.
Religion:
While a Storybook Hero may worship any god he/she chooses, most Storybook Heroes are so caught up in their literary idol that they revere him/her above any deity.
Background:
Storybook Heroes can arise from any environment that provides enough access to books/TV/movies.
Other Classes:
Storybook Heroes realize that their combat abilities synergize well with the abilities of both Darlings and Whiners and they appreciate the Darling’s skills as necessary to overcome challenges they can’t. They also appreciate the healing ability of Dreamers.
Role:
Storybook Heroes can fill almost any combat role, their plethora of feats making them incredibly versatile in their combat skills.

Game Rule Information
Abilities:
Strength and Constitution are key to effective wielding of weaponry and provide much needed hit points to the Storybook Hero. Dexterity provides much-needed armor class and initiative bonuses.
Alignment: Any
Hit Die: d10

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

1st|
+1|
+2|
+0|
+0|Archetype, Bonus Feat

2nd|
+2|
+3|
+0|
+0|Bonus Feat

3rd|
+3|
+3|
+1|
+1|

4th|
+4|
+4|
+1|
+1|Luck of the Hero +1

5th|
+5|
+4|
+1|
+1|Bonus Feat, Literary Favor 1/day

6th|
+6/+1|
+5|
+2|
+2|

7th|
+7/+2|
+5|
+2|
+2|Heroic Transition

8th|
+8/+3|
+6|
+2|
+2|Bonus Feat, Luck of the Hero +2

9th|
+9/+4|
+6|
+3|
+3|

10th|
+10/+5|
+7|
+3|
+3|Literary Favor 2/day

11th|
+11/+6/+1|
+7|
+3|
+3|Bonus Feat

12th|
+12/+7/+2|
+8|
+4|
+4|Luck of the Hero +3

13th|
+13/+8/+3|
+8|
+4|
+4|

14th|
+14/+9/+4|
+9|
+4|
+4|Bonus Feat

15th|
+15/+10/+5|
+9|
+5|
+5|Literary Favor 3/day

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Luck of the Hero +4

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Bonus Feat

18th|
+18/+13/+8/+3|
+11|
+6|
+6|

19th|
+19/+14/+9/+4|
+11|
+6|
+6|

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Luck of the Hero +5, Heroic Apotheosis[/table] Class Skills
The Storybook Hero’s class skills are: Climb (str), Craft (int), Intimidate (cha), Imagine (wis), Jump (str), Listen (wis), Play (cha), Profession (wis), Ride (dex), Spot (wis), Swim (str), Tantrum (cha), and Use Rope (dex)
Skill Points at First Level: (4 + int modifier) x4
Skill Points at Subsequent Levels: 4 + int modifier

Class Abilities
Weapon and Armor Proficiencies: A Storybook Hero is proficient with all simple and martial weapons, and with all armor.
Archetype: At level 1, a Storybook Hero begins his/her emulation of a specific hero. The Storybook Hero choses the Archetype (see below) that best describes the character he/she emulates. This Archetype adds tothe Storybook Hero's class skill list, as well as the list of bonus feats available to the Storybook Hero. In addition to determining skill and feat selection, the Storybook Hero's Archetype grants him/her a special ability at 7th and 20th levels. These special abilities are described in the Archetype description. A Storybook Hero may only have one Archetype, and that Archetype cannot be changed by any means. A Storybook Hero's feat and skill selection combine with the special abilities granted by the Archetype to represent the character's attempts to become increasingly like his/her idol. Note that the Archetypes presented here are by no means the limit of possible Archetypes, and players and DM's are encouraged to write up new Archetypes to better represent specific characters.
Bonus Feats: Beginning at level 1 and continuing at levels 2, 5, 8, 11, 14, and 17, a Storybook Hero gains a bonus feat from the Storybook Hero feat list. Whenever he/she gains a bonus feat, a Storybook Hero (regardless of Archetype) may select from the following list of feats: Debate Death, Dramatic Pose, Imagine Proficiency (Armor), Imagine Proficiency (Weapons), Imaginary Tactics, Imagine Prowess, Blind-Fight, Combat Expertise, Dodge, Improved Critical, Improved Initiative, Mounted Combat, Point Blank Shot, Power Attack, Cleave, Quick Draw, Toughness, Two-Weapon Fighting, Weapon Finesse.
Luck of the Hero: Beginning at 4th level, a Storybook Hero is touched by the luck of his/her idol. The Storybook Hero gains a +1 luck bonus to all saves. This bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level.
Literary Favor: Nothing bad ever happens to the heroes of stories, and a Storybook Hero is infused with some of that good fortune. Once per day beginning at 5th level, a Storybook Hero can re-roll the result of a single attack roll, save, or skill check. The Storybook Hero can choose to make this roll after hearing the result of the first roll, and gains a +1 bonus on the re-roll. At 10th level and 15th level, he/she gains an additional daily use of this ability.[B]Archetypes

