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ErrantX
2009-05-18, 11:40 PM
Prestige Class Contest XI:
Fallen, yet not Forgotten


CONTEST CLOSED!
Djinn in Tonic's Sibyl of the Blinded Eye is the winner!

---

The fall from grace is hard, but living with it can be worse.

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

Giant in the Playground PrC Contest X

The contest begins with the posting of this thread and will run through midnight of June 9th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of June 19th.

Rules

1) You will be creating an 'original' prestige class. Your class must be a prestige class for a character that has effectively fallen from grace; what that means is that the character must have had some sort of code of conduct (such as the paladin, cleric, druid, monk, samurai, knight, etc though not limited to those strictly; be creative as -ANY- character can have strict codes of conduct too, if they so choose) and left it by choice or by fate to the wayside. Either way, your class must reflect a character who has likely experienced an alignment shift and/or loss of class features (which may or may not be restored, your call of course). Your class can be a rapacious villain who delights in his fall, a dark druid who has turned to the perversion of nature, a fallen priest who serves a dark deity in the guise of serving the light, or he can be a dark anti-hero trying to recover what he's lost. The choice is yours. ToB, MoI, ToM, etc etc are perfectly allowable to draw inspiration and additional rules from to make your class work. Any questions, I'll be happy to field them in the chat thread.

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

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

4) Post all entries in this thread. Post all conversation, questions, etc here in the chat thread (http://www.giantitp.com/forums/showthread.php?t=108732).

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

6) Entries must be your own work, and must not be copied for other places. Such entries will be disqualified.

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



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

And here's some helpers if you need them!

(On the Philosophy of Class Design) (http://www.giantitp.com/forums/showthread.php%3Ft%3D55947)

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)

ErrantX
2009-05-18, 11:43 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
:
:
:
:
:

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

Hit Dice: dx

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

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

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

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

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

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

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

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

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

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

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

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include

information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in

power.
Resources: What resources might a member of this PrC be able to draw on..

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

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a

little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other

organizations which members of your class will be attracted towards.

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

would give of your class.

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

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


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

Djinn_in_Tonic
2009-05-19, 06:49 PM
SIBYL OF THE BLINDED EYE

http://fc07.deviantart.com/fs33/f/2008/293/9/9/99adece5bf5f83d2733a06b25051c4ba.jpg

“The sands of time hold nothing for you but anguish and pain. Look upon your future...and despair!” —Dorian Rike, Sibyl of the Blinded Eye

Mankind is not made to see the future. Yet for some unknown reason, a small portion of humanity is gifted...or cursed...with the power of foretelling. The gifted adept easily to this, becoming famous oracles or helping the common people to eek a glimpse of the beyond. Others are not so lucky, for the future is not a forgiving thing. It is as terrible as it is fortunate, and as horrifying as it is inspiring. Those who are cursed with the power of foretelling see the terrors of the beyond, or see the truth, but are unable or unwilling to convey it. These are the seers who forsake their birthright. These are the Sibyls of the Blinded Eye.

BECOMING A SIBYL OF THE BLINDED EYE
No living being believed the prophecies of Cassandra, and thus her advice went unheeded. Tiresias saw the truth, but it was too terrible for the ears of Oedipus, and almost too terrible for Tiresias himself. When the weight of the future comes crashing down, many try to escape their destiny. These seers willingly blind themselves, tearing out their own eyes in a desperate bid to rid themselves of the hated visions. It never works. Left bereft of sight and haunted by fragmented sights, these seers seek any path to freedom...even if this means turning their sight outward, and cursing the rest of the world with their terrible visions.

ENTRY REQUIREMENTS
Alignment: Any non-good.
Skills: Concentration 8 ranks, Knowledge (Religion) 10 ranks, Spellcraft 10 ranks.
Spells: Must be able to cast Divine spells of at least 4th level.
Special: Must have access to the Knowledge Domain.
Special: Must have foretold a future that somehow scars you, whether through terrible visions, watching those you informed ignore your advice and fall to misery, or some other similiar situation.
Special: Must have subsequently put out your own eyes, and must have forsworn the casting of Divination spells. If ever a Sibyl of the Blinded Eye willingly casts a Divination spell, she immediately and permanently loses access to all class features.

Class Skills
The Sibyl of the Blinded Eye's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Divine) (Int), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + Int

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|Maddening Knowledge, Mirror of Misfortune, Unbidden Sight

2nd|
+1|
+0|
+0|
+3|Visions Held Back

3rd|
+1|
+1|
+1|
+3|Gates of the Mind

4th|
+2|
+1|
+1|
+4| Mirror of Mischance

5th|
+2|
+1|
+1|
+4|None Escape Time

6th|
+3|
+2|
+2|
+5|Haunting Torment

7th|
+3|
+2|
+2|
+5|Mirror of Misery

8th|
+4|
+2|
+2|
+6|Forgotten Futures

9th|
+4|
+3|
+3|
+6|Gates of the Soul

10th|
+5|
+3|
+3|
+7|Mirror of Fate[/table]

Weapon Proficiencies: A Sibyl of the Blinded Eye gains no additional weapon or armor proficiencies.

Spellcasting: At every level except first, fifth, and ninth, a Sibyl of the Blinded Eye gains caster level increase and increased spells per day as if she had gained a level in a Divine spellcasting class she possesses.

Maddening Knowledge: A Sibyl of the Blinded Eye trades her precognition for a chance of escape, but is ultimately disappointed. Her broken and fragmented visions still haunt her mind if her concentration lapses. She loses access to the Knowledge domain (although she keeps it for the purposes of qualifying for this class), and instead gains access to the Madness domain.

Mirror of Misfortune (Su): When a Sibyl of the Blinded Eye blinds herself to her sight, she opens the eyes of those around her. The Sibyl of the Blinded Eye gains a Gaze attack, usable at will as a Swift action on any target within 30 feet. Any sentient creature meeting her sightless gaze has the terrors of the future thrust forcefully upon them, and must make a Will save (DC 10 + the Sibyl’s class level + the Sibyl’s Wisdom modifier) or take 1d4 points of Intelligence, Wisdom, and Charisma drain and be Shaken for 1 minute. Regardless of whether or not the saving throw was a success, the victim becomes immune to further uses of this power for 24 hours. This is a mind-affecting fear effect.

Unbidden Sight (Su): A Sibyl of the Blinded Eye cannot ever truly escape her destiny. Although her eyes are forever shut, she is still aware of the world around her. She gains Blindsight out to 120 feet, and this Blindsight is treated as if it were under the effects of a true seeing spell: the Sibyl cannot be misled in her perception of reality. Additionally, she is forever cursed to see shadows of fate. Whenever she interacts in any meaningful way with any sentient being, she receives scattered visions of the agony and trials that the future holds for that individual. The visions are not clear enough to give a comprehensible view of the future, but they are disturbing and disorienting for the viewer.

Visions Held Back (Su): Although a Sibyl of the Blinded Eye blinds herself to her visions, she cannot stay the source. Fragments of her nightmarish prophecies slip past to haunt her, but the vast majority of these visions is held back, lurking in the physic portions of the mind. Those attempting to use Divination effects upon a Sibyl of the Blinded Eye learn this to late, as their spell opens the pathway between the Sibyl’s mind and their own, causing the haunting visions to sweep through their minds like a tidal wave. Any creature using a Divination spell or effect that targets the Sibyl or uncovers information about the Sibyl (even if she is immune to the effect) is immediately subject to the full effect of the Sibyl’s Gaze attack, even if they have already successfully saved against it within the past 24 hours. Additionally, the victim receives a penalty on the saving throw equal to the level of the divination spell or effect used (if the effect does not have a level, the penalty is equal to ˝ the Sibyl’s class level).

Gates of the Mind (Ex): The mental anguish a Sibyl of the Blinded Eye undergoes on a daily basis inures her to mundane emotions. She has learned to shut away such feelings to such an extent that she gains immunity to fear effects, as well as all spells that manipulate emotions (Crushing Despair, Rage, and similar effects).

Mirror of Mischance (Su): The Sibyl’s Gaze attack grows more potent, inflicting emotional trauma on the hapless victim. Any sentient creature meeting the Sibyl’s gaze must make a Will save (DC 10 + the Sibyl’s class level + the Sibyl’s Wisdom modifier) or take 2d4 points of Intelligence, Wisdom, and Charisma drain and be Frightened for 1 minute. A successful saving throw leave the victim Shaken for 1 minute. This replaces all previous effects of the Sibyl’s Gaze attack. Regardless of whether or not the saving throw was a success, the victim becomes immune to further uses of this power for 24 hours. This is a mind-affecting fear effect.

None Escape Time (Su): Even those who spurn mortal magic and mundane horrors cannot make light of the progression of time and the horrors of reality. A Sibyl’s class abilities function normally even against creatures normally immune to fear effects or mind-affecting effects.

Haunting Torment (Su): Once a Sibyl’s victim has begun to fall under the despairing spell, there is nothing that can save them. A victim who successfully saves against a Sibyl’s Gaze attack must make an additional Will save at the same DC or begin to have terrible nightmares. A creature so affected can get no sleep, cannot regain spells or power points, and must make a Fortitude save each morning (DC 10 + the Sibyl’s class level + the Sibyl’s Wisdom modifier) or take 1 point of Intelligence, Wisdom, and Charisma drain. This effect is permanent, and can only be healed by Restoration, Remove Curse, Heal, Limited Wish, Wish, or Miracle. This is a mind-affecting fear effect.

Mirror of Misery (Su): The Sibyl’s Gaze attack begins to reveal deeply personal fears and show truly horrendous happenings. Any sentient creature meeting the Sibyl’s gaze must make a Will save (DC 10 + the Sibyl’s class level + the Sibyl’s Wisdom modifier) or take 3d4 points of Intelligence, Wisdom, and Charisma drain and be both Panicked and Cowed for 1 minute. A successful saving throw leave the victim Shaken for 1 minute. This replaces all previous effects of the Sibyl’s Gaze attack. Regardless of whether or not the saving throw was a success, the victim becomes immune to further uses of this power for 24 hours. This is a mind-affecting fear effect.

Forgotten Futures (Su): A Sibyl of the Blinded Eye once had a flawless knowledge of her own future, but, once it was corrupted by nightmarish visions, she buried it deep within the dark corners of her mind. There it lurks, waiting to resurface in a moment of weakness. Any creature using a Mind-Affecting spell or effect that targets the Sibyl (even if she is immune to the effect) is immediately subject to the full effect of the Sibyl’s Gaze attack, even if they have already successfully saved against it within the past 24 hours. Additionally, the victim receives a penalty on the saving throw equal to the level of the Mind-Affecting spell or effect used (if the effect does not have a level, the penalty is equal to ˝ the Sibyl’s class level).

Gates of the Soul (Ex): A Sibyl has withstood so many visions of misfortune and despair that nothing can shake her resolve. When she so desires, her spirit is an impenetrable barrier against outside intervention. She gains immunity to all mental ability damage and drain, as well as all mind-affecting spells, abilities, and effects.

Mirror of Fate (Su): The Sibyl’s Gaze attack now reveals, in a single instant, all the pain and misery that lies ahead in the victim’s life. The overwhelming sense of meaninglessness and despair this causes is enough to drive men mad. Any sentient creature meeting the Sibyl’s gaze must make a Will save (DC 10 + the Sibyl’s class level + the Sibyl’s Wisdom modifier) or have their Intelligence, Wisdom, and Charisma permanently reduced to 1, be rendered permanently insane as if by the Insanity spell, and drop to the floor in a fit of uncontrollable madness during which it attempts to put out its own eyes by any means possible (treat this as the Otto’s Irresistible Dance spell with a duration of 1 minute). A successful saving throw leave the victim Shaken for 1 minute. This replaces all previous effects of the Sibyl’s Gaze attack. Regardless of whether or not the saving throw was a success, the victim becomes immune to further uses of this power for 24 hours. This is a mind-affecting fear effect.

PLAYING A SIBYL OF THE BLINDED EYE
Playing a Sibyl of the Blinded Eye means learning to balance your mental anguish with your resolve to free yourself from your imprisonment. Keeping your visions at bay is always your top priority, and everything else is secondary at best. A Sibyl of the Blinded Eye is almost always a trouble individual, most comfortable away from crowds that would cause unwanted visions of misery to force their way through. They do not make friends lightly--each additional companion is another being whose fragmented future comes unbidden to the Sibyl's eyes.

Combat: A Sibyl of the Blinded Eye opens combat through the use of her divine spells and her potent gaze. A typical first round is to curse a target with a save penalty, then open fire with the gaze attack, hoping to remove the opponent from the fight. At low levels this is an inconvenience, but as the Sibyl progresses, she can easily take an opponent completely out of the fight...and even out of sanity.

In subsequent rounds, the Sibyl fights much like a normal divine spellcaster, using her gaze on as many opponents as she can manage.

Advancement: Sibyls who leave or finish the Sibyl of the Blinded Eye prestige class advance as normal divine caster would, although they avoid any oracular prestige classes.

Resources: Your average Sibyl has few resources besides the clothes she wears and the items she carries. Most people are uncomfortable around such a troubled character, and, as such, allies are few and far between.

SIBYL OF THE BLINDED EYE IN THE WORLD
"It's just unnerving, you know what I mean? How am I supposed to sleep at night knowing that the future is such a merciless place? Why not end it all now? Yeah, sometimes I think the Sibyls have the right idea...and that's far from comforting."

--Ran out of time for other stuff...most of it is at least partially covered in what exists currently--

TSED
2009-05-20, 12:08 AM
SELLOUT

http://benjaminlipman.files.wordpress.com/2009/03/lars_ulrich-gal-villains.jpg
“That's what we're all about; taking advantage of people.” - Mars Lurich, Soundalicus

Some musicians aren't really in it for the music. Some just want glory, girls, or gold. Other performers start out idealistic and the crushing weight of obscurity takes its toll, leading to them throwing their artistic vision out the window in exchange for a bigger paycheck.

These are the Sellouts.

BECOMING A SELLOUT
It isn't all that difficult, really. Step 1: be a musician. Step 2: make music designed to make money.

ENTRY REQUIREMENTS
Perform Bardic Music: 5 uses per day
Lawful Alignment
Appraise: 4 ranks.

Class Skills
The Sellout'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

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

1st|
+0|
+0|
+2|
+2|+1 caster level, A New Direction, Less Taxing

2nd|
+1|
+0|
+3|
+3|+1 caster level, Angry Fans

3rd|
+2|
+1|
+3|
+3|+1 caster level, Manufactured Sound

4th|
+3|
+1|
+4|
+4|+1 caster level, Hatemail

5th|
+3|
+1|
+4|
+4|+1 caster level, Lucky Break

6th|
+4|
+2|
+5|
+5|+1 caster level, Corporate Tools

7th|
+5|
+2|
+5|
+5|+1 caster level, Interview Expert

8th|
+6/+1|
+2|
+6|
+6|+1 caster level, Shunned by the Pretentious, Lawsuit

9th|
+6/+1|
+3|
+6|
+6|+1 caster level, Corporate Zombies

10th|
+7/+2|
+3|
+7|
+7|+1 caster level, Sold Out[/table]

Weapon Proficiencies: A Sellout gains no new weapon or armour proficiencies.

Put all the different class abilities in here!

Spellcasting:
You increase your casting ability as if you had taken a level in bard. You gain none of the other benefits of taking a level in bard. If you had a different arcane spell casting class than bard (such as wizard or warlock), you may choose to increase those casting levels instead.


A New Direction (Ex):
Remove any spells with a [chaotic] subtype from your spell list and replace them with their [lawful] corollary, and add the following spells to the list of spells you can learn: Protection from Chaos (1st), Magic Circle Against Chaos (2nd), Order's Wrath (3rd), Dispel Chaos (4th), Dictum (5th), Shield of Law (6th). Your caster level for these lawful spells is +1. You may never learn a chaotic spell again unless you go back to being non-lawful and seek an Atone spell from an ex-fan of yours. Unfortunately, being the sellout that you are, any non-sellout musicians (be it an actual bard or merely someone with ranks in Perform(instrument)) will automatically be Unfriendly towards you.

Less Taxing (EX):
As your music is no longer emotionally important to you, it is less taxing to perform. You gain 2 more uses of bardic music per level of Sellout. However, only 1/2 of your Sellout level goes to advancing the different bardic song abilities you can use. For example, a 10th level bard / 10th level sellout cannot sing any songs that require a bardic level of 16 or higher, but can use anything 15 and below.

Angry Fans (Ex):
Come second level, your 'old' fans have begun to realise that wasn't just a bad idea, but a new direction. This isn't really relevant to you, but remember - no press is bad press. Any attempts to use perform to gain money now double the amount returned, simply because of the buzz around your name. At sixth level, the amount is tripled because of your ridiculously large fanbase.

Manufactured Sound (Su):
At third level, your bard songs may now affect constructs, despite being mind-affecting. At sixth level, your mind-affecting spells can now affect constructs but they receive a +6 on the save. At ninth level, any creature that was immune to mind-affecting effects (not limited to constructs) can now be affected with only a +4 bonus to the saving throw.