Gallant Knight Archetype

A Gallant Knight is a noble character, committed to high ideals of selflessness, chivalry, and doing what is right. A Gallant Knight reviles trickery and treason of all kinds, and holds brave deeds and martial prowess to be the highest of ideals
Examples: The Knights of the Round Table
Class Skills: A Storybook Hero focusing on the Gallant Knight archetype adds Diplomacy, Knowledge (nobility & royalty) and Sense Motive to his/her list of class skills.
Heroic Transition: Upon reaching 7th level, a Storybook Hero focusing on the Gallant Knight archetype gains the ability to use Shield Other at a caster level equal to his/her class level on any ally within 30 ft thrice per day as a supernatural ability.
Heroic Apotheosis: Upon reaching 20th level, a Storybook Hero focusing on the Gallant Knight archetype gains a +2 bonus to his/her Strength score. Additionally, a number of times per day equal to 3 + his/her Wisdom modifier, a Gallant Knight may switch places with any ally within 30 ft, as the Benign Transposition spell as an Immediate action once per round.
Gallant Knight Bonus Feats: Whenever he/she gains a bonus feat, a Gallant Knight may select from the following list in addition to the general Storybook Hero bonus feat list: But it’s not Bedtime Yet, Play Nice, I’m not A-Scared, Stick Optimization, Heroic Sprint, Improved Disarm, Combat Reflexes, Negotiator, Improved Shield Bash, Improved Overrun, Improved Sunder

Daring Adventurer Archetype

The Daring Adventurer is one of the most enduring archetypes in literature. He might be the dashing young privateer captain. He might be the youngest son of a duke whose audacious exploits in the military become famous. He might be the nobleman who risks his life shepherding innocents out of an oppressive country. Above all, a Daring Adventurer is skilled, dexterous, adaptable, and audacious.

Examples: Don Juan, Will Turner, The Scarlet Pimpernel
Class Skills: A Storybook Hero focusing on the Daring Adventurer Archetype adds Balance, Perform, and Tumble to his/her class skills.
Heroic Transition: Upon reaching 7th level, a Storybook Hero focusing on the Daring Adventurer Archetype gains the Acrobatic Charge ability as a 7th level Swashbuckler. He/she may charge over difficult terrain that normally slows movement or allies blocking his/her path. He/she may make Jump, Tumble, or any other appropriate checks as part of the charge, should the situation require it.
Heroic Apotheosis: Upon reaching 20th level, a Storybook Hero focusing on the Daring Adventurer Archetype gains a +2 bonus to his/her Dexterity score. In addition, for a number of rounds per day equal to his/her class level, a Daring Adventurer may act under the influence of the Freedom of Movement spell. This ability is considered an Extraordinary ability.
Daring Adventurer Bonus Feats: Whenever he/she gains a bonus feat, a Daring Adventurer may select from the following list in addition to the general Storybook Hero bonus feat list: Fashion Statement, Heroic Sprint, Stick Optimization, Warcry, Weapon Flourish, Improved Disarm, Improved Feint, Mobility, Spring Attack, Improved Two-Weapon Fighting, Two Weapon Defense

Doughty Veteran Archetype

This guy's been around, and he can take any kind of punishment you give him. Forced marches and heavy loads? No problem. Hold the door against the horde while we make our escape? Sure, I can do that. He's smart and strong, but above all, he can take a beating and keep on going, no matter what. He's seen it all.

Examples: Gimli, son of Gloin, Hama, the doorwarden of Theoden, G.I. Joe
Class Skills: A Storybook Hero focusing on the Doughty Veteran Archetype adds Hold It, Heal, and either Knowledge (Geography) or Knowledge (Strategy & Tactics) to his/her class skills.
Heroic Transition: Upon reaching 7th level, a Storybook Hero focusing on the Doughty Veteran Archetype can fight through wounds that would kill a less hardened warrior. This ability functions as a Rogue’s Defensive Roll ability, except the Doughty Veteran may reduce damage by half on a successful Fortitude Save instead of a successful Reflex Save. This ability is usable once per day.
Heroic Apotheosis: Upon reaching 20th level, a Storybook Hero focusing on the Doughty Veteran Archetype gains a +2 bonus to his/her Constitution score. Additionally, the Doughty Veteran gains Damage Reduction 10/magic.
Doughty Veteran Bonus Feats: Whenever he/she gains a bonus feat, a Doughty Veteran may select from the following list in addition to the general Storybook Hero bonus feat list: But it’s Not Bedtime Yet, I’m Not A-Scared, Insistent Foot Stamping, Kidney Stab, Tenacious Grappler, Endurance, Improved Grapple, Improved Bullrush, Improved Critical, Improved Shield Bash, Great Fortitude

Cunning Outlaw Archetype

A Cunning Outlaw is a daring hero living on the fringes of society. Often, they protect the disenfranchised from those with power who would oppress them. Cunning Outlaws are known for their brilliant and audacious ambushes, infiltrations, and tactics.
Examples: Robin Hood
Class Skills: A Storybook Hero focusing on the Cunning Outlaw archetype adds Hide, Move Silently, and either Knowledge (Nature) or Knowledge (Local) to his/her list of class skills.
Heroic Transition: Upon reaching 7th level, a Storybook Hero focusing on the Cunning Outlaw archetype can use the spell Disguise Self at a caster level equal to his/her class level thrice per day.
Heroic Apotheosis: Upon Reaching 20th level, a Storybook Hero focusing on the Cunning Outlaw archetype gains a +2 bonus to his/her Intelligence score. Additionally, he/she gains the Hide in Plain Sight ability. Finally, he/she takes a -10 penalty on Hide checks after sniping, rather than the normal -20 penalty.
Cunning Outlaw Bonus Feats: Whenever he/she gains a bonus feat, a Cunning Outlaw may select from the following list in addition to the general Storybook Hero bonus feat list: Heroic Sprint, Smuggle, Weapon Flourish, You’re Not the Boss of Me, Stealthy, Precise Shot, Rapid Shot, Improved Trip, Shot on the Run, Combat Reflexes, Skill Focus

Skilled Hunter Archetype

A Skilled Hunter is above all things a survivor. Able to live off the land for extended periods of time and track his/her quarry through the most inhospitable terrain imaginable, a Skilled Hunter prizes efficiency, resourcefulness, and awareness above almost all other qualities.

Examples: Chase (Sword of Truth), Aragorn
Class Skills: A Storybook Hero focusing on the Skilled Hunter Archetype adds Search, Survival, and either Knowledge (Nature) or Knowledge (Geography) to his/her class skills.
Heroic Transition: Upon reaching 7th level, a Storybook Hero focusing on the Skilled Hunter Archetype can use the spell Endure Elements at a caster level equal to his/her class level thrice per day.
Heroic Apotheosis: Upon reaching 20th level, a Storybook Hero focusing on the Skilled Hunter Archetype gains a +2 bonus to his/her Wisdom score. Additionally, the Skilled Hunter gains the ability to analyze the weaknesses of his/her opponents in combat by their actions and what the Skilled Hunter can deduce about them from past contacts/tracking/etc. As a Swift action, the Skilled Hunter can make a Wisdom check to analyze the opponent’s weaknesses. If his/her Wisdom check successfully beats a DC equal to the opponent’s character level or hit dice (whichever is higher), the Skilled Hunter gains a bonus on attack rolls, damage rolls, and armor class equal to his/her Wisdom modifier (minimum +1) against that opponent. This bonus lasts until the end of the encounter. This ability can be used only once per encounter for any given opponent, and a failure to beat the DC ruins the attempt for that encounter. If the Skilled Hunter encounters the same opponent in more than one encounter, he/she must analyze that opponent’s weaknesses again in order to gain the bonuses.
Skilled Hunter Bonus Feats: Unlimited Ammo, But it’s Not Bedtime Yet, Endurance, Improved Trip, Improved Disarm, Self-Sufficient, Skill Focus, Far Shot, Manyshot, Track, Mobility

Beloved Leader Archetype

In the literature of almost every culture, you can find tales of leaders so skilled and so charismatic that they inspire the very best in their followers and set examples for future leaders to follow. A Beloved Leader is one such individual, with the charisma to capture the hearts of his or her followers and the skills to lead them successfully into history’s pages.