Hatemail (Ex):
By fourth level, you now regularly receive death threats and the like in your mail. Some enterprising individual has seen to it that you should die by actually mailing you letterbombs and the like. You receive a number of scrolls of fireball and explosive runes equal to 1/2 your Sellout level every week (luckily, said individual is not very bright). If you are in a place cut off from civilization or where no heralds / messangers would be able to reach you (for example, prison), this does not happen. For determining which type of scroll you receive, roll 1d4. You receive one scroll of fireball for every number above 1, up to your regular maximum. For example, a 6th level Sellout rolls the d4 and gets a 4. He would get 1 scroll of Explosive Runes and 2 scrolls of fireball. If he was 8th level, he would get 3 scrolls of fireball instead. The caster level is always equal to your Sellout + bard levels, but the rude comments, low quality scrawling / paper, and general threatening demeanor mean their value is at best a gold piece each.

Lucky Break (Ex):
It's fifth level, and you've made it this far without investing in your music. That doesn't take talent (you may or may not have raw technical skill), but it DOES take a boatload of luck. You lucky prick. Since you've now 'made it' that luck will probably be applied to something else. Gain a luck feat (probably from Complete Scoundrel), even if you don't meet the prerequisites for it. You MUST take a luck feat, and cannot take a non-luck feat.

Corporate Tools (Ex):
You're now a sixth level Sellout, and your fame is mindnumbingly large. Gain the Leadership feat for free. If you already had the leadership feat, you instead gain a bonus feat that you meet the prerequisites for.

Interview Expert (Ex):
By seventh level, you are so used to people reading into everything you do or say that you have learned to separate yourself from your actions. You are now under a constant Undetectable Alignment and receive an untyped +2 bonus to intimidate, diplomacy, and bluff. This is an extraordinary ability.

Shunned By The Pretentious (Ex):
Come eighth level, the musical community has given up on you. Any non-sellout musicians (be it an actual bard or merely someone with ranks in Perform(instrument)) will be completely unable to locate you as if you had a permanent Non-Detection and Invisibility (but NOT Greater Invisibility) on you. This is an extraordinary ability.

Lawsuit (Su):
At 8th level, you're living the life. You're super famous and probably very rich, when you finally discover it. The gall of your fans! They're sharing your music without paying YOU to do it! This simply can't be left alone. Once per month, you may cast Lawsuit as a supernatural ability. The target of your Lawsuit loses [1d4*your sellout level] * [10 + your charisma mod] gold pieces and you gain half. If he cannot pay, he ends up dealing with the region's alternate forms of justice. If he is not related to listening to other people's music without paying the artist, you instead lose half of the gold you would have gained.

Corporate Zombies (Su):
By 9th level, your fans are simultaneously legion and unable to think for themselves (and they have bad taste in music). You may add Corporate Zombie to your spells known list as a 4th level bard / wizard / sorcer spell or lesser invocation or etc. It is essentially the same as Animate Dead, except it no longer has the [Evil] subtype. If the being was a fan of your work prior to being killed, the resultant undead is automatically awakened, eternally faithful to you, and only counts for 1/2 of the hit dice it normally would for your undead-control. You may choose to make creatures you create mindless if you wish, but their HD counts for full in your undead-controlling limit.

Sold Out (Ex):
By 10th level, you have given up everything for fame and money. Even your soul. Your dedication to yourself renders you undetectable and unflinchable with your will - you now have a permanent Mindblank on yourself at all times. This is an extraordinary ability. Despite being so close to soulless you might as well not have one, your alignment does not change and you still respond normally to effects that Raise Dead.


PLAYING A SELLOUT
It's really easy (in theory). Be a pretentious money-hungry ****. Be jerk in general to all that you once held dear. You're dead inside and simple hedonistic pleasures are about all that can perk you from your drunken daze. Roll with it.

Combat:
Advancement: A Sellout has the same hit dice, class skills, and skill points per level as a bard does. Since it is overwhelmingly likely that the Sellout was originally a bard, it shouldn't be very hard to continue along the same general character as before, only with a different focus.

Resources: Just like a bard, with the exception that you are getting tasty free scrolls on a regular basis once you get a few levels in. Don't bother hoarding them, as they go down in value in relation to your character power as you go up in levels.

SELLOUTS IN THE WORLD
They suck now. - See 2nd level class feature.


A lot of sellouts are actually pretty popular. This is because they sold out when they were relatively new as musicians. Other ones have hordes of angry fistshakers, lamenting the loss of a great musician. Some seem to even have more dissenters than fans, but that may just be a perspective problem.


Notables: Mars Lurich helped found Soundalicus 28 years ago. At first the band was a huge hit in the underground scenes of Angel City, and word of them began to spread. But it didn't spread fast enough, and the band started subtlely altering their sound in order to appeal to more and more people. After twenty eight years of this, their work is basically unrecognizable when compared to their past pieces. Unfortunately for every fan of music out there, it worked, and the members of Soundalicus each have enough wealth sitting around to build entire houses out of nothing but adamantium and diamonds.

Organizations: There are a few businesses designed to promote and help out artists. Unfortunately, they occasionally gain leadership with strict political views, and musicians seeking to make a name for themselves walk across a slick and narrow bridge when dealing with those businessmen.

NPC Reaction
The USUAL reaction is a horde of elated fans, but in certain places the reaction is likely to be much more hostile. Potentially even violent.


SELLOUTS IN THE GAME
I'd really be surprised if any major effect happened. They have some added bonuses shoring up their weaknesses (ie: mindless, mind-immune, some more spell power, and potentially some bodies to throw into the mix).


I was going to stat up Mars Lurich, then I decided I really didn't want to. Instead, you get to use your imagination! Yaaay!

Kellus
2009-05-20, 05:04 AM
The Partitioned Psyche

http://www.wizards.com/dnd/images/cpsi_gallery/96397.jpg
“Excellent. I have successfully imprisoned my irrational emotional nature. I need not fear it.”
“Wonderful! I have vaulted away my useless logical mindset! Now I am rid of it forever!”
–Simultaneous reflections by the divided mind of Gellran Masovik, a partitioned psyche

Although wilders derive their psionic powers from the very nature of their passionate and emotional states, there are a rare few who yearn for the calm self-control of the psion. Those who master and tame their emotions eventually can become partitioned psyches, paragons of logic and self-control above all else. Partitioning their minds to remove unneeded passions and empathy results in a clarity of thought and efficiency of power unknown to even the mightiest psion. The emotional mind, however, can continue to operate and experience bursts of mental acuity unfettered by rational thinking. The result is a twofold psychic embattler who embodies the yin and yang of thought processes.

Becoming a Partitioned Psyche

To become a partitioned psyche, a prospective psionicist must have at least four levels in the wilder base class, as that is the only known method of gaining the surging euphoria class feature. With four levels already invested in the wilder, your best bet as a player is to stick with it at least to level 5. The earliest you can take a level of partitioned psyche is at your 9th character level, assuming you meet all the other requirements. You may be tempted to enter a prestige class for your 6th, 7th, and 8th character levels, but remember that if you plan to progress all the way through this class you can’t afford to lose any additional manifester levels. Otherwise, you’ll never gain access to 9th level powers.

Requirements: In order to become a partitioned psyche, a character must meet all of the following requirements.
Alignment: Any nonchaotic
Base Will Save: +6
Manifesting: Able to manifest 4th level powers, including at least 3 from the discipline of telepathy
Skills: Autohypnosis 11 ranks, Concentration 8 ranks
Special: Surging euphoria and wild surge class features

Class Skills: The partitioned psyche’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier
Hit Die: d4

Table: The Partitioned Psyche
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Powers Known

1st|+0|+0|+0|+2|Divided mind, subconscious wild surge +1|


2nd|+1|+0|+0|+3|Expanded knowledge (upper mind)|
+1 level of existing manifesting class

3rd|+1|+1|+1|+3|Subconscious wild surge +2, surge of rationality +1|
+1 level of existing manifesting class

4th|+2|+1|+1|+4|Redundancy|
+1 level of existing manifesting class

5th|+2|+1|+1|+4|Subconscious wild surge +3, thought process|
+1 level of existing manifesting class

6th|+3|+2|+2|+5|Expanded knowledge (upper mind), surge of rationality +2|


7th|+3|+2|+2|+5|Subconscious wild surge +4|
+1 level of existing manifesting class

8th|+4|+2|+2|+6|Supress passions|
+1 level of existing manifesting class

9th|+4|+3|+3|+6|Subconscious wild surge +5, surge of rationality +3|
+1 level of existing manifesting class

10th|+5|+3|+3|+7|Expanded knowledge (upper mind), of two minds|
+1 level of existing manifesting class

[/table]

All of the following are class features of the partitioned psyche.

Weapon and Armour Proficiencies: A partitioned psyche gans no additional weapon or armour proficiencies.

Divided Mind (Su): As a partitioned psyche, you gain the ability to suppress the rampant emotions that fuel your psionics, leaving only the clear and logical intellect. In effect, you partition your mind into two sections, with your conscious mind free of emotion and distraction. Your subconscious mind, on the other hand, is filled with the emotions and feelings that fill you.

Upon gaining your first level in this class, you divide your current power point reserve into two seperate reserves. You may choose how many power points to divide into each of them. One of the reserves is now exclusively designated for your “upper” mind, while the other is now available only to your “lower” mind. Each round, you can take a full allotment of actions with your upper mind, and can also take a purely mental standard action with your lower mind.

Your lower mind manifests powers as if your manifester level were six lower than it is. Your lower mind doesn’t provoke attacks of opportunity when manifesting a power, since doing to doesn’t distract your primary mind. Your minds can communicate with each other telepathically. Your lower mind does not benefit from any ability that grants additional actions (such as a belt of battle (Magic Item Compendium) unless it specifically includes it in the text of the ability.

You lose the ability to use your wild surge class feature with your upper mind, although your lower mind must always make use of it whenever it manifests a power. However, when you undergo psychic eneveration on your lower mind, it deals only half the normal power point damage. This does not stack with any similar ability to reduce enervation damage.

Whenever you take damage, you must make a Concentration check against a DC of 10 + the damage dealt in order to maintain the partition. If you fail, your divided mind lapses and the two halves merge back into one. Your power point reserve combines to form a single pool, and you lose the benefits of this ability (as well as the other class features presented below). Reestablishing the partition requires an Autohypnosis check made as a full-round action that provokes attacks of opportunity against a DC of 25. When you reestablish your partition, you may choose to again divide your available and spent power points up as you see fit between the two minds. You can choose to lapse this ability as a swift action, merging your minds together once more. In addition, if you ever fall below 0 hit points, your mind lapses automatically.

You cannot make use of the schism power while under the effects of this ability. Your mind is already fragmented, and to endanger it further would drive you utterly insane.

Whenever you add new power points to your reserve, you may distribute them between your two pools as you like. You cannot change this distribution thereafter unless you lapse your minds and subsequently reestablish the partition.

Subconscious Wild Surge (Su): Your wild surge ability continues to improve as you advance. At your 1st, 3rd, 5th, 7th, and 9th class levels, you can choose to boost your manifester level with your wild surge by an additional level. Just like normal, this also increases the risk with psychic enevervation. This additional increase to your wild surge is only ever available to your lower mind. Thus, if your mind ever lapses, you temporarily lose access to this additional increase.

Expanded Knowledge: At 2nd level, and again at 6th level and 10th level, you gain the Expanded Knowledge feat. You can only manifest these powers out of your upper mind. If your mind ever lapses, temporarily you lose access to these additional powers known.

Powers Known: At every level except 1st and 6th, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that you add the level of partitioned psyche to the level of whatever manifesting class you have, and then determine power points per day, powers known, and manifester level accordingly.

If you had more than one manifesting class before you became a partitioned psyche, you must decide to which class you add the new level of partitioned psyche for the purpose of determining power points per day, powers known, and manifester level.

Surge of Rationality (Su): Beginning at 3rd level, you may forsake the normal passionate consequences of a wild surge and instead take the opportunity to purge your emotions from your conscious mind and focus your rational mind on the task at hand. Whenever you activate a wild surge with your lower mind, you may choose to activate this ability instead of your surging euphoria class feature. You gain a +1 morale bonus on manifester level checks to penetrate power resistance and a +1 morale on the save DC of any powers manifested by your upper mind. If your mind ever lapses, you temporarily lose access to this ability.

These effects last for a number of rounds equal to the intensity of your wild surge. If you are overcome by psychic enervation following the use of your wild surge, you cannot use ths ability. The bonuses improve by an additional +1 at 6th level and again at 9th level.

Redundancy (Ex): Beginning at 4th level, your partitioned mind is incomprehensible to mental invaders. Whenever you need to make a Will saving throw, you may roll twice and select the better roll. If your mind ever lapses, you temporarily lose access to this ability.

Thought Process (Su): Beginning at 5th level, the dual nature of your mind allows you to restore damaged mental faculties with thoughts salvaged from your other mind. You heal mental ability score damage at a rate of 1 point/round. If you have multiple different mental ability scores with ability damage, you may select which ability to target first with this ability. If your mind ever lapses, you temporarily lose access to this ability.

Supress Passions (Su): Beginning at 8th level, your upper mind becomes exceptionally logical, being able to suppress any emotion or passion that runs through you. You are now only susceptible to morale effects if you choose to let them effect you. In addition, you become immune to confusion, fear, insanity, rage, and other effects that rely on emotion. If your mind ever lapses, you temporarily lose access to this ability.

Of Two Minds (Ex): At 10th level, three times per day you may take a full complement of actions with each of your minds. On each of the designated rounds, you may take a move action, standard action, and swift or immediate action (or alternatively a full-round action and a swift or immediate action) with each of your minds. Your lower mind can only take purely mental actions, as normal. You do not need to use these rounds all at once; you may divide them up amongst the day whenever you like. You must have a partitioned mind in order to use this ability. If your mind ever lapses, you temporarily lose access to this ability.

Playing a Partitioned Psyche

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Partitioned Psyches in the World

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NPC Reaction

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Partitioned Psyches in the Game

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Sample Encounter

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Lord_Gareth
2009-05-20, 10:16 AM
Children of the Mausoleum

"You will not harm this man, who has sinned only in being true to his nature. Would you have others sin against you for the same reason?"

- Mark Thorne, a Child of the Mausoleum, during the trial of Lord Garren of Narran.

Heretics. Desecrators. Defilers of the vilest sort who slink behind gravestones and rouse the dead from their rightful rest, the group known as the Children of the Mausoleum (or else the Tomb Orphans) are universally hunted and hated.

Or so their enemies would have people believe.

The truth is, the Children of the Mausoleum are a group of druids and nature-worshippers who have come to a very unpopular conclusion: that undeath is a natural part of the multiverse. Forced into hiding by propoganda both from so-called "good" religions and other orders of druids who refuse to understand or accept, the Tomb Orphans stick together in the shadows, coming out into the light only to defend one of their undead wards when it is necessary.

The Children walk a hard path, but it is one they embrace gladly - to follow one's heart, they say, is the most natural and most noble thing that one can do in life or death.

Becoming a Child of the Mausoleum
The Children of the Mausoleum recruit exclusively from the ranks of druids. While others claim membership in their organization, the formal rank and power that comes with the title of Child belongs only to those who embrace the power of nature in all its facets.

Most Children of the Mausoleum are approached by the organization first, not vice-versa. The Children have an extensive information network supported by necromantic and divination magic, and it's often very easy to tell when a potential new recruit is ready; the mobs with torches and pitchforks make it easy enough. Occasionally, a potential member will find the hidden group first, and they will be rigorously tested. Should they fail, or prove to be treacherous, they are slain to preserve the secrecy of the organization. Those that pass are embraced as brothers and sisters with open arms.

Entry Requirements
In order for a character to qualify as a Child of the Mausoleum, they must meet the following requirements:
Alignment: Any Neutral
Feats: Spell Focus (Necromancy)
Skills: Knowledge (Nature) 8 ranks, Knowledge (Religion) 4 ranks, Knowledge (The Planes) 4 ranks, Speak Language (Druidic)
Special: The character must have been cast out from the ranks of normal druids because of a voiced belief supporting the undead.
Special: If the character is undead, the above requirement may be waived.

Class Skills
The Child of the Mausoleum's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), and Swim (Str)
Skills Points at Each Level: 4 + Intelligence Modifier

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Rite of Passage (First and Second), Touched by Death, Animal Companion

2nd|
+1|
+3|
+0|
+3|Walk Unseen, Last Words

3rd|
+2|
+3|
+1|
+3|Rite of Passage (Third and Fourth), Resist Death's Hunger

4th|
+3|
+4|
+1|
+4|Bone-Vine Embrace, Call the Grave-Born (Animate Dead)

5th|
+3|
+4|
+1|
+4|Rite of Passage (Fifth and Sixth), Charnal Touch

6th|
+4|
+5|
+2|
+5|Create Haunting, Call to the Void

7th|
+5|
+5|
+2|
+5|Rite of Passage (Seventh and Eighth), Wake the Slumbering Mind

8th|
+6/+1|
+6|
+2|
+6|Rite of the Bone Orchard, Destruction to Rebirth

9th|
+6/+1|
+6|
+3|
+6|Rite of Passage (Ninth), Call to the Grave-Born (Create Undead), Presence of Death

10th|
+7/+2|
+7|
+3|
+7|Life and Death, Summon the Netherworld[/table]

Weapon Proficiencies: Children of the Mausoleum gain no new weapon or armor proficiencies. As with a druid, a Child of the Mausoleum who wears metal armor or uses a metal shield forfeits all supernatural and spell-like class features for 24 hours.