Examples: King Arthur, Alexander the Great, King Rama
Class Skills: A Storybook Hero focusing on the Beloved Leader Archetype adds Concentration, Diplomacy, and either Knowledge (History) or Knowledge (Strategy & Tactics) to his/her class skills.
Heroic Transition: Upon reaching 7th level, a Storybook Hero focusing on the Beloved Leader Archetype can grant a Moral bonus on attack rolls equal to half his/her Charisma modifier (minimum +1) to any single ally within 30 feet. A Beloved Leader cannot grant this benefit to him/herself. He/she can change the target of this bonus as a Swift action. This bonus lasts a number of rounds equal to the Beloved Leader’s class level (rounded down) and can be used thrice per day.
Heroic Apotheosis: Upon reaching 20th level, a Storybook Hero focusing on the Beloved Leader Archetype gains a +2 bonus to his/her Charisma score. Additionally, he/she can grant a Moral bonus on attack and damage rolls equal to his/her Charisma modifier (minimum 1) to all allies within 30 ft. The Beloved Leader does not gain this benefit him/herself. This bonus lasts a number of rounds equal to the Beloved Leader’s class level (rounded down) and can be used five times per day. This ability replaces the Beloved Leader's Heroic Transition ability.
Heroic Leader Bonus Feats: Whenever he/she gains a bonus feat, a Beloved Leader may select from the following list in addition to the general Storybook Hero bonus feat list: Fashion Statement, Heroic Sprint, I’m Not A-Scared, Stick Optimization, Warcry, Negotiator, Iron Will, Ride-by Attack, Spirited Charge, Great Cleave, Skill Focus

Seventh Son Archetype

A seventh son is a hero of humble origins, either poor or an unfavored later child of those of high station, who set out into the world to "make his fortune" but becomes a hero through his sheer innate nobility, his skill with a blade, his luck, and his wits. Though great fighters, seventh sons are known as much for their ability to avoid combat than their ability to fight it.

Examples: Jack (of the beanstalk), Prince Ivan (of the firebird)
Class Skills: A Storybook Hero focussing on the Seventh Son archetype adds Bluff, Hide, and Use Magic Device to his/her list of class skills.
Heroic Transition: Upon reaching 7th level, a Storybook Hero focussing on the Seventh Son archetype can spontaneously cast a 1st-level spell or two 0-level spells from the Bard list, once per day.
Heroic Apotheosis: Upon Reaching 20th level, a Storybook Hero focusing on the Seventh Son archetype gains a floating +1 ability bonus. Each sunset, the Seventh Son can decide what ability this will apply to until the following sunset. The bonus is untyped and stacks with all other bonuses; it is not magical and cannot be dispelled. Additionally, he/she gains a magical animal companion (see below).
Seventh Son Bonus Feats: Whenever he/she gains a bonus feat, a Seventh Son may select from the following list in addition to the general Storybook Hero bonus feat list: Animal Affinity, Athletic, Great Fortitude, Improved Feint, Iron Will, Lightning Reflexes, Magical Aptitude, Persuasive, Run, Self-Sufficient, Stealthy.

The Seventh Son's Animal Companion

At 20th level, a Seventh Son gains an animal companion as a Ranger of the same level, with the following changes:
Any animal with less than 1 HD can be chosen as a base type (with no penalty), in addition to the choices listed.
The animal loses the tricks and "Special" benefits normally gained by a ranger's companion*, although it does gain the HD, natural armor, and ability bonuses.
The animal gains the Fairytale Animal template, although it cannot take class levels.