Animal Companion (Ex): A Child of the Mausoleum's class levels stack with any druid and/or ranger levels he may possess in order to determine the benefits of his animal companion class feature.

Rite of Passage (Ex): Children of the Mausoleum are gradually taught the lore of their organization, the secrets of death, and the ability to call upon the Negative Energy Plane as time progresses. At first level, a Child of the Mausoleum enjoys a +2 competence bonus to Knowledge (Religion) and Knowledge (The Planes) checks, and adds all first and second level Necromancy spells from the Wizard/Sorcerer and Cleric spell lists to their spells known. Additionally, they add summon undead I and summon undead II to their spells known list. They may cast summon undead spells spontaenously, in the same manner that a druid spontaenously casts summon nature's ally.

At third level, the Child of the Mausoleum adds all third and fourth level Necromancy spells from the Wizard/Sorcerer and Cleric spells lists, as well as summon undead III and summon undead IV, to their spells known.

At fifth level, the Child of the Mausoluem adds all fifth and sixth level Necromancy spells from the Wizard/Sorcerer and Cleric spell lists, as well as summon undead V, to their spells known.

At seventh level, the Child of the Mausoleum adds all seventh and eighth level Necromancy spells from the Wizard/Sorcerer and Cleric spell lists to their spells known.

At ninth level, the Child of the Mausoleum adds all ninth level Necromancy spells from the Wizard/Sorcerer and Cleric spell lists to their spells known.

For the purposes of casting Necromancy spells, the Child of the Mausoleum adds his class levels to this Druid levels to determine spells per day. His divine caster level for Necromancy spells is equal to his class level plus any other divine casting classes he may possess.

Note: The Child of the Mausoleum's druid casting progression does not continue; only the druid's spells-per-day chart is used to determine how often they may use the spells gained through this class.


Touched by Death (Su): The first brushes a Child of the Mausoleum has with death are fleeting and confusing, but through the trials he gains enlightenment; the Child of the Mausoleum gains a +2 insight bonus on all Bluff, Diplomacy, and Intimidation checks made against a creature with the undead subtype.

Walk Unseen (Su): Starting at second level, whenever the Child of Death is in a natural or death-suffused environment (such as woods, a graveyard, or a crypt), he may move at his full speed while hiding and/or moving silently without penalty. Furthermore, he may not be tracked in any natural or death-suffused environment (as the Trackless Step class feature).

Last Words (Sp): Dead men tell tales to those willing to listen. Starting at second level, the Child of the Mausoleum may use speak with dead as a cleric of his class level at will. However, any given corpse may only be questioned once using this ability; further questioning will require application of the actual speak with dead spell or other magics.

Resist Death's Hunger (Ex): Starting at third level, the Child of the Mausoleum enjoys a +4 bonus to saving throws against the spell-like and supernatural abilities of undead beings.

Bone-Vine Embrace (Su): As a Tomb Orphan's connections to both death and nature grow deeper, he gains the ability to blur the lines between communing with one and the other. At fourth level he may reach simultaenously into the natural world and the Negative Energy Plane and call forth bone-vines to attack his foes. Once per encounter, as a standard action, he may cause a five foot per class level square to erupt in bone-white, grasping vines. These vines grapple the Child's foes as though they had the Improved Grapple feat, 16 strength, and the Child's base attack bonus. A foe successfully grappled by these bone-vines takes 3d4 points of damage per round, half of which is piercing and half of which stems directly from negative energy. These vines persist for one round per caster level, and vanish back into the soil at the end of that duration.

Call the Grave-Born (Sp): Starting at fourth level, a Child of the Mausoleum may use animate dead at will, paying all costs as normal. Most Children of the Mausoleum question the corpse with their Last Words class feature first, in order to gain permission to use the body in this manner, but this is not a strict requiremen. Abuse of this ability is, however, highly frowned upon, and may be met with extreme measures if discovered.

Starting at ninth level, a Tomb Orphan's control over the power of the negative energy plane is almost absolute. They may use create undead as a spell-like ability at will, paying all normal costs. Furthermore, any undead they create using their animate dead spell-like ability benefits from the Evolved Undead template.

The Child of the Mausoleum is treated as a cleric of his class level plus his druid level to determine how many undead he may control at any given time.

Charnal Touch (Sp): Starting at fifth level, the Child of the Mausoleum may inflict pain and injury with a touch. Three times per encounter, he may inflict light wounds as a spell-like ability. Twice per encounter, he may inflict moderate wounds as a spell-like ability, and once per encounter he may inflict serious wounds as a spell-like ability.

Create Haunting (Su): One of the most feared - and commonly used - of the Children's abilities, a Child of sixth level or higher may infuse an area with negative energy, making it suitable for hauntings (see The Grave-Woods, below). An "area" is a defined structure or place, such as a building, wood, or graveyard, or else a 10 foot per class level cube of space, and causing the haunting takes ten minutes of ritual work and raw materials worth approximately three hundred gold pieces.

Call to the Void (Su): Using techniques similar to those needed to haunt a location, a Child of the Mausoleum may infuse himself and his animal companions with the powers of the Negative Energy Plane. Once per day, as a swift action, he and his animal companion gain the undead type, as well as a +4 enhancement bonus to strength and a +2 enhancement bonus to dexterity. While he is undead, the Child's necromancy spells and all supernatural abilities from this class have their damage die (if any) increased by one step and their save DCs (if any) increased by two. The Child's animal companion gains the energy drain special attack, inflicting one negative level with each successful strike. The Child and his animal companion remain undead for one round per class level or until the Child dismisses the effect, whatever comes first.

Wake the Slumbering Mind (Su): The Child of the Mausoleum can grant even the most wretched, mindless undead what has been denied to it - choice. Starting at seventh level, once per day, the Child of the Mausoleum may touch a mindless undead, permanently granting it an additional 3d6 points to Intelligence and Charisma and an additional 1d6 points to Wisdom. Additionally, any otherwise mindless undead created by a Child of the Mausoleum now comes into being with 3d6 points of Intelligence, Wisdom, and Charisma.

Rite of the Bone Orchard (Su): At eigth level, the Child of the Mausoleum learns one of the most powerful magics that straddles the line between the natural world and the negative energy plane. As a swift action once per day, he may call up a bone orchard - a ring of white, skeletal trees that forms a forty foot diameter circle, centered on him. Within the Bone Orchard, he and his animal companion enjoy a twenty foot enhancement bonus to move speed, as well as a +4 enhancement bonus to constitution. Undead within the Bone Orchard cannot be turned or rebuked, nor can beings with the elemental or animal types.

Animals within the Bone Orchard act as though the Child of the Mausoleum had charmed them, and obey his commands as best they can. They may understand simple, one-word concepts, such as "Flee", "Kill", or "Hide", with no check involved. A Handle Animal check is required to deliver more complex commands ("Protect the large one!" "Take him alive!").

Undead within the Bone Orchard may not attack the Child of the Mausoleum as though he enjoys a sanctuary effect (except that they may not make a Will save to attack him anyway). If the Child chooses, he may, once per round, infuse an undead being within the radius of the Bone Orchard with 4d10 points of negative energy as a swift action.

The Bone Orchard persists one minute per class level, or until it is destroyed, whatever comes first.

Destruction to Rebirth (Su): Also starting at eighth level, any being slain by the Child's necromancy spells or supernatural class features may choose to come back to life as a ghoul 24 hours after their death. Ghouls created this way may not take hostile action against the Child for 24 hours after their creation.

Presence of Death (Su): Starting at ninth level, the Child of the Mausoleum's authority and enlightenment becomes manifest. Any intelligent undead automatically starts at no worse than indifferent when dealing with the Child of the Mausoleum, who now radiates twin auras of natural might and chilling undeath. Undead within thirty feet of the Child of the Mausoleum enjoy a +4 bonus to their turn resistance, while animals and elementals enjoy a +4 bonus to their Will saves.

Life and Death (Sp): At tenth level, the Child of the Mausoleum has tuned into perfect harmony with life and death, capable of influencing both to his will. Once per week, he may cast ressurection as a spell-like ability, without paying the material cost. However, a living being raised this way gains the undead type in place of its normal type and may not be raised again this way.

Furthermore, the Child of the Mausoleum may cast finger of death once per encounter as a spell-like ability (as a cleric of their class level plus their druid level).

Lastly, they may, as a standard action once per week, restore a destroyed undead being to its previous state with full hit points and all powers and abilities refreshed. Any given undead being may only be restored once in this fashion; more than that, and the Negative Energy simply swallows its essence and refuses to let it go once more.

Summon the Netherworld (Su): The most terrifying of the Children's powers, a master of the Tomb Orphan's philosiphy can drag forth a piece of the Negative Energy plane and impose it on the world around him. Once per day, as a standard action, they may replace a sixty-foot diameter sphere, centered on them, with a chunk of the Negative Energy plane, with all the traits thereof. Any creature caught within this sphere cannot leave it while it lasts, nor can any creature who enters after it has been cast. The sphere lasts one round per caster level, or until the Child dismisses it, whatever comes first. A potent burst of positive energy - such as snapping a rod of ressurection in half, or a mass heal spell - has a chance of dispelling the sphere as though it were a ninth level spell cast by a twentieth level druid.

Once a Child gains this ability, they are healed by negative energy as well as positive energy.

The Grave-Woods
Some places - many of them occuring naturally, but some of them crafted by the Children of the Mausoleum - have a thin border between the Material Plane and the Negative Energy. These places are often seen as haunted, and often seem to have a sickly pallor that is broken up by vibrant life. The trunks of trees seem dead and skeletal - but the green leaves are bright and healthy as the day they sprouted. A wolf is missing an eye from rot, but is still a fierce and savage predator. These places are often quite disturbing to those not used to them.

These haunted locations enjoy a few benefits:

- Undead within the location enjoy a +4 bonus to their turn resistance and a +2 increase to the save DCs of the supernatural and spell-like abilities. Animals also enjoy a +2 increase to the save DCs of their extraordinary abilities.

- Spells from the Animal, Plant, or Death domains are treated as Extended.

- Animals, undead, or druids within the area enjoy a +3 circumstance bonus to Hide and Move Silently checks. They may hide even if there is nothing to hide behind, though they still cannot hide while being observed.

- Any being slain in the haunted location has a 40% chance of reanimating as an intelligent, free-willed undead. It retains any alignment it had in life.

Sidebar: Necromancy and Evil
Many of the effects - such as animate dead - that the Children use have the [Evil] descriptor. Under the rules as written, that makes the Children an invariably evil organization, every bit as vile as their detractors would have people believe.

However, the Children were intended to be morally ambiguous, and DMs are highly encouraged to remove these descriptors from certain necromancy effects that they feel are morally gray (such as animate dead). DMs may, of course, choose to use the Children as villains, but it is the designer's feeling that their greatest potential lies in their ambiguity.



Playing a Child of the Mausoleum
Being a Child of the Mausoleum can get very lonely, very quickly; society hates you, your former druidic allies shun you, and it's quite likely that even your party members sternly dissapprove of your path. Trust no one completely, and remember your duties both as a Druid and a Child - after all, no one else is going to look out for the undead if you don't. Don't feel automatically guilty for destroying an undead being either; just as some animals must be put down, some members of the unliving will, inevitably, need to be destroyed.

Sidebar: The Children's Philosiphies
The Children of the Mausoleum, like any other organization, are home to many and varied beliefs on their core theme of undeath as part of nature. However, the most common viewpoint is as follows:

The Negative Energy Plane is a natural part of the multiverse, and many forms of undeath occur spontaenously. Wraiths, wights, ghouls, and many other forms of undead arise without any aid from spells, and the Children point to this as evidence of undeath being a natural phenomenon. By a similar token, such beings' ability to produce spawn is as natural as a disease spreading or a fox littering.

With regards to creating the undead with spells, their ground becomes shakier. Like a druid attempting to condemn the working of metal, the Children see reanimation as natural only so long as the corpse is untouched. Thus, a zombie is natural, but a zombie with an enhanced skeletal structure is not. Still, the basic idea remains that entropic animacy is an acceptable and natural part of the universe, and the Children see no problems with bringing the undead into the world provided that their creator teaches them what their existence means.

The Children pay special respect to undead being such as Shadows and Nightstalkers; these direct manifestations of negative energy are seen in much the same way as elementals are, and are accorded the same respect and dignity.

Combat: Tomb Orphan's are stealthy and possessed of ruthlessly effective necromantic spells and effects. In his home turf (a graveyard, or a location affected by his Create Haunting ability), a Child will use his Walk Unseen ability to observe any potential foes to determine the best plan of attack, then strike as swiftly and brutally as possible, aiming to end the battle as quickly as possible. Most Children ambush potential foes with their Bone-Vine class feature before siccing undead minions upon them, saving their Bone Orchard and Summon the Netherworld class features for the truly dangerous or for large, heavily armed groups. If the fight turns against you, retreat - you can always return later when the enemy is weak and distracted. Take advantage of your spontaenous summon class features and strike with overwhelming numbers.

More powerful druids who have become Children may choose to wade into melee, using their animal companions and Wild Shape class features. These are encouraged to take full advantage of their Call to the Void class feature and their Bone Orchard's ability to make them immune to turning.

Advancement: Most Children of the Mausoleum - an overwhelming percentage, in fact - continue to advance as druids after mastering their chosen path. A rare few take up levels in ranger or rogue to augment their personal power, but these are rare. Some of the more darkly inclined will take up levels in wizard or sorcerer, and at the highest (read: epic) levels they will invest in prestige classes such as mystic theurge.

Resources: Almost all Children have a few undead companions with them at all times, and any Child can expect aid and refuge from another, regardless of philisophical or alignment differences. An established Child with a haunted lair or a graveyard on tap will almost always have access to many more items - magical or otherwise - than might be normally expected; the dead, after all, have no use for gold or trinkets if they choose to remain dead.

Children of the Mausoleum in the World
"Children dance and Children play
Children crawl in the open graves
Children sneak and Children hide
'Cause the Children don't know that the Children all died."


- Nursery rhyme

The Children are feared and hated in normal society, seen as grave-robbers and desecrators of the dead. But, for all the propaganda spread against them, the main emotion associated with them is mystery; no one knows what the enigmatic Tomb Orphans are up to, and tales of them are filled with moonlit meetings and mysterious dealings. Many don't even realize that the Children are druids.

In druidic circles, the Children are seen as an abomination, a sick perversion of nature that is growing like a cancer. Almost all druids outside of the Children themselves attack on sight, letting loose with their deadliest spells and transformations. There is rarely any mercy. Ironically enough, most Children refuse help from necromancers, death priests, and similar individuals and organizations, seeing them as perverting undeath into something it is not.

Daily Life: Most Children stake out a lair they feel is worth protecting and proceed to do exactly that; they tend to their dwelling-place, protect it, and keep intruders and desecrators from violating it. An adventuring Child is likely seeking out further knowledge of life and death, and any given Child is more or less as likely to adventure as any given druid. Regardless, Children try to avoid making waves in public, and a few go to great lengths to seem utterly ordinary in order to avoid detection and, subsequently, destruction.

Notables: Generally speaking, notability is a death sentence for a Tomb Orphan. However, a few of them have managed to gain fame and retain their lives thanks to either powerful allies, an incredibly good personal reputation, or overwhelming personal power.

Mark Thorne, in particular, stands out. Sometimes referred to as the Marsh Lord or the Ghast King, Mark Thorne watches over a large stretch of haunted marshland on the border between two kingdoms. Several small towns exist in the marsh, and all of them rely on Mark for protection; predators, bandits, and monsters breed in the stagnant waters at a prodigious rate. Several small packs of ghouls and ghasts have sworn allegience to the Child, and he has, recently, been named a Protector of the Realm by a local monarch for successfully repelling an invasion by giants.

More mysterious is the being known as Mother Mercy, who may or may not actually exist. In the cities, young children say she haunts the graveyards, carrying an old mirror on a chain and an oak staff. Legend has it that looking into the mirror will show you your death. Legend also has it that getting close enough to see will let Mother Mercy take your soul.

Organizations: The Children of the Mausoleum are a formal organization, a druidic circle dedicated to the protection and preservation of their beliefs. The Children usually protect border areas, between civilizations or terrain types - such as marshes, or the border between jungle and savannah, or the riverland between two kingdoms - as well as taking residences in places where death and nature meet, such as large graveyards and the sites of ancient and recent battles. The organization has no dues and no real formal leader, but a ladder of seniority does exist, and all members are expected to come to the aid of all others when called, regardless of personal vendettas or alignment differences; after all, the only thing they really have is each other.

Once a year, the Children gather for the Day of the Dead. The Day of the Dead is part rememberance, part holy day, and part anniversary; it celebrates everything from one's own ancestors to those who died nobly to those who have chosen undeath to preserve their knowledge. Children from far and wide come to attend the week-long celebration, which is always held in a graveyard and usually shielded by powerful magics. Traditionally, every Child brings an unliving guest to the Day of the Dead, and more than a few such gatherings have been broken up by outside hostilities.

NPC Reaction
Upon hearing the name "Children of the Mausoleum", most NPCs will either look confused or spit in disgust. Those who are more informed may have moderate reactions (if they've dealt with a Child personally) or very extreme ones (most druids or "good"-aligned clerics).

To an NPC who sees a Child's class abilities at work, there is usually little doubt that he is dealing with a powerful necromancer. Such encounters usually end in hostility.

Children of the Mausoleum in the Game
The Children are very similar to many other summoners and necromancers in that they bring a lot of weaker monsters to the encounter on either the players' side or the monsters'. However, they augment this power with the ability to enhance both themselves and their minions, as well as packing the spellcasting punch of a necromancer. It can - and likely will - be challanging for a DM to either run a Child NPC or have a player Child in the party.
Adaptation: The easiest adaptation is to remove the moral ambiguity of the Children and make them an evil cult dedicated to the undead. Another option is to change the entry requirements to make them a class for nature clerics or pure necromancers.
Encounters: A player encounter with the Children need not be hostile, but it certainly will be tense; the party is only likely to encounter Children if intruding on their domains, being hired to hunt one or more down, or by pure accident. A Child will usually try to end conflicts without bloodshed first, but once the blows start they cannot afford to let their opponents live - not when discovery means almost certain death.

Khatoblepas
2009-05-21, 02:00 PM
Splendorous Order of the Eternally Illuminated

http://i483.photobucket.com/albums/rr191/Khatoblepas/Resplendant.jpg


The world is full of hurt, and pain, and death. But I will bring light and energy into the world! It will be set ablaze with life!
- Opal the Channeler, Aasimar Illuminated Priest

Positive Energy is the stuff of life, and creation. It heals, it animates and it vitalises. Healers are the epitome of this, and in a perfect world, they would be uncorruptable. Mortal healers, addicted to the rush of being able to control life energy through their bodies, sometimes have a change of heart. They will begin to see the world in very black and white terms - Positive Energy is Good. Negative Energy is Evil. No exceptions. And through this, they perform terrible deeds - murdering those who consort with undead, or even common negative energy, or those that might even accept that undead are anything but filthy, terrible blights upon the earth. Forgetting that the Material is a balance, Healers slip away, their goals changing from healing the wounded, to healing the world of anything but pure life energy. Mostly, positive energy is handled by good gods, who would not even consider granting spells to these warped zealots.

Luckily for the zealous, the Positive Energy Plane has a way of accomidating them. In exchange for their eternal servitude in spreading positive energy everywhere, mysterious beings from that Plane grant the ex-healers a new kind of power.

And since we're healed by their power, they could never be evil.

Could they?

BECOMING AN ILLUMINATED PRIEST
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Alignment: Any nongood.
Feats: Augment Healing, Skill Focus (Heal)
Race: Any non-undead.
Skills: Heal 9 ranks, Knowledge (the planes) 4 ranks
Spells: Has to have been able to cast 3rd level divine spells, including three healing subschool spells, and at least one spell with the light descriptor.
Special: Must have had the Healing Hands or Lay on Hands special ability.
Special: Must have grossly violated a personal vow of peace or charity and lost favor with their patron deity, and not atoned. This could be jealously hoarding positive energy spells, or refusing to heal a creature who empathises with the undead. Most characters who enter this class have already lost their spellcasting ability.
Special: Must sacrifice a living creature of at least as many hit dice as the applicant to the Positive Energy Plane. (See the Rite of the Ascendant Star, below)

Class Skills
The Illuminated Priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + Int

Hit Dice: d6

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

1st|
+0|
+2|
+0|
+2| oath of the morning, sun aura, turn undead | --

2nd|
+1|
+3|
+0|
+3| radiant touch (sicken) | +1 level of divine spellcasting class

3rd|
+1|
+3|
+1|
+3| radiant spell 2/day | +1 level of divine spellcasting class

4th|
+2|
+4|
+1|
+4| radiant touch (blind) | +1 level of divine spellcasting class

5th|
+2|
+4|
+1|
+4| sustenence of the radiant plane, reckless healing | +1 level of divine spellcasting class

6th|
+3|
+5|
+2|
+5| oath of noon, radiant spell 4/day | --

7th|
+3|
+5|
+2|
+5| Fast Healing 1 | +1 level of divine spellcasting class

8th|
+4|
+6|
+2|
+6| radiant touch (slow) | +1 level of divine spellcasting class

9th|
+4|
+6|
+3|
+6| radiant spell 6/day | +1 level of divine spellcasting class

10th|
+5|
+7|
+3|
+7| Fast Healing 2, radiant ray | +1 level of divine spellcasting class

11th|
+5|
+7|
+3|
+7| radiant touch (nauseate) | +1 level of divine spellcasting class

12th|
+6|
+8|
+4|
+8| oath of the eternal sun | --[/table]

Weapon and Armor Proficiency: Illuminated Priests gain no proficiency with any weapon or armor.

Spellcasting: At each illuminated priest level except 1st, 6th, and 12th, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a 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.

Oath of the Morning: At 1st level, a Illuminated Priest makes a connection with the Positive Energy Plane unlike anything they have experienced before. Upon taking the Oath of the Morning, a Illuminated Priest regains their spellcasting ability (their domains, if any, change to Healing and Fire) and in addition their Healing Hands. From this point on, a Illuminated Priest cannot seek atonement from their previous god without losing all abilities gained from this class - they have pledged themselves to the Positive Energy Plane. However, the source of their power is unbalanced and wild, and Illuminated Priests lose the ability to cast any spells of the Shadow, Darkness or Cold descriptor, and any spells that use negative energy as a source such as Inflict Light Wounds, Animate Dead, or False Life.

Whilst in an area of natural sunlight, a concecrated/hallowed area or on the Positive Energy Plane (and all conterminous planes, such as The Plane of Radiance), Illuminated Priests gain a +1 bonus to the caster level of any Light or Fire descriptor spells, and any spells that use positive energy.

Sun Aura (Su): Though a Illuminated Priest isn't good, their connection with the positive energy plane allows them to fake this. At all times, a Illuminated Mage is surrounded by an aura of life and warmth, colours and sounds are brighter around them. They radiate an aura of good as a cleric of twice their class level. At 6th level, the aura amplifies, making a 10ft by 10ft circle around the Illuminated Priest almost unreal in its colour. Any undead or creatures powered by negative energy take a -2 penalty to all attack rolls and saves against the Illuminated Priest whilst in this area. At 12th level, the aura has become something completely otherworldly, giving the sensation of a burning desert sun. It becomes an effect as antilife shell, but only affects creatures of the undead type and creatures powered by negative energy. Anyone casting Detect Good on a 12th level Illuminated Priest must make a Fortitude Save or be blinded for a number of rounds equal to the Priest's Charisma modifier.

Turn Undead (Su): A Illuminated Priest's class level stacks with any class that grants Turn Undead. If they did not have it before, they gain this ability. Use the Illuminated Priest's class level as your effective cleric level.

Radiant Touch (Su): At 2nd level, a Illuminated Priest gains the ability to use positive energy to debilitate and disable their foes. By touching different parts of the body, the Priest can cause horrific things to occur. A Illuminated Priest can use this ability once every five rounds. A creature that saves against one of these effects is immune to that particular touch for 24 hours, otherwise the effect lasts a number of rounds equal to the priest's Cha modifier. Against undead, the effects do not take place. Instead, the undead takes 1d4 * the Illuminated Priest's class level in damage. At 12th level, on a critical hit, the undead must make a fortitude save (DC 10 + the Illuminated Priest's class level + Cha modifier.) or be destroyed.
Sicken: With this use, the priest disorientates and sickens them by flooding the target with aural and olfactory sensation. The sensation is an amplification of the target's normal senses. Creatures with the Scent ability take a -2 penalty on their saves against this touch.
Blind: At a touch, the Priest can show the victim the radiance of the Positive Energy Plane, overwhelming their sight with energy. They must save or be blinded.
Slow: If a Priest touches any part of the victim, they begin to grow tumors and horrid growths filled with the forced in life of the Positive Energy Plane. They become slowed for the duration of the effect.
Nauseate: By harnessing the power of life within life, the Priest can force their digestive system to be overwhelmed with rapidly multiplying bacteria, causing their body to try to purge them. The target becomes nauseated.

The Save DC for this ability is the 10 + the Illuminated Priest's class level + Cha modifier.


Radiant Spell: At third level, a Illuminated Priest gains the ability to change the nature of their spells to use energy from the Positive Energy Plane. An affected spell gains the Light and Healing subtypes, and changes any damage it does to Positive Energy, healing living creatures and harming undead. If it heals over the target's max hit points, the target must make a Fortitude Save (DC 10 + Illuminated Priest class level + Cha modifier) or explode in a riot of energy, as if they were on the positive energy plane. This continues as long as they have temporary hit points from this source. This energy channeling does not last long, however, and any spell that deals damage past the first round it is cast thereafter does the normal type of damage (for example, a Conjure Flame spell only heals on the first fireball created. All subsequent fireballs deal fire damage.)
Temporary hit points gained from this ability last a number of rounds equal to the Illuminated Priest's Cha modifier, and the recipients must make saves each round on the Illuminated Priest's turn as long as those temporary hit points remain. A Illuminated Priest may use this ability twice per day at 3rd level, four times at 6th level, and six times at 9th level.

Sustenence of the Radiant Plane: A 5th level Illuminated Priest no longer needs to eat or drink, and as long as they spend one hour every day meditating in direct sunlight or on the Positive Energy Plane, they do not need to sleep. In addition, a Illuminated Priest does not accumulate temporary hit points whilst on the Positive Energy Plane.

Reckless Healing: At 5th level, an Illuminated Priest can channel the essence of the positive energy plane into their healing spells. Any spell with the healing descriptor can give the target temporary hit points, and force the target to make fortitude saves as if they were on the Positive Energy Plane (DC20). The temporary hit points last a number of rounds equal to the Illuminated Priest's Cha modifier.

Oath of Noon: At 6th level, a Illuminated Priest makes another oath, chaining themselves to the Positive Energy Plane further. In order to fulfil this oath, the Illuminated Priest must pledge to destroy all defilers of the Positive Energy Plane, and not give any opponent to its cause any quarter. A Illuminated Priest may never make any truce with undead, necromancers or those who use negative energy. The initial reaction to the Illuminated Priest by any of these is considered two steps more towards hostile. The Illuminated Priest is considered a native of the Positive Energy Plane, and gains the Extraplanar subtype, and vunerability to turning as if they were deathless (though they cannot be destroyed). In order to combat the scourge of the negative energy plane, a Illuminated Priest gains knowledge of secret spells known only to the denizens of the positive energy plane (some at lower levels than they would usually be known at):
0
Detect Undead
1st
Endure Elements
Hide From Undead
Lesser Vigor
Protection from Negative Energy
2nd
Heat Metal
Vigor
Command Deathless
Magic Circle Against Negative Energy
Scorching Ray
3rd
Animate Deathless
Daylight
Lesser Vigor, Mass
Searing Light

4th
Fire Shield
5th
Baleful Growth
Flame Strike
Plane Shift (Inner/Transitive Planes & Prime Material Only)
6th
Create Deathless
Fire Seeds
Vigorous Circle
7th
Anger of the Noonday Sun (SpC)
Sunbeam
8th
Radiant Transmogrification
Sunburst

A Illuminated Priest who has a limited number of spells known learns these spells as part of them, otherwise it is added to their spell list.

The bonus to caster level for Light, Fire and Positive Energy spells increases to +2.


Fast Healing (Ex): A 7th level Illuminated Priest begins to draw their life energy from the Positive Energy Plane. They heal 1 point of damage per round as long as they are in direct sunlight, or consecrated/hallowed area. This increases to 2 points per round at 10th level.

Radiant Ray: A number of times per day equal to 1+the Illuminated Priest's Cha modifier, they may use their Radiant Touch as a ray attack within a range of 60ft.

Oath of the Eternal Sun: At 12th level, a Illuminated Priest reaches oneness with the Positive Energy Plane. Their type changes to Outsider (incorporeal) as they transcend their mortal body, which crumbles to a lifeless husk. In addition, they gain a +2 bonus to Dexterity and Charisma, but they lose their Strength score. Due to their incorporeal nature, they cannot use normal holy symbols, but they themselves represent the Positive Energy Plane, and thus are living divine foci. They can cast spells that need a Divine Focus without holding one. They also do not need material focuses or material components to cast spells (though material components that have an actual GP value must be cast at a cost of 1XP per 5gp value of the material component)

In addition, once per day, an Illuminated Priest may open up a planar bubble around themselves as the spell, actively breaching the bounderies between the material and positive energy plane. They can sustain this for a number of rounds equal to their class level.

The bonus to caster level for Light, Fire and Positive Energy spells increases to +3.


PLAYING AN ILLUMINATED PRIEST
You are life incarnate, a healer, a deliverer of life in one body. Life is of tantamount importance to you, so never fail to preserve life as much as you can. That's not to say pain is out of the question... so long as the victim doesn't die. Illuminated Priests usually masquerade as regular healers, or clerics of benign good deities, often Pelorites. Whatever the disguise, actions that are unsavory or evil will betray you in a second. Confide your secret in noone unless they too have the same goals - healers and medics are usually your best friends at first, but as your masters give you more offensive abilities, ruthless warriors and hot tempered mages will be more fitting company. Illuminated Priests often have a persona that they play to the hilt, often one of a pacifistic or helpless good mage.

Against undead, or necromancers, this facade seems to slip. The true face of the Illuminated, that of a reckless and frenzied force of nature, shows as they burn through even the most passive and helpful of undead. This true face becomes more and more part of the Illuminated Priest until they eventually give over it... high level Illuminated need fear no discovery or outing - they have the power to defend themselves.

Combat: Illuminated Priests avoid combat unless against the undead or when completely unavoidable. They tend to choose debilitating spells and effects rather than direct damage, but when they do choose to damage a foe, it's with their Radiant Spell ability to attempt to immolate their foes. When healing, Illuminated Priests are just as reckless, skirting the lines between healing and endangering their wards.

Against undead, Illuminated Priests have the choice of going up close and personal with the Undead - their Sun Aura protects them from most undead attacks, and their radiant touch can eventually destroy undead outright.
Advancement: Illuminated Priests tend towards seeking out more power and versitility, to make up for their lost spells and perhaps their focused study elsewhere. Some take up the mantle of Contemplative, after seeking out the Xag-ya for aid in their divine mission. Others specialise in destroying undead.
Resources: As the Positive Energy Plane has no material wealth, Illuminated Priests cannot rely on their divine masters for any kind of financial help. Illuminated Priests can, however, rely on the help of the Xag-Ya, if they are contacted. Generally, relying on material wealth is seen as heresy by them, as it makes them appear to kowtow to the physical world. Ascension is not possible for those who attach themselves too strongly to the Material Plane.

ILLUMINATED PRIESTS IN THE WORLD
The Spenderous Order are insidious: they infiltrate temples, they always watch you... they're watching me right now, waiting for a chance to heal me to death... always judging. Can't be seen consorting with undead, oh no.
- Lars Axebeard-Bristletongue III, Dwarf Fighter.

A subversive group, the Illuminated Priests slip in between the crowds, pretending to be good, wholesome creatures, often seen healing warriors and clerics of good faiths. Inperceptable, they judge those worthy of their powers based on how much life the watched brings. Any sympathy with the undead, any dealings with negative energy and Illuminated Priests turn on the very people they are supposed to be protecting. Often, unsuspecting adventurers realise too late that their healer is actually a crazed and uninhibited monster.

Daily Life: You live to bring more life in. Illuminated Priests wear bright colours, speak in a bright and cheerful voice (sometimes even when they are in a fit of rage they will retain their cheery demeanour) and are hopelessly optimistic. Often they take on personas, that of a botanist or a cleric of Pelor are the most common - and never drop them until the positive energy plane has taken them over in their entirety. They live a lie every day, trying to avoid killing anything and overcompensating for any death, whilst they unbalance the ecosystem. It's not uncommon that Illuminated Priests lose their sanity whilst on this path, since the intoxication of pure life and their outright refusal to accept death in any form would drive anyone mad. Sometimes, they adopt a childlike view of the world - not out of purity, but simply to stop themselves thinking about how much death is a part of the world.