Shiny, Bearer of the Pokystick
2006-10-08, 09:52 PM
Darling
Some children are cuter than others. This fact of life, more often than not, results in nothing more than the favor of those foolish adults that consider cuteness to be an indicator of goodness.
Sometimes, for some children, however, this cuteness- this adorability- can become a potent weapon in their attempts to gain favor and defeat their foes. Such is the darling, a creature of passive-agression in the extreme.
A darling's power springs from the force of their personality, combined with their appearence; they adore those who indulge their whims, and strike with terrible force those who defy them or endanger their aims.
Adventures:
Darlings who choose the adventuring life are usually less sucessful examples of the class. When they find their home life doesn't allow them to get what they want, or simply that those around them are growing immune to their peculiar charms, they sometimes choose to move on, taking up the mantle of a wandering adventurer.
Characteristics:
Darlings are best suited to diplomacy out of combat, or, in combat, working alongside another class that fills the fighting role; their spite attacks provide potent offense, while their aura of adorability is a considerable defense. Without the support of healers and other characters capable of backing them up, however, they may quickly fall into trouble.
Alignment:
Some darlings are simply taking advantage of nature's blessings relatively peacefully, in the service of a good cause; some are malicious and cruel. Some utilize their abilties to further a personal code, while others strike at random. All, however, recognize in the simple fact that charm can get them along a fact that argues for a fatalistic universe, and thus most are in some respect neutral.
Religion:
Darlings are seldom strongly religious, believing their personal deeds are more likely to bring them gain or advance their goals than any hypothetical figure-in-the-skies. Those that do follow a deity often dote on it as others dote on them.
Background:
Darlings can arise almost anywhere and from almost any race, though obviously those fairer of face produce more. The spark of cuteness is fickle, however, and can find a home in almost any individual.
Races:
Darlings can belong to any one of the common races.
They are especially common among carebears, humans, and the fair races.
Other Classes:
A Darling often exists in an unspoken agreement with members of other classes; they utilize their gifts in the party's defense, and in return, they expect praise and affection appropriate to their contribution. Some Darlings choose a quieter, more advisory role, knowing that their aw-shucks suggestions to the party will seldom go unheeded.
Role:
The Darling's role in the party is as a party face and second-string combatant; while not as potent a fighter as some, the ability to deal extra damage and adversely affect her opponent in various ways makes up for the lack, while in social situations, a Darling's adorability abilities and high charisma are more than handy.

Game Rule Information
Abilities:
Charisma is the key ability for many of the Darling's class skils, and adds extra damage to their spite attacks, while either strength or dexterity can heighten the potency of their melee actions.
Alignment: Any.
Hit die: d8

Class Skills
The Darling's class skills (and the key ability for each skill) are: Appraise (int), Balance (dex), Bluff (cha),Climb (str), Craft (int), Diplomacy (cha), Disguise (cha), Escape Artist (dex), Gather Information (cha), Imagine (wis), Intimidate (cha), Jump (str), Listen (wis), Play( cha), Search (int), Spot (wis), Sense Motive (wis), Tantrum (cha).
Skill points at first level (6+ int modifier)x4
Skills at subsequent levels: 6+ int modifier.

Weapon and armor proficiency:
A darling is proficient with all simple and martial weapons, with light armor, and with shields.

Adorability:
Beggining at first level, a Darling is more difficult to target with attacks.
Any creature within a 60 foot radius capable of percieving the Darling must make a will save (DC 10+ class level + Cha Modifier) to resist the adorable effect.
Any opponent affected by adorability is subject to the Darling's spite damage.
In addition, each round the opponent is affected by Adorability, they take a cumulative -1 morale penalty on attack rolls against the Darling. This penalty can never exceed 1/2 the Darling's class level. Opponents can attempt a new save every round to break the effect. Mindless opponents and those otherwise immune to mind-effecting abilities are immune to adorability.
If a creature's adorability penalty to attack equals or exceeds their HD, they are affected as if by charm monster, rather than suffering the penalty. This effect is subject to the usual conditions for a charm spell, and the subject realizes something is wrong (and can still attempt saves).
An opponent who sucessfully saves against Adorability at any point can no longer be affected by the ability this interaction.