Illuminated Priests never throw anything away, and hate darkness. Even in the depths of night or the sweltering noon day sun, they will light candles and cast Light spells to remove shadow. Their abodes are filled with overgrown plants and plans that never come to fruition, but the Priest cannot bear to throw away because it would mean the plan would decay. And decay is bad. It means death has happened, and things have been forgotten about.

This duality of despair and obsession, and forced cheerfulness and recklessness, needless to say, drives many individuals mad.
Notables: There are few notable individuals of this particular cult, not because of lack of important members, but because most of the the most powerful members lose their identity and become avatars to the positive energy plane. One particular example was the betrayed healer Annita Fairscale, who when left to die by her adventuring party in a Beholder's lair, vanished for many years before eventually exacting justice on her former comrades under a new guise - by healing them until they exploded in white hot fire. Even today the story of Fairscale the Bright is told amongst adventurers to remind them that even the most pacifistic, benign force can bite back if pushed too far.
Organizations: The Splendorous Order itself is a loose organisation based in The Shadowless City on the Plane of Radiance (not the positive energy plane itself, interestingly enough), a city made entirely of solid light. They meet once every year, to discuss possible undead risings and the extermination of undead sympathisers. They induct new members into the Order through strange rites, involving the inductee to make a sacrifice, someone the Order has deemed worthy of becoming one with the positive energy plane - ensuring that their life will be guarded from death and decay forevermore.

The Rite of The Ascendant Star
The prospective priest must then travel to the person themselves, and give them a small gem, a magical item that affects the creatures as a plane shift spell to the positive energy plane. If the victim holding the item makes the save vs. plane shift (DC20), the gem becomes inert until the next noon. Unconscious creatures cannot make the save, but spell resistance still applies. Once the sacrifice has been made, the gem is retrieved and the priest is inducted into the order. One can become an Illuminated Priest without being part of the Order, but the Order is by far the easiest way to contact the plane directly, without putting oneself in danger.

NPC Reaction
Unmasked Illuminated Priests are looked upon with a mix of fear and awe. Those who do not know the dangers of the positive energy plane often put their faith blindly in these priests, usually leading to their eventual demise.

The undead hate these priests. They see them as more unnatural then they, and Neutral or Good aligned undead fear them, going out of their way to avoid any contact with them, even more so than true clerics of pelor, as these creatures don't have consciences.

Necromancers also fear Illuminated Priests, who can turn Undead into Deathless, and make mortal wizards suffer immense pain, whilst being heavily protected from the necromancer's minions.

Druids try to stop Illuminated Priests going further in, as pure positive energy unbalances the material plane's ecosystem - death is a part of the cycle too, and these people are stopping it from happening.

Clerics of Pelor are the only ones really sympathetic to the Illuminated Priests, but still the overzealous channeling of positive energy being above anything else makes them suspicious and not a little unnerved, even if they are mostly safe from the wrathful hands of the Illuminated Priests.
ILLUMINATED PRIESTS IN THE GAME
Encounters: Any encounter where the undead are nonhostile or benign is suitable for introducing an Illuminated Priest, if you want to portray them as overzealous. On a sliding scale, the closer the priest's target is to the ethos of the party, the more likely it is the party will empathise with the victim. An undead city with a luminous murderer, a long respected necrologist under fire for researching the benefits of negative energy on disease, and a fake healer infiltrating the party are all good hooks.

New Spells:
Animate Deathless
Necromancy [Light]
Level: Illuminated Priest 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead creatures into deathless skeletons or walking corpses that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. When a deathless skeleton or zombie is destroyed, it immolates in radiant light, making it impossible to animate again.
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The deathless you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of deathless creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess deathless from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke deathless do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The result of this is golden sheened walking bones that glow with the strength of a candle.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. The zombie immediately cessates any decomposition it was under, and begins to regrow any flesh it lost.

Material Component: You must place a polished opal worth at least 25 gp per Hit Die of the deathless into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Baleful Growth
Transmutation
Level: Illuminated Priest 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature.
Duration: 1 minute/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

You channel positive energy towards the subject, causing horrific tumors and unnatural growth to overcome the subject. The subject takes 1d6 points of nonlethal damage per level (max 15d6) and causes the subject to grow one size catagory (without the benefit of extra reach or strength) and be wracked with pain, slowing their base speed down to 5ft. A successful fortitude save negates the effect, but they still take half damage.


Protection from Negative Energy
Abjuration [Light]
Level: Illuminated Priest 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No (see text)
This spell wards a creature from attacks by creatures powered by negative energy, from mental control, and from summoned or conjured creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects:
First, the subject gets a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by creatures powered by negative energy.
Second, the barrier blocks any attempt to possess the warded creature or to exercise mental control over the creature. The protection does not prevent a spell that gains mental control, but it prevents the caster of such a spell from mentally commanding the protected creature. If the protection from chaos effect ends before the mental control effect does, the caster would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Lawful elementals and outsiders are immune to this effect. The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Radiant Transmogrification
Transmutation [Light]
Level: Illuminated Mage 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

A golden ray of light emits from your hands, dealing 2d6 points of positive energy damage per level (max 40d6) to any undead it hits. If this reduces the undead to 0 hit points or less, the undead is instantly slain and, without even hitting the ground, it is instantly transformed into a creature of the positive energy plane.
The creature's type becomes Deathless, and it loses the ability to deal any negative levels, negative energy damage, or any effect that relies on a connection with the negative energy plane. The resulting creature glows (as a Light or Daylight spell, at your option), and is initially indifferent to you. Its basic personality, other than a growing emnity for negative energy, is unchanged.

A successful Fortitude Save negates the transformation (an undead destroyed by still spell is merely destroyed) and all but 5d6 damage.

Edit: Just cleaning up the formatting.

DeskChairLamp
2009-05-21, 08:20 PM
DRIFTING PETAL ASCENDANT


http://th00.deviantart.com/fs17/300W/f/2007/128/3/b/Anima__Kujaku_by_Wen_M.jpg

The fallen petal
may ride upon the breeze and
ascend to heaven.
-Mitsuhide Sakura, the Vagrant Ascendant


Many see the Drifting Petal Ascendants as nothing more than deluded ronins, vagrants gone mad. The ascendants couldn't care less. While each individual warrior fights for different specific ends, with varying precepts and principles, all strive to uphold a greater good -one that cannot be encompassed by the will of a single mortal. This does not mean they dedicate themselves to divine beings, although some may do, rather these ascendants often strive to uphold the dignity of mortal beings where it would be oppressed. For many ascendants, their first sublime mission is toppling the corrupted liege they once served. Beyond that, many seek to thwart greater evils that threaten the world.

The strength of a Drifting Petal Ascendant is her conviction in her mission and the dedication of her soul. Ascendants draw upon a mystical power rooted in their own force of will, a power that drives them to act alone upon their sublime missions. Some compare it to the mental force of psions, while others to the life force of monks. The ascendant's power, however, lies in the only aspect of hers that is not mortal -her soul.


BECOMING A DRIFTING PETAL ASCENDANT
Drifting Petal Ascendants were all once servants of mortal lords. Perhaps they were once ideal vassals, obedient to their lords every command, or perhaps they had their doubts from the start. One way or another, they decided on rejecting their mortal lords forever and forswore the service of any other mortal being, knowing that obedience to an impure being is tantamount to an impure life.
Drifting Petal Ascendants have no true organization, and are guided by individual precepts rather than a universal code. Nonetheless, all ascendants have three principles at their core. First, they are dedicated to the purity of their souls and minds; this ensures a balanced view of what is good. Second, they are devotees of righteousness; this gives meaning to their existence. Lastly, they are dedicated warriors who let nothing stand in their way. As long as a character can recognize all these within herself, she is fit for the path of the Drifting Petal.

ENTRY REQUIREMENTS
In order to become a Drifting Petal Ascendant, a character must meet the following requirements.
Alignment: Any good
Base Attack Bonus: +6
Skills: Intimidate 4 ranks, Diplomacy 4 ranks, Knowledge (nobility and royalty) 4 ranks
Feats: Any one of the following: Investigator, Iron Will, Negotiator, Persuasive or Self-Sufficient
Special: The character must have been ordered by one of his/her superiors to do something that violated his personal principles or caused him deep emotional trouble. The character must have ended his service to his/her superior afterwards, whether through resignation or by disobeying the order.


Class Skills
The Drifting Petal Ascendant’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), and Sense Motive (Wis).
Skill points at each level: 4 + Int modifier

Hit Dice: d8

DRIFTING PETAL ASCENDANT
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Masterless Warrior +2, Ascendant Soul, Fast Movement, Soul Abilities

2nd|
+2|
+3|
+0|
+3|Unbreakable Resolve, Spiritual Grace

3rd|
+3|
+3|
+1|
+3|Bonus Feat

4th|
+4|
+4|
+1|
+4|Iris Ascension

5th|
+5|
+4|
+1|
+4|Ivy Ascension, Masterless Warrior +4

6th|
+6/+1|
+5|
+2|
+5|Bonus Feat, Spiritual Purity

7th|
+7/+2|
+5|
+2|
+5|Aster Ascension

8th|
+8/+3|
+6|
+2|
+6|Rose Ascension

9th|
+9/+4|
+6|
+3|
+6|Bonus Feat, Timeless Body

10th|
+10/+5|
+7|
+3|
+7|Sakura Ascension, Masterless Warrior (Immune)[/table]

Weapon Proficiencies:Petal Ascendants are proficient with all simple and martial weapons, light armor and shields (except tower shields).

Masterless Warrior (Su): A Drifting Petal Ascendant has cut of all ties with his former superiors. Having seen the errors and flaws of all those who claim supremacy in any way, she rejects all forms of compulsion and subservience. A Drifting Petal Ascendant gets a +2 on all saves against compulsion effects, and the DC of a diplomacy check to affect her attitude is increased by 10. At fifth level, her bonus on saves against compulsion effects is increased to +4 and at tenth level she becomes immune to them completely.

Ascendant Soul: Although they each ascendant’s personal ambitions and principles differ slightly, all ascendants essentially strive for the greater good. Drifting Petal Ascendants follow personal precepts that they believe constitute purity of soul. Each ascendant often chooses three to four precepts (no matter what, all ascendants have at least one). Common examples are refraining from theft, refraining from harming innocents, telling the truth at all times or even refraining from damaging nature. These precepts are loose, however, and many people feel that ascendants don’t even follow them at all. Nonetheless, whenever an ascendant does break one of her precepts, she loses one daily use of her soul abilities (see below).

Fast Movement (Ex): A Drifting Petal Ascendant increases her move speed by ten feet as long as she is not encumbered.

Soul Abilities (Su): Drifting Petal Ascendants are able to channel the power of their own indomitable souls into devastating attacks, or powerful defenses. At first level, she may learn any one of the following abilities, and learn another every odd-numbered level thereafter. A Drifting Petal Ascendant can use these abilities a number of times per day equal to her class level + her charisma modifier.

A detailed list of soul abilities is presented below.


Aloe Charm: The ascendant can manipulate her soul’s force to heal others. As a full round action, the ascendant may sacrifice up to her class level in hit points, healing a creature an amount equal to her charisma modifier plus 1d6 hit points for each hit point sacrificed.

Breeze Rider: The ascendant can increase her speed temporarily. She gets a dodge bonus to AC equal to half her class level rounded down (minimum of +1) and an increase in movement speed of 5 feet. This lasts for one round per point of charisma bonus. Initiating this ability is a move action.

Imposing Glare: Using nothing more than an intense glare, an ascendant can instill fear in her opponents. This ability can be used on any foe within line of sight as a standard action. The target must make a Will save (DC 10 + class level + ascendant’s charisma modifier) or become frightened for one minute per class level.

Rose Thorns: At a moment of injury, the Drifting Petal Ascendant can lash out with supernatural force against a foe that has wounded her. As an immediate action, she may inflict 1d6 per class level + her charisma modifier in damage to any creature that damages her in melee. A successful Will save (DC 10 + class level + the ascendant’s charisma modifier) halves the damage.

Sakura Storm: The ascendant channels her power into an attack of speed, rather than strength. As a full round action, the drifting petal ascendant can make up to two attacks, at her highest attack bonus, against each opponent within reach. She adds her charisma bonus (if any) to her damage.

Soul Shield: The ascendant gets spell resistance 15 + her class level for a number of rounds equal to her charisma modifier. Initiating this ability is a move action.

Soul Smite: The ascendant channels her resolve into a single powerful blow. As a standard action, she makes a single attack at her highest attack bonus, adding her charisma bonus to the attack roll. The critical threat of her weapon is doubled for this attack, and she deals an additional 1d6 damage per class level on a successful hit. This increase in threat range does not stack with keen weapons or the improved critical feat.

Spirit Ivy: The ascendant can channel her soul outwards to incapacitate her foes without harming them. As a full round action, the ascendant can create an aura that assaults the minds all creatures within a 15-foot radius. All affected creatures must make a will save (DC 10 + class level + ascendant’s charisma modifier) or be dazed for 1d4 rounds.


Unbreakable Resolve (Su): At second level, the Drifting Petal Ascendant becomes immune to all fear effects and charm effects.

Spiritual Grace (Su): At second level, a Drifting Petal Ascendant gains a bonus on all saving throws equal to her charisma bonus (if any).

Bonus Feat: At level three, and every three levels afterwards, the Drifting Petal Ascendant may choose a bonus feat drawn from the same list as fighter bonus feats. For the purpose of meeting prerequisites, the ascendant may use half her class level (rounded down) as an effective fighter level.

Iris Ascension (Su): The ascendant’s travels and personal reflection have led her to a sublime understanding of the human soul and the human mind. At fourth level, she gets may add her charisma bonus (if any) to all Sense Motive checks against humanoids. Furthermore, she can discern the alignment of any creature she sees for at least one minute. If the creature is attempting to conceal its alignment, she makes a sense motive check opposed by a bluff check by the creature. This ability cannot overcome the undetectable alignment spell.

Ivy Ascension (Su): At fifth level, the ascendant focuses her soul on carrying out her sublime mission on the field of battle. She gets a +2 on all checks to execute trips, disarms, grapples and bull rushes. She also gets a +2 on all checks to resist them. She automatically succeeds on all saving throws to survive massive damage. The ascendant increases her dexterity score by 1.

Spiritual Purity (Su): At sixth level, the ascendant becomes immune to all possession effects. Furthermore, she gets a +4 sacred bonus to AC against all ethereal creatures.

Aster Ascension (Su): The soul of an ascendant is so pure that its presence manifests in her physical appearance. At seventh level, the ascendant’s body can never suffer permanent damage such as scars, burns and other skin defects; she is still susceptible to severe damage such as grievous wounds or mauling, but she always heals cleanly. Additionally, the purity of her soul exerts a positive force on her body, giving her a +2 bonus on saving throws against poison and disease. The ascendant increases her charisma score by 1.

Rose Ascension (Su): The ascendant’s soul manifests as more than just a glow of radiance, intensifying in times of tension into a terrifying aura. All creatures trying to attack her and all creatures she attempts to attack must make a will save (DC 10 + class level + ascendant’s charisma modifier) or be shaken for the rest of the encounter. A creature that succeeds on the save is immune to the effect for the rest of the encounter. This ability is a mind-affecting fear ability. The ascendant increases her charisma score by 1.

Timeless Body (Ex): At ninth level, a Drifting Petal Ascendant stops aging and cannot be magically aged. Any age penalties already accrued remain in place, however, and she still dies when her natural life span expires.

Sakura Ascension (Su): At tenth level, the ascension of a Drifting Petal Ascendant is complete. Her devotion and purity have brought her to a level that is almost beyond mortal. Her type changes to Outsider [native] and she no longer needs to drink, eat or sleep. She increases her dexterity score by 1 and her wisdom score by 1.

In addition, the force of her soul is strong enough to overcome death on its own. Should the ascendant die from any reason other than finishing her natural life span, she returns to life 1d6 days later. This only works if the ascendant’s body has not been largely or completely destroyed. The ascendant may choose not to return to life is she feels her duty has been accomplished whether by her dying actions, or by her allies. The ascendant can only use this ability once per year.

Ex-Samurai

Level 1-5: Regains use of kiai smite ability.
Level 6-10: Regains use of staredown ability and all improvements thereof.
Level 11+: Each level above ten can be replaced with a level in Drifting Petal Ascendant.


Ex-Knights

Lawful: An ex-knight who remains lawful (thus lawful good) regains use of all her knight's challenge abilities and the abilities that require uses of her knight's challenge ability. Levels above ten can be replaced with Drifting Petal Ascendant levels.
Non-lawful: An ex-knight who is no longer lawful gains the following instead:
Level 1-5: An additional daily use of Soul Abilities.
Level 6-10: Another additional daily use of Soul Abilities.
Level 11+: Each level above ten can be replaced with a level in Drifting Petal Ascendant.


PLAYING A DRIFTING PETAL ASCENDANT
Being a Drifting Petal Ascendant is a path difficult to understand. Ascendants are warriors first and foremost, but deep inside long for peace. They see mortals as flawed, but know only mortals can save the world. They are scorned by the world for their vague principles, and have accepted their lonely fates. Nonetheless, ascendants are generally willing to share their philosophies to those who are willing to listen.

Combat: Combat is rarely a first choice for Drifting Petal Ascendants. Most ascendants prefer to use their skills at intimidation and disabling to deal with minor enemies, reserving their true strength for beings they have deemed truly evil. Against such chosen foes, they always seek to end battles as quickly as possible. They use their soul abilities like Spirit Ivy and Sakura Storm to get past lesser foes, always seeking to eliminate their main targets first. Once in melee with their primary targets, they let loose their full offensive power.

Ex-knights and Ex-samurai continue to use what tactics they once employed, although they often lighten their armor to allow them to maneuver across the battlefield more freely.

Advancement: Having forsaken their earlier paths in life, Drifting Petal Ascendants tend to begin diverging rather swiftly. They advance themselves in ways in which they can best help others, while still honing their martial skills to combat evil. Some advance as rogues to diversify their talents, while others who seek primarily martial strength may learn the techniques of the Nine Swords as warblades or swordsages. The path of the Drifting Petal, while philosophical and intellectual, rarely encourages magic. Likewise, because of the unique ideology it holds, even the most chaotic or lawful of ascendants rarely become barbarians, paladins or crusaders.

Resources: Drifting Petal Ascendants are often vagabonds with no true affiliations. Given their strong force of personality, though, they almost always catch the public eye. Most are welcomed in oppressed societies, and some even gain small armies of peasants-turned-warriors. Beyond that, an ascendant has nothing but her sword, her name and her spirit to draw on.

DRIFTING PETAL ASCENDANTS IN THE WORLD
Everything I have stolen I will return! For every life I have taken I shall repay ten hectares of land! I swear all this on my life and my land! Please... spare me...
-The Late Daimyo Ono Komamura, held at bladepoint by Shiro, the White Flower of Death

Drifting Petal Ascendants are generally perceived based on the social tier of the person observing. Emperors, kings and other political leaders tend to look on them with scorn and, often, fear. Religious leaders can either sympathize with them or hate them, depending on their particular beliefs. Vassals, retainers and knights -the group to which ascendants once belonged- feel a sense of rivalry with them as well as a sense of duty to take them down. Among commoners, especially in poorly governed lands, Drifting Petal Ascendants are seen as god-sent heroes.

Daily Life: Ascendants generally go from place to place, seeking tyranny to overthrow, bandits to combat and innocents to defend. On the road, an ascendant lives austerely, spending the mornings in meditation, the evenings in martial training and everything in between walking or riding. When engaged in a mission, they actively seek what resources they can get to aid them, and gather as much information as they can. Ascendants almost never begin an undertaking without significant information. An uninformed judgment is an unjust one, after all.

Ascendants are also generally helpful people. They are predisposed to doing small things to help common people whenever they can. However, because of the almost supernatural presences they have, some people find them difficult to approach for help.

Notables: Hunted by armies and mobs from various liege lords and social parties, it is rare that any ascendant should avoid fame or infamy for long. Whether for their actions, their supernatural charisma or their awe-inspiring beauty on the battlefield, Drifting Petal Ascendants often inspire admiration and fear all at once.

Most famous among all ascendants is a man known only as Shiro, who earned the title of White Flower of Death, inspiring the very idea of a Drifting Petal Ascendant. Shiro was once a great general, and his lord went so far as to name him as his successor, despite having three sons capable of taking his place as liege. One day, however, Shiro was ordered to burn an entire city to slow an enemy advance. Haunted by the dying screams and the baleful looks from his own troops, Shiro turned on his lord. He slew him and took to the road. His legacy continued for twenty years, during which he toppled the corrupt empire to which his liege belonged.

Another known ascendant is the half-elf Mitsuhide Sakura. While Shiro was misunderstood as a heartless terror soaked in the blood of thousands, Sakura was idolized as a savior of the common folk, and a vision of unparalleled beauty on the battlefield. She dedicates her life to battling bandit lords and thief princes, although she has also taken down a number of corrupt governors.

Organizations: No organizations call together any large number of Drifting Petal Ascendants. Many ascendants may become leaders of militant or guerrilla groups for some time, however, and a few attract permanent followings in the form of small war bands.

NPC Reaction
Higher level ascendants tend to provoke a sense of awe and wonder by their mere presence. NPCs in a position of power would have likely heard of an ascendant's actions, and would treat them with hostility, but temper it with caution. To NPCs of lower station and power, respect or fear are the dominant emotions. Much to the satisfaction of the ascendants, such sentiments mean that open hostility isn't common from the masses.

DRIFTING PETAL ASCENDANTS IN THE GAME
A Drifting Petal Ascendant functions as a powerful melee combatant capable of holding her own against multiple opponents, just like the knight or samurai she once was, but more efficient when neutralizing weaker foes to duel against primary targets.

Adaptation: Drifting Petal Ascendants can be placed in a loose organization that shares some ideologies, while agreeing to disagree on others. Because of their decisions to reject all mortal lords, Drifting Petal Ascendants can never be part of an organization with a fixed hierarchy. Building on this, DMs may choose to limit them to being Chaotic Good, and turning them into tenacious liberators of the people.

Encounters: Unless they are bound to the service of a mortal power, most PCs may be able to maintain peaceful contact with Drifting Petal Ascendants. However, because of their limitless devotion to their vague principles, many ascendants take measures that can be seen as anarchic or extremist. Such ascendants are more likely to draw the attention and ire of the PCs.

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


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

Pramxnim
2009-05-25, 08:37 AM
Sin Knight

http://i38.photobucket.com/albums/e123/No_SushiVN/0a26d24381eeaa10286e60b9f1046b8b-1.jpg

Raven Blackheart, a Sin Knight pursuing Lust

More often than not, sins are unwanted in the world of mortals. Yet, who can confess to not having committed a single sin in their lifetime? It is common belief that the gods punish those who are sinful, but even the gods are guilty of sin themselves. Those who realise this sometimes choose to embrace their sinful natures instead of shunning them, awakening to find themselves agents of sin. Former knights who follow this philosophy are called Sin Knights.

BECOMING A SIN KNIGHT
Most sin knights are former knights in training who have come to the realisation that sins can be a source of great power. Their philosophy is alien to most, and rarely do two sin knights cross paths. However, there have been rumours going around of an organisation who selects and trains individuals to become sin knights. The organisation's members were all once knights, sworn to chivalry and honourable conduct. Once they become sin knights, those ideals often take the back seat, if not forgotten entirely. That said, not all sin knights follow the path of evil once they become one. The organisation is entirely neutral, and some members will use their powers for good.

ENTRY REQUIREMENTS
BAB: + 7
Skills: Intimidate 10 ranks
Special: Must have the Knight's Challenge class feature
Special: Must have violated your Knight's Code, must have committed at least one of the seven deadly sins

Class Skills
Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str) Knowledge (Nobility and Royalty), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis)
Skills Points at Each Level: 4 + int

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+2|Fallen from grace, fighting challenge, knight's challenge, path of sin

2nd|
+2|
+3|
+0|
+3|Sinful Indulgence

3rd|
+3|
+3|
+1|
+3|Path of Sin

4th|
+4|
+4|
+1|
+4|Augment Sinful Ability

5th|
+5|
+4|
+1|
+4|Path of Sin

6th|
+6|
+5|
+2|
+5|Sinful Indulgence

7th|
+7|
+5|
+2|
+5|Path of Sin
[/table]

Weapon Proficiencies: A Sin Knight gains no additional weapon or armour proficiencies.

Class Features

Fallen from Grace: Having not just committed, but also embraced the seven deadly sins, a former knight taking this prestige class may no longer take any additional levels in knight. In addition, he is banned from using any of his previous Knight's Challenge abilities (with the exception of Fighting Challenge, as detailed below). Lastly, he no longer needs to adhere to a knight's code.

Fighting Challenge (Ex): A sin knight may have fallen from grace, but he firmly believes there is honour in embracing one's primal nature. You add twice your sin knight class levels to your knight levels to determine the bonus of your Fighting Challenge class ability. Your effective knight level (EKL) may not exceed your character level in this fashion.

Knight's Challenge: You add twice your sin knight class levels to your knight levels to determine the number of times per day you may use your Knight's Challenge class ability and the DC of abilities derived from it. Your effective knight level may not exceed your character level in this fashion.

Path of Sin: At 1st level and every 2 levels thereafter, a sin knight continues his journey down a path not many would take. He chooses one of the seven deadly sins (Gluttony, Lust, Sloth, Greed, Envy, Pride, Wrath) and gains, in order, the abilities associated with that sin at each level this ability is gained.


Envy
"You shall not covet your neighbour’s house; you shall not covet your neighbour’s wife, or male or female slave, or ox, or donkey, or anything that belongs to your neighbour."
You have chosen to embrace the sin of Envy. You covet and seek to possess what others have that you don't.


Chameleon (Su): At 1st level, your envious nature leads you to try to become others. You gain the shapechanger subtype. In addition, you add bluff and disguise to your class skill list, and you gain the ability to use an Alter Self effect once per day per class level. The effect lasts for 1 hour per EKL or until dismissed.
Silver Tongue (Ex): At 3rd level, you have mastered the ways of words and lies to misdirect others and cover your ugly personality. You gain a +6 competence bonus to bluff. In addition, you can weave webs of lies and deceit even in battle, bringing confusion to the enemy's ranks.
As a swift action, you may expend 1 use of your knight's challenge ability to cause one opponent within 100 feet to make a Will save (DC 10 + 1/2 EKL + Cha mod) or be confused for 1d4+1 rounds. The target of this ability must have an intelligence of 3 or above, though you may still use this ability even if the target does not possess a language.
Strength in envy (Su): At 5th level, you become stronger when faced with beings of greater strength. You gain a +1 to attack and damage rolls, as well as a +4 dodge bonus to AC against creatures with a CR higher than your character level. In addition, as a swift action, you may expend 2 uses of your knight's challenge ability to gain an untyped bonus to one of your ability scores equal to the difference in that ability score and the corresponding score of a creature whose HD is greater than your character level within 100 ft. This bonus lasts until the end of the encounter (and it may not exceed +8). You may only target one creature at a time with this ability, and even then, you may only target two of its ability scores at the same time.
Example: Martel the Knight 7/Sin Knight 5 with a strength of 14 uses this ability against an adult Black Dragon and boosts his strength to 22 (the Black Dragon's strength is 23, but Martel may only boost his strength by 8)
What's yours is mine (Ex): At 7th level, you become able to assume even more abilities from your foes. As a swift action, you may expend 3 uses of your knight's challenge ability to force a creature within 100 ft to make a Will save (DC 12 + 1/2 EKL + Cha mod). If it fails its save, you obtain all of the creature's natural weapons or one of its extraordinary special attacks or qualities derived from race, racial HD or class. You count your EKL as racial HD or class levels in a relevant class to determine the strength of the ability you obtained.


Gluttony
"Be not among winebibbers; among riotous eaters of flesh: For the drunkard and the glutton shall come to poverty: and drowsiness shall clothe a man with rags." Proverbs 23:20-21
You have chosen the sin of Gluttony. You seek to be the all-devourer of things both mundane and magical in nature.


Improved Fortitude (Ex): At 1st level, your gluttonous nature makes you more resistant to poison and acid effects. You gain a +6 bonus on fortitude saves against poison, as well as acid resistance 10. At 5th level, you gain immunity to poison. At 7th level, your acid resistance increases to 20. This resistance stacks with any resistance to acid you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.
Bite of the glutton (Ex): At 3rd level, you would just as well devour a foe as slay him with a weapon. You gain a primary bite attack that does 2d8 + 1 ˝ Str in damage. If you already have a bite attack, use the one with the higher base damage. In addition, you may expend 1 use of your knight's challenge ability as part of a bite attack (which means you can use this ability as part of a full attack) to deliver an injury poison that does 1d6 primary and secondary Con damage (Fortitude save DC 10 + 1/2 EKL + Con mod for half), in addition to the bite damage itself.
Devour Magic (Su): At 5th level, you can turn arcane energy into life force, while draining that energy from an opponent. As an immediate action, you may expend 2 uses of your knight's challenge ability to make a special dispel check (d20 + EKL) against spells and effects cast on yourself (targeting one spell or effect at a time). You gain an amount of temporary hp equal to twice the spell level of the spell or effect that you managed to dispel with this ability.
In addition, you may expend 2 uses of your knight's challenge ability as part of a bite attack against a target (friend or foe). If your attack(s) (assuming you can make more than one bite per round) hit(s) (dealing no damage), you may then make the dispel check(s). The target must then make a Fortitude save (DC 10 + 1/2 EKL + Con mod) or lose one spell slot of the highest spell level it can cast. If it no longer has any spell slots of that level available, it then loses a spell slot of the next highest level.
Get in mah belly (Su): At 7th level, you devour all that is in your path. As a standard action that does not provoke an AoO, you may expend 3 uses of your knight's challenge ability to attempt to swallow an opponent whole. The target must be one size larger than you or smaller. You attack with your bite attack, and if it hits, the target must make a Fortitude save (DC 12 + 1/2 EKL + Con mod) or be swallowed into a pocket stomach dimension for a number of rounds equal to your EKL. The victim takes 2d8+12 bludgeoning damage and 12 acid damage per round while in the pocket dimension. The victim can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the stomach dimension (AC = your AC). A creature that successfully exits appears to cut its way free from your stomach (despite not actually doing so), appearing in a space adjacent to you. You take 35 points of backlash damage that is not reducible by any means every time a creature escapes from the pocket dimension.


Greed
"He who loves money never has money enough" cf. Sirach 5:8
You have chosen the sin of Greed. You seek to hoard material possessions to satisfy your endless desire for them. Eventually, you learn how to use what you have amassed to your advantage.


Greed is good (Ex): At 1st level, you have learned that one can never have enough material possessions. Your intuitive knowledge of mundane and magical treasures is unmatched. You add Appraise to your class skill list, and you are always considered to have full ranks in it. In addition, you may expend 1 use of your knight's challenge ability as a standard action to cast Identify without providing a costly material component.
Entrepreneur (Ex): At 3rd level, you become a master of trades, gaining bargain prices wherever you choose to ply your trade. You gain a +6 competence bonus on all Profession checks, and you may make a Profession (Entrepreneur) check, using only your skill ranks, Wisdom modifier and the competence bonus from this ability to haggle the prices of an item on the market. The DC for this check is 15 + the item's level (see Magic Item Compendium, p 226 for a table on how to determine an item's level). If you beat the DC, you may buy or sell the item in question at a price 10% lower/higher than the original. For every 5 points you beat the DC by, you gain another 10% increase/decrease, up to 50% of the original price. This is further expressed in the table below.

{table=head]Check result|Increase/decrease in price
DC + 1-4|10%
DC + 5-9|20%
DC + 10-14|30%
DC + 15-19|40%
DC + 20-24|50%
[/table]

Coin Toss (Ex): At 5th level, you learn that sometimes to gain more, you must sacrifice what you have. As a standard action that does not provoke an AoO, you may expend 2 uses of your knight's challenge ability to offer a sacrifice in gold pieces (or an item of equal value) to the Goddess of Wealth in order to smite your enemies. This ability affects all targets in a 20-ft spread within 100-ft of you, and for every 100gp you sacrifice, you deal 1d6 bludgeoning, piercing or slashing damage, with a limit of 4d6 damage per Sin Knight class level. Opponents may make a Reflex save (DC 10 + 1/2 EKL + Cha mod) for half damage.
Phantasmal Thief (Su): At 7th level, your desire to possess manifests itself into an incorporeal thief that does your bidding. You may expend 3 uses of your knight's challenge ability to cast Phantasmal Thief (Spell Compendium, p155) with a caster level equal to your EKL. The phantasmal thief receives a bonus on all its checks equal to your sin knight class level.


Lust
Ye have heard that it was said by them of old time, Thou shalt not commit adultery: But I say unto you, That whosoever looketh on a woman to lust after her hath committed adultery with her already in his heart. (Matthew 5:27 - 28)
You have chosen the sin of Lust. You seek to perverse love and enthrall others to your will.