Spite:
The bewitching nature of the Darling's cuteness means those they attack seldom see it coming; therefore, they deal extra damage to such an opponent.
A Darling can deal spite damage to any creature that is aware of the darling, and meets a few other conditions.
This ability does not work against mindless creatures, but it does function against those immune to precision damage.
In order to deal spite damage, the darling must either enchant an opponent using their adorability, make a sucessful diplomacy check to engage the opponent, or make a bluff check to feint in combat (they usually appear to want to hug their opponent, in such a feint). They can also choose to throw a tantrum, drawing their enemy in to deal spite damage; a sucessful tantrum check against an enemy means that after that enemy attacks the Darling, they can deal spite damage the round after (though after that round, they must enchant or otherwise fool the opponent as normal).
Any opponent charmed by the Darling or their allies is also subject to spite damage, but the attack ends the effect as usual (after the damage is done).
The Darling's extra spite damage is +1d6 at first level, and increases by one d6 every two levels; +2d6 at third level, +3d6 at fifth, and so on, to a maximum of +10d6 at nineteenth level.
In addition to this normal use of spite, a Darling can deal damage to an opponent's intelligence, wisdom, or charisma. One point of damage to an opponent's ability score equates to two dice of normal damage for purposes of this ability; thus, an eleventh-level Darling could sacrifice all normal damage to assess a -3 penalty to one mental ability score, or sacrifice two dice of damage to deal a -1 penalty while also dealing the remainder (+4d6) as HP damage. This penalty can only be used on a given opponent once per combat, regardless of how much or how little ability damage the Darling chooses to deal with this effect. The penalties so inflicted remain for a number of rounds equal to (3+Charisma modifer).

Adorable Feature:
At fifth level, and every five levels thereafter (at tenth, fifteenth, and twentieth), the Darling gains an adorable feature from the following list.Any adorable feature that is not 'always on' can be activated as a swift action.
Endearing Lisp-
The Darling can apply double their charisma modifier to any charisma-based check that involves speaking.
Pout:
The Darling can pout to raise the DC to resist their adorability by five a number of times per day equal to their charisma modifier.
Sad puppy face:
The Darling gains the Sad Puppy Face feat, even if they do not meet the requirements. The Darling can make a sad puppy face as a free action.
Too pretty to get hurt:
Once per day per point of charisma bonus, the darling may gain untyped damage reduction equal to their charisma modifier, and spell resistance equal to 15+ charisma modifier. This ability lasts a number of rounds per day equal to the darling's class level. The duration need not be continuous.
Much too pretty to get hurt:
This ability can only be taken by a Darling who posseses the too pretty to get hurt ability.
Once per day per point of charisma bonus, the darling may double the damage reduction they recieve from too pretty to get hurt and gain spell resistance of 15+ 2x Charisma modifier. This ability replaces and supercedes Too Pretty to Get Hurt; it has the same duration, which, again, need not be continuous.
Snuggly:
While using the snuggly ability, the Darling gains a +5 bonus on grapple checks. While grappling an opponent, the snuggly Darling can apply her spite damage to attacks. The damage is increased by the Darling's charisma modifier.

{table]

Level
BaB
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+2
+0
Adorability, Spite +1d6


2nd
+1
+0
+3
+0
-


3rd
+2
+1
+3
+1
Spite +2d6


4th
+3
+1
+4
+1
-


5th
+3
+1
+4
+1
Adorable Feature, spite +3d6


6th
+4
+2
+5
+2
-


7th
+5
+2
+5
+2
Spite +4d6


8th
+6/+1
+2
+6
+2
-


9th
+6/+1
+3
+6
+3
Spite +5d6


10th
+7/+2
+3
+7
+3
Adorable Feature


11th
+8/+3
+3
+7
+3
Spite +6d6


12th
+9/+4
+4
+8
+4
-


13th
+9/+4
+4
+8
+4
Spite +7d6


14th
+10/+5
+4
+9
+4
-


15th
+11/+6/+1
+5
+9
+5
Adorable Feature, Spite +8d6


16th
+12/+7/+2
+5
+10
+5
-


17th
+12/+7/+2
+5
+10
+5
Spite +9d6


18th
+13/+8/+3
+6
+11
+6
-


19th
+14/+9/+4
+6
+11
+6
Spite +10d6


20th
+15/+10/+5
+6
+12
+6
Adorable Feature

[/table]