Deadly Charm (Ex): At 1st level, you learn to weave your way into people's hearts, enticing them to do your bidding. You add Gather Information to your class skill list. In addition, as a standard action that does not provoke an AoO, you may expend 1 use of your knight's challenge ability to force a target within 100 ft to make a Will save (DC 10 + 1/2 EKL + Cha mod) or suffer the effects of a Charm Person spell.
Tongue of Gold (Ex): At 3rd level, you learn how to make others do as you wish by relying not on deceit but on honey-sweet words and charms alone. You gain a +6 competence bonus on Diplomacy. In addition, as a swift action, you may expend 1 use of your knight's challenge ability to issue a command to a target within 100 ft, friend or foe. The target is forced to make a Will save (DC 10 + 1/2 EKL + Cha mod) or be subject to a Command spell, with the following exceptions:
You may command the target to attack a specific creature or object by physical means only. Furthermore, the effects of the spell last for 1 round per EKL, and you may change the command after each round. At the start of each of the commanded creature's action after the first, it gets another Will save to attempt to break free from this effect.
Cease thy insolence (Su): At 5th level, your words have such a magical effect on others that they become rooted to the spot. As a standard action that does not provoke an AoO, you may expend 2 uses of your knight's challenge ability to force an opponent within 100 ft to make a Will save (DC 10 + 1/2 EKL + Cha mod) or suffer the effects of a Hold Monster spell.
Song of Discord (Su): At 7th level, your way with words and songs leaves your foes at each other's throats. As a standard action that does not provoke an AoO, you may expend 3 uses of your knight's challenge ability to force all foes (not allies) within 100 ft to make a Will save (DC 12 + 1/2 EKL + Cha mod) or suffer the effects of a Song of Discord spell.


Pride
"God is stern in dealing with the arrogant, but to the humble He shows kindness." Proverbs 3:34
You have chosen the sin of Pride. You have the utmost confidence in your own abilities, often to the point of arrogance.


Improved Fighting Challenge (Ex): At 1st level, your desire to seek out stronger opponents to fight knows no bounds. The bonus to your fighting challenge ability increases by +1. At 4th and again at 7th level, this bonus increases by another +1. However, once you have issued the challenge, you refuse to accept any indirect support from your allies in defeating your quarry. You willingly refuse to benefit from any healing or beneficial spells cast on you by your allies. You must make the saves for beneficial spells and do not receive any healing at all.
Superior Test of Mettle (Ex): At 3rd level, you regain your Test of Mettle ability (or you gain it if you don't already have it), with the following changes:
Any creature may be affected by this ability, with no restrictions. Furthermore, the Will save DC to resist this ability increases by +2, and its effects do not end if someone other than you attacks an affected target. Lastly, if a target that fails its Will save does not attack you or include you in its attack in a round, it suffers a -4 penalty to AC against your attacks until the start of its next turn.
Vigilant Defender (Ex): At 5th level, you become even more vigilant in protecting your allies and thwarting your enemies. You gain the Vigilant Defender Knight class ability if you don't already have it, and you add twice your sin knight class levels to your knight levels (your EKL may exceed your character level for this ability alone) to determine the increase in the Tumble check DC an opponent must make to avoid an attack of opportunity by moving through your threatened area or your space. In addition, if an opponent you threaten makes an attack against a target that is not you, you may expend a use of your knight's challenge ability as a free action to make an attack on that opponent. This counts towards your total number of AoOs in that round. If struck, your opponent must make a Fortitude save (DC 15 + damage dealt) or lose the action.
Deathless Pride (Ex): At 7th level, your stubborn pride denies even death from taking you. You gain the Diehard feat, even if you do not meet the prerequisites. In addition, you do not die when reaching -10 hps. Instead, you die when reaching - (10 + your Constitution score) hps, and the benefits of the Diehard feat apply while taking into account this change. Finally, if you are reduced to 0 or fewer hit points by an attack or effect that otherwise leaves your body intact, you may expend 3 uses of your knight's challenge ability as an immediate action to set your hp to 1.


Sloth
"His master replied, `You wicked, lazy servant! So you knew that I harvest where I have not sown and gather where I have not scattered seed?" Matthew 25:26
You have chosen the sin of Sloth. Your laziness results in changes that would render you impervious to harm.


Armoured in life (Ex): At 1st level, you lazily decide to forgo trivialities such as donning armour. You lose all armour proficiencies. If you would later gain some form of armour proficiency (such as by multiclassing or taking a feat) you may choose at that time to gain that proficiency, but you then lose this class feature.
Benefit: You gain the extraordinary ability to harden your skin into a thick hide that protects you like armour. This hide requires 8 hours to grow, but this process can take place at night while you are sleeping.
Your hide grants you an armour bonus to AC equal to 8 + 1/3 your EKL. In addition, you gain DR/- equal to your sin knight class levels.
Your hide is treated as medium armour for the purpose of determining your speed and whether you can use class features or other special abilities. It allows a maximum Dexterity bonus of +2 and has an armour check penalty of -4. You can sleep in your hide without penalty. You cannot wear any other armour while your hide is present.
Your hide isn't treated as armour for the purposes of being affected by spells or other abilities. You can't grant it an enhancement bonus with magic vestment, nor can you imbue it with special properties, as you could with a normal suit of armour.
You can't take off your hide, but you can choose to shed it. Doing this requires 10 minutes of concentration and results in you sloughing off a pile of scale-like skin that crumbles to dust if handled.
Special: If you gain this ability through sinful indulgence, your armour bonus to AC is 4 less than normal, and you only gain DR/- equal to 1/2 your sin knight class levels.
Elemental Resistance (Ex): At 3rd level, you become even harder to destroy, a veritable wall that refuses to budge even in the face of peril. You gain resistance to two types of energy (Acid, Cold, Electricity, Fire, Force or Sonic) equal to three times your sin knight class levels. The choice cannot be changed after this ability is gained.
Greater Sustenance (Ex): At 5th level, you no longer need trivial things like sleep, food, water or even air to survive.
Mountain Stance (Ex): At 7th level, you can assume a defensive stance that seemingly increases your size as well. As a swift action, you may expend 3 uses of your knight's challenge ability to enter the Mountain Stance, gaining phenomenal durability though you cannot move from the spot where you stand. While in this stance, you gain a +6 bonus to Constitution, a +6 armour bonus to your AC that stacks with your armoured in life ability, and a +2 resistance bonus on all saves that last for 3 + your newly improved Con mod in rounds. The increase in Constitution increases your hit points by 3 points per level, but these hit points go away when the ability’s duration expires or when the character chooses to end it (a free action). These extra hit points are not lost first the way temporary hit points are. While using this ability, you take a –20 penalty on any Dexterity-based skill checks. You are immune to bull rush and trip attacks. Finally, you are considered to have the reach of a tall creature one size larger (up to Huge) for the duration of this ability. This increase in reach does not stack with any other feat, spell, spell-like ability, supernatural ability, racial feature, or class feature that increases your reach.


Wrath
"Whoever is angry with his brother will be liable to judgment" Matthew 5:22
You have chosen the sin of Wrath. Your anger defines you and fuels your actions. You forgo defence in favour of offence and denying your opponents their chance to act.


Reckless Fury (Ex): At 1st level, you learn to tap into your anger and direct it against those who would wrong you, heedless of the dangers it might incur. As a free action, you may expend a use of your knight's challenge ability to enter a state of fury for a number of rounds equal to 5 + your Con modifier. In this state, you gain a +1 morale bonus on all weapon damage rolls and a +2 morale bonus to Will saves, but suffer a -1 to AC. The bonus and penalty increases with each sin knight level you have, to a maximum of +7/-7 at 7th level. In addition, you may sacrifice your AC to add +2 to all weapon damage rolls in a round per point sacrificed, up to a maximum of your sin knight class level. This ability counts as the barbarian's rage ability for purposes of qualifying for feats and prestige classes.
Whirlwind of Blades (Ex): At 3rd level, your relentless attacks leave your opponents no time to launch their own counterattack. While in a state of reckless fury, you gain an additional attack at your highest base attack bonus on a full attack or on an attack using a standard action. In addition, an opponent that you hit three times or more in a round must make a Fortitude save (DC = damage dealt) or be unable to make any attacks (whether it is a weapon attack, spells, spell-like abilities, supernatural abilities etc.) against you while he remains within your threatened area. He may still perform any actions that would remove him from your threatened area, but any actions that provoke AoOs still do so as normal.
Focused Fury (Ex): At 5th level, you learn to better channel your wrath, no longer compromising your defences while fighting. You no longer suffer the AC penalties for being in a state of fury. In addition, you may force opponents you threaten to focus solely on you, denying them their concentration on other tasks. As an immediate action, you may expend 2 uses of your knight's challenge class ability to force an opponent within your threatened area who is making a concentration check to reroll their check with a penalty equal to twice your sin knight class levels. You may declare this ability after the die is rolled but before the result is announced.
Zantetsuken (Ex): At 7th level, you learn to channel your wrath into a single point, waiting to be unleashed on unsuspecting enemies. As a full round action, you may expend three uses of your knight's challenge ability to enter a state of utter calm while you anticipate your opponent's move to intercept him. In the round you where you activate this ability, you are considered to threaten an area equal to your movement speed +1 square or the range of your weapon, whichever is larger (e.g. A human sin knight using a greatsword is considered to have a threat range of 7 squares). If an opponent triggers an AoO from you in the same round, you may immediately make an attack against him. You move towards him to make this attack (if not using a ranged or thrown weapon) and should it hit, you deal an additional 15d6 damage and interrupt the opponent's action. Opponents hit by this attack must make a Fortitude save (DC 12 + 1/2 EKL + Str mod) or be dazed for 1 round. Even if they are immune to the effect, they are still dazed. You may only use this ability every 2d6 + 1 rounds.




Sinful Indulgence (Ex): At 2nd and 6th level, you either choose to focus more on the sinful aspects chosen at 1st level, or embrace another sin.
If you choose to focus on one sin, you may either increase the save DC for abilities derived from that sin by 1 or increase your EKL by 2 each time you take this ability. Your EKL still may not exceed your character level in this fashion
If you choose to embrace another sin, you gain the 1st ability of that sin when you take this ability. The 2nd time you do this, you may choose to gain the 2nd ability of a previously chosen sin or gain the 1st ability of another sin.

Augment Sinful Ability (Ex): At 4th level, you gain additional benefits based on the main sin that you chose at 1st level in this class.


Envy: Your competence bonus to Bluff increases to +10, and you may target up to 3 opponents with your silver tongue ability by expending a corresponding number of uses of your knight's challenge ability.
Gluttony: You may now make up to 2 bite attacks in a full attack. In addition, you gain a +4 bonus on your dispel checks with the devour magic ability.
Greed: Your competence bonus to Profession increases to +10, and you may increase or decrease the price of an item that you sell or buy by up to 60% with your entrepreneur ability.
Lust: You may now use Charm Monster with your deadly charm ability, and the DC for that ability is increased by +2. Your competence bonus to Diplomacy increases to +10.
Pride: The bonus of your fighting challenge ability increases by another +1. In addition, you gain an extra attack of opportunity in a round.
Sloth: The maximum Dexterity bonus and armour check penalty for your hide improves by 2 each (to +4 and -2 respectively). In addition, you may choose to gain resistance in a third element equal to twice your sin knight class level.
Wrath: You gain a +2 morale bonus to attack rolls while in a state of fury, and your morale bonus to Will saves increases to +4.


PLAYING A SIN KNIGHT
Sin knights are very diverse, and rarely do two sin knights share the exact same features. As such, a sin knight plays differently depending on the player. Charisma is very important for all sin knights, while Constitution is important for those who chose Gluttony, Sloth or Wrath.
Combat: Each sin represents a different style of combat, but all conform to a rule: they all rely on the knight's challenge ability.
Advancement: A sin knight's advancement depends a lot on the player's choice at first level.
Envy changes and adapts depending on the opponent.
Gluttony provides an anti-magic approach.
Greed provides a new use for money in combat.
Lust uses charm and compulsion to disable opponents.
Pride favours direct confrontation and protecting its allies.
Sloth is the embodiment of an impregnable wall in combat.
Wrath focuses on overpowering attacks that deny an opponent its actions.
A secondary or even tertiary sin may be chosen at second and sixth levels to further customize the character. Most if not all sin knights continue down the path of a martial character in the end.
Resources: The Bible, Exodus and various other religious scripts provide more information on the seven deadly sins. Wikipedia also has some relevant texts. If all else fails, a player's improvisation is all it takes to play a sin knight well.

SIN KNIGHTS IN THE WORLD
“She 'ad the tongue of the devil, ah swear. Ah just couldn't resist her words. An' a gesture from her can hold you in place!” a town guard, talking about Raven Blackheart

Sin Knights are often seen as villainous entities, ones who have turned away from the righteous path. Those knights who reveal themselves are shunned and often faced with hostile intents.
Daily Life: Contrary to popular belief, a sin knight's day does not consist of solely satisfying his or her desires. In fact, the urge to commit a sin for a sin knight is often weaker than a normal person's. Such desires and urges arise and are resolved mostly during combat, a common encounter for an adventuring sin knight.
Notables: Sin Knights are secretive beings when it comes to their own nature. However, rumours abound that there are very powerful sin knights whose actions leave a great amount of impact on the world and its occupants.

Brad the Brutal was the tyrannical king of a militant country whose exploits have become legendary. He started many great wars that devastated nearby kingdoms and continuously expanded his influence and power. So great was his army that no other force in the realm stood a chance. It wasn't until heaven itself intervened and obliterated Brad's capital city did the carnage stop. Brad himself was most famous for his terrible deeds on the battlefield. His blades were a blur to those who witnessed them, and his enemies never got a chance to draw their weapon before they were already slain. Word of mouth has it that Brad was a Sin Knight who pursued the path of Wrath.

Nightingale is a thief of great renown, stealing from the rich and giving to the poor. There are very few who have witnessed her, and those that have claim that she exuded a charm not of this world. Many a corrupt nobleman have fallen to her feminine wiles, and even elite guards turn their swords on each other at her whim. Despite her notorious reputation as a thief, Nightingale has never taken a life, and all of her spoils went to aid those in need of them most.

Organizations: The secretive organisation that seeks out and trains sin knight is but a subdivision of a greater order known only as Seven, after the number of paths sin knights most often pursue. Protected by powerful glamers and illusions, the establishments of Seven are only revealed to members and potential recruits. The order itself contains many opposing factions, but the upper echelon have always kept a neutral approach while satisfying all sides within the order. That said, Seven sends its members on all kinds of missions, especially those requiring a darker approach than normal adventuring guilds are willing to take.

Once every two years, members of Seven are invited to gather to a secret tournament, known only as Sinfest. Details about this tournament are always kept under wraps, but it is believed that subdivisions of Seven gather to test their mettle against each other in a contest of skills the likes of which the world has scarcely seen.

NPC Reaction
The nature of a sin knight is not apparent at first glance, but the abilities that they exhibit often drive people away. Once they learn what a sin knight truly is, NPCs shun them and often display openly hostile intentions. However, those that have been treated kindly by sin knights know that the philosophy behind the class does not produce solely evil tyrants and villains.

SIN KNIGHTS IN THE GAME
Sin knights are an effort to provide more uses and variations to the knight's challenge ability, as well as to provide some PrC support for the Knight from PHB II. It is a tool for those who wish to play a knight mechanically while still fulfilling other roles in a typical adventuring party. On the other hand, an NPC Sin Knight can prove to be a challenging and flavourful villain.
Adaptation: The entry requirements could be changed so that the class is accessible to any class that has an ability similar to knight's challenge with a certain pool of energy to use (such as the Ninja from Complete Adventurer) with corresponding changes to the class features to reflect that.
Encounters: The encounter between PCs and sin knights won't always result in hostile action, especially if the sin knight manages to withhold his/her identity. PCs might even encounter sin knights who are after the same goal and strike up an unlikely alliance. Sin knights who pursue the path of Wrath are the most likely to start a fight, while the others will prefer to keep a low profile to avoid needless attention. They will mostly appear as warriors with strange personality quirks, with the exception of a sin knight of Sloth, whose strange appearance would immediately raise attention.

Sample Encounter
EL 15: Raven Blackheart, otherwise known as Nightingale, is a sin knight of Lust who uses her charms to steal from the rich and give to the poor. PCs will likely encounter wanted posters of her (with a horribly inaccurate artist's rendition), or catch her during a heist, only to have her escape right under their noses.

Raven Blackheart (Nightingale)
Chaotic Neutral Female Human Rogue 4/Knight 4/Sin Knight 7
Init +7, Senses: Listen +0, Spot +13,
Languages Common, Elven, Goblin, Gnome
------------------------------------------------
AC 22 , touch 13, flat-footed (19) (values are after transferring dagger of defending enhancement bonus)
hp 96 (15 HD)
Fort +10, Ref +9, Will +7
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Speed 30 ft. (6 squares)
Melee Dagger +17/+12/+7 (1d4-1) or Dagger +20/+15/+10 (1d4+2)
Base Atk +14, Grp +13
Atk Options Sneak Attack +2d6, Deadly Charm (Charm Monster, DC 25), Tongue of Gold (Command, DC 23), Silver Tongue (confused for 1d4+1 rounds, DC 23)
Combat Gear +3 Dagger of Defending, +1 Mithral Breastplate
Supernatural Abilities Chameleon, Cease thy insolence (Hold Monster, DC 23), Song of Discord (Song of Discord, DC 23)
-----------------------------------------------
Abilities Str 8, Dex 14 (16), Con 12, Int 14, Wis 8, Cha 18 (22)
SQ Evasion, Uncanny Dodge, Trapfinding, Trap sense +1, Armour mastery (medium), Bulwark of defence, shield block +1, Fighting challenge + 3, Knight's challenge (13 uses)
Feats Improved Initiative, Nimble Fingers, Mounted Combat (B), Weapon Finesse, Combat Expertise, Lucky Fingers (Complete Scoundrel, p79), Lucky Start (CS, p79), Unbelievable Luck (CS, p82)
Skills Bluff +26 (14), Climb +3 (4), Diplomacy +27 (7), Disable Device +13 (7), Disguise +18 (14), Gather Information +20 (14), Hide +10 (7), Intimidate +19 (11), Jump +3 (4), Knowledge (Nobility and Royalty) +13 (11), Listen +0 (1), Move Silently +10 (7), Ride +5 (2), Search +9 (7), Spot +13 (14), Open Lock +13 (7), Use Magic Device +13 (7)
*Numbers in parentheses show the number of skills ranks in each skill.
*Raven has a total of 146 skill ranks.
Skill Tricks Never Outnumbered (2), Social Recovery (2), Assume Quirk (2), Spot the Weak Point (2)
Possessions Gloves of Dexterity +2 (4000gp), Cloak of Charisma +4 (16000gp), +1 Mithral Breastplate (6350gp), +3 Dagger of Defending (32000gp), Wand of Lesser Vigor (30 charges, 450gp), Masterwork Thieves' Tools (100gp), 1 Acid Flask (10gp), 2 Smokesticks (40gp), 1 Tanglefoot bag (50gp)
Total 59000gp.

Nightingale, a Sin Knight of Lust and Envy, is a cunning thief who relies on her charming personality and lucky streaks to succeed on heists. She would disguise herself to gather information on her target before striking, charming or paralyzing any who would stand in her way before making a spectacular getaway. Driven by envy to collect valuable treasures from rich but corrupt nobles, Nightingale loses interest once she has acquired the items. She would then auction them off and donate the proceedings to the poor, keeping just enough to ensure future heists continue to be successes.
She had almost been compromised on more than one occasion due to her attachment to certain members of a target household (men and women alike), but so far, no one has been able to catch her, while the supposed “victims” of her “exploits” are left dazed and forlorn after her departure.

Aergoth
2009-05-29, 02:45 PM
Knight-Revenant

http://img38.imageshack.us/img38/6985/knightrevenant.png

The grave is no bar to my call- Theravus Dorn, Knight Revenant

Some are so persistent not even death can hold them back from completing their duties. Fallen paladins are sometimes called back into service from beyond the grave, for one last chance at redemption. Forced into the shape of undead, the Knight-Revenant is an indentured servant attempting to work towards atonement for their deeds.

BECOMING A KNIGHT-REVENANT
The ideal way to become a knight-revenant is to become an ex-paladin by falling, and then die without atoning.
ENTRY REQUIREMENTS
Base Attack: +6
Special: Must have fallen by becoming a non lawful alignment, or by breaking the code of conduct.
Special: Must have died without atoning.

Class Skills
The Knight-Revenant's class skills (and the key ability for each skill) are Concentration (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skills Points at Each Level: 2 + int

Hit Dice: d10

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

1st|
+1|
+0|
+0|
+2|Undead Type, Detect Evil, Smite Evil 2/day. Turn Resistance +2

2nd|
+2|
+0|
+0|
+2|Divine Retribution, Pronouncement of the Grave

3rd|
+3|
+1|
+1|
+3|Aura of Truth, Turn Resistance +4, Smite Evil 3/day

4th|
+4|
+1|
+1|
+3|True Death , Revenant’s Touch, Dead Mind

5th|
+5|
+2|
+2|
+4|Death Steed, Turn Resistance +6 , Pronouncement of Fate 1/week

6th|
+6/+1|
+2|
+2|
+4|Smite Evil 4/day, Revenant Sword

7th|
+7/+2|
+3|
+3|
+5|Turn Resistance +8, Pronouncement of Fate 2/week, Dead Soul

8th|
+8/+3|
+3|
+3|
+5| Smite Evil 5/day

9th|
+9/+4|
+4|
+4|
+6|Turn Resistance +10 Pronouncement of Fate 3/week, Dead Bones

10th|
+10/+5|
+4|
+4|
+6| Atonement[/table]

Weapon Proficiencies: A Knight-Revenant gains no armour or weapon proficiencies.
Undead Transformation (Su): As part of their pact, a Knight-Revenant agrees to be brought back as a skeletal champion, and changes their type to undead, with the benefits of this brings, with a few differences. A Knight-Revenant is not affected by Resurrection or True Resurrection. A Knight Revenant is not immune to ability drain, or level drain because of their unique nature. A Knight Revenant is not initially immune to mind-affecting effects, critical hits or energy drain.
Detect Evil (Sp): A Knight-Revenant can use detect evil as the spell at will.
Turn Resistance (Su): A Knight-Revenant becomes more and more resistant to turning as it gains levels. At the first level and every two levels thereafter it gains a +2 bonus to checks against being turned.
Smite Evil (Su): Once per day, a Knight-Revenant may attempt to smite evil with a normal melee attack. They add their charisma bonus (if any) to the attack roll and deal one extra point of damage per level of paladin and knight revenant. For every two levels of Paladin they had before becoming a Knight-Revenant, a Knight-Revenant gains an extra use of Smite Evil.
Divine Retribution (Su): At the second level, a Knight-Revenant gains supernatural resilience to damage. A Knight-Revenant gains DR 5/Good
Pronouncement of the Grave (Su): At the second level, a Knight-Revenant may make a Pronouncement of the Grave, once per encounter. Anyone within hearing of this otherworldly knowledge must make a will save (DC=10+ Paladin level+ Knight-Revenant level+ Cha Modifier) or be stunned for 1d4 rounds.
Aura of Truth (Sp): At the third level, a Knight-Revenant becomes the center of a Zone of Truth effect with a radius of 25’. This functions as the spell, except that the DC is the character’s Paladin and Knight-Revenant Levels + Cha Modifier+10.
True Death (Su): At the fourth level, a Knight-Revenant gains the ability to prevent resurrection. An evil aligned creature killed by cannot be resurrected without using a spell higher than the Knight-Revenant’s class level (at the time of the creature’s death), or by making a successful spellcraft check (DC=10+ Paladin level+ Knight-Revenant level+ Cha Modifier)
Revenant’s Touch (Sp): At the fourth level a Knight-Revenant gains the ability to use Death Knell as a caster of their Knight-Revenant level.
Dead Mind (Su): At the fourth level a Knight-Revenant becomes immune to mind-affecting effects.
Death Steed (Su): At the fifth level, a Knight-Revenant acquires the services of a creature similar to that created by the spell Phantom Steed. A Knight-Revenant can call upon this steed for a number of hours equal to their Knight-Revenant level. It is incapable of fighting, but animals will not go near it and shun it. The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per level of Knight-Revenant. If it loses all its hit points, the death steed disappears. A phantom steed has a speed of 20 feet per level of Knight-Revenant, to a maximum of 100 feet. It can bear its rider’s weight plus up to 10 pounds per level. A Knight-Revenant’s Death Steed also gains abilities based on their level and any paladin levels they had before becoming a Knight-Revenant.
(See table)
Pronouncement of Fate (Su): Once per week, a Knight-Revenant may issue a Pronouncement of Fate to a single creature. This pronouncement forces the creature into single combat with the Knight-Revenant, unless they make a will save (DC= 10+Paladin level+Knight-Revenant Level). The number of uses of this power increases by one at the 7th level and again at the 9th. No one can enter the area of a Pronouncement of Fate, which occupies the same radius as the Knight-Revenant’s Aura of Truth, and no spells can penetrate it to aid the combatants. Enemies other than the intended target caught in the area of the Pronouncement are pushed aside by an unseen force, ending at the nearest empty space at the area’s edge.
Revenant Sword (Su): At the 6th level, a knight revenant is rewarded for their service with a divine weapon. This acts as a +3 Holy Ghost Touch Longsword of an appropriate size, and can only be used by the Knight-Revenant. Anyone but the Knight-Revenant attempting to pick up their sword finds that it slips through their hands.
Dead Bones (Su): At the 7th level, a Knight-Revenant becomes immune to the effects of critical hits.
Dead Soul (Su): At the 9th level, a Knight Revenant becomes immune to the effects of energy drain.
Atonement (Su) At the 10th level, a Knight-Revenant is rewarded with the full effects of an Atonement Spell and Resurrection. They can no longer use powers from the Knight-Revenant class, but may return to the Paladin Class (if they have a Lawful Good alignment,) and trade their Knight-Revenant levels for those of an appropriate prestige class, or levels of Paladin. This trade only replaces the class abilities of Knight-Revenant, with the exception of their sword, which becomes a normal +3 Sacred Burst Ghost Touch Longsword.
PLAYING A KNIGHT-REVENANT
A Knight-Revenant is a divinely charged weapon, brought back from the dead to combat evil, above all else. Many will fear your very presence without knowing your power. Fighting evil is your top priority, as much as it is that of a paladin, though you do so in different ways. Your abilities are darker mimics of those of other paladins and knights, twisted by your return from the grave. A Knight-Revenant is the one to enter combat without regard for themselves, to plunge into the middle of a battle and leave no enemy standing.
Combat: The preferred tactics of the knight-revenant usually begin with a Pronouncement of the Grave to incapacitate weaker foes, leaving them open for the Knight-Revenant’s Smite Evil ability, and at higher levels, their sword. If a Knight-Revenant can identify a strong opponent, they will attempt to engage it in single combat using a Pronouncement of Fate, isolating it from reinforcements, aid and flanking allies,

Advancement: With some of their power restored, some Knight-Revenants might seek to diversify their abilities, often by becoming clerics or crusaders. Knight-Revenants rarely step outside the paths of religion, some do look to arcane magic as an option to increase their power further.
Resources:A Knight-Revenant rarely has anything to credit to his name other than what he wears. Many Knight-Revenants return the spoils of their defeated enemies to temples or similar institution. Lacking a need to eat, drink, breathe or even sleep, Knight-Revenants are often quite devoid of material possessions that do not aid them in their battle against evil.

KNIGHT-REVENANTS IN THE WORLD
I’ll tell you, it was terrifying. I couldn’t see it’s face, but It didn’t feel like It was alive, and when it passed by I felt as though my entire soul had been laid bare.!
Knight-Revenants are not looked upon kindly by anyone. They are outcasts to common society and most religious orders, and great enemies of evil. Most common folk will not go near a Knight-Revenant, and clerics and paladins may consider them abominations. A few recognize the necessity of the Knight-Revenant, but do no like it, preferring to use them only for the dirtiest of work.
Daily Life: The Knight-Revenant is sleepless, untiring and ever-vigilant. They spend their days wandering the land on horseback or on foot to find and crush evil wherever it may find root at the order of their deity.
Notables: The most notable Knight-Revenant was Theravus Donar, who almost single-handedly broke the siege of Violet Hill by slaying the enemy leader, the Warlord Yetar in single combat. Donar managed to cut his way through enemy ranks on horseback to reach the front lines and pronounce Yetar’s fate before the army could reach the walls. Bereft of Yetar’s leadership, the siege was soon routed by the defenders of the keep on Violet Hill, and Donar was considered atoned.
Organizations: There are no formal organizations to aid a Knight-Revenant, though they may find some sects of their deity’s religion more accepting than others. Knight-Revenants may attach themselves to righteous adventurers for a time, or find themselves partnered with similar minded individuals in the form of Crusaders and more open-minded paladins or clerics. In particularly strange circumstances, a Knight-Revenant may find themselves part of a righteous crusade against evil, which offers great opportunity for them to do works in order to atone their actions.

NPC Reaction
Most people avoid a Knight-Revenant like the plague, however they will not be denied entry to an area. The unrighteous tend to live in abject fear of all that a Knight-Revenant represents, particularly because of their Aura of Truth.

KNIGHT-REVENANTS IN THE GAME
Knight-Revenants are best suited to fighting enemies with weaker minions, particularly evil spellcasters and scoundrels, because of their immunities. They will wreck carefully planned traps with their undead immunities, and break up the most carefully planned encounter by targeting problematic enemies with their Pronouncement of Fate ability. A clever DM may use this as an opportunity to attack the rest of the party while the Knight-Revenant is otherwise occupied. A Knight-Revenant is much more dangerous character than the paladin it used to be.
Adaptation: Knight-Revenants can fit in almost anywhere. Fallen samurai and knights may find themselves blessed or cursed with an undead existence with which to right wrongs. A change in alignment would place the Knight-Revenant as a powerful resurrected villain, or a tragic anti-hero.
Encounters PCs might encounter Knight-Revenants anywhere they battle monsters or evil. Particularly evil or blasphemous parties might find a Knight-Revenant as their next opponent, and more mercenary parties might see the second hand effects of a crusading Knight-Revenant if they arrive too late. Regardless, any party that encounters a Knight-Revenant will usually get a distinct idea of their nature, particularly their unforgiving aspect and may be moved to action by it.
Sample Encounter
EL 15: While travelling through a city, the players find themselves blocked by a Knight-Revenant issuing a Pronouncement of Fate to a corrupt knight or noble. Others wait to slay him if he should succeed.


Tel Donar
Lawful Neutral/Male/Undead/Paladin 6/Knight-Revenant 9
Init +2, Senses:Darkvision 60’ Listen +3, Spot +3,
Languages Common, Elven, Dwarven, Celestial
------------------------------------------------
AC 23, touch 12, flat-footed (21)
125 hp (6d10+2 9d12 HD)
Fort +9, Ref +8, Will +11
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Revenant Blade +21/+16/+11 (1d8+2d6)
Base Atk +15/+10/+5, Grp +18/+13/+8
Atk Options
Smite Evil,
Combat Gear
Revenant Blade, +3 Mithril Full Plate
Supernatural Abilities
Detect Evil (Detect Evil) Pronouncement of the Grave (DC 28, stunned 1d4 rounds), Pronouncement of Fate (DC 25, see ability)
-----------------------------------------------
Abilities Str 17 , Dex 14 , Con- , Int 14, Wis 16, Cha 17
SQ Darkvision 60’ DR 5/Good, Undead Traits, Immune to Mind-Affecting, Immune to Critical Hits, Immune to Energy Drain, Immune to Flanking.
Feats
Power Attack, Cleave, Extra Smiting, Eyes in the Back of Your Head, Combat Reflexes, Hold the Line, Great Cleave
Skills
Concentration: 18, Bluff: 9 Diplomacy 5, Knowledge (Religion): 9, Knowledge (Royalty and Nobility): 9, Handle Animal: 5, Ride: 6, Sense Motive: 18
Possessions
Sacred Scabard, +3 Mithril Full Plate, Revenenant Blade, Cloak of Displacement (minor), Amulet of Proof against Detection and Location, Boots of Springing and Striding, Gauntlet of Rust.

Samb
2009-05-30, 11:18 PM
THE HEARTLESS

http://www.watchingshowtime.com/wp-content/uploads/2007/09/dexterseasonone.jpg

I didn't set out to save lives, but save lives I did. Dreter, the Bay harbor butcher

No one knows just how a heartless (often called serial killer) comes to the monstrosity that they are but one thing is certain: they are completely empty of anything that resembles a soul. These hollowed out beings feel no emotions whatsoever, they do not love those close to them, they have no hatred or resentment towards their rivals, and most of all they feel no empathy or compassion. They yearn for a normal life, and emotions to call their own by faking everything in their life. At one point or another they realize that they only feel alive when they are dealing death to their selected victims.

Many of the heartless enter law enforcement to try are calm their "dark passenger" only to be disappointed that the law prevents them from savoring the kill. They use their station to gather information on criminals that no one would miss (often other killers), stalk them and collect evidence (often illicitly), and kidnap them and kill them in a ritualistic fashion that is their calling card.

A serial killers true skill is the ability to gather information and look completely harmless. When they are finally expose (if ever) most people would never suspect that the unassuming inquisitor was a serial killer.

BECOMING A HEARTLESS
The Heartless are people who effectively fallen from the rest of their species. They have no formal organization but it is theorized that extreme psychological trauma at a young age is critical for fracturing a person so completely. All Heartless plainly state that they kill simply to kill and not to "bring justice to the world". For them the victim population is just part of the ritual and convenient since no one would miss them.

ENTRY REQUIREMENTS
Alignment: any evil
Feats: Deceitful, Investigate (from Eberron campaign settings)
Skills: Disguise 8 ranks, Gather information 8 ranks, Bluff 8 ranks


Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (CHR), Diplomacy (CHR), Forgery (INT), Escape artist (DEX), Hide (DEX), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (DEX), Profession (Wis), Open lock (DEX), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex), Use magical/psionic device (CHR)
Skills Points at Each Level: 8 + int

Hit Dice: d8

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

1st|
+0|
+0|
+0|
+2|Dark Passenger, Facade of normalcy

2nd|
+1|
+0|
+0|
+3|Favored enemy (mortal) +1, Bonus feat: Investigator

3rd|
+2|
+1|
+1|
+3|Sneak attack +1d6, Knockout poison, Bonus feat: Persuasive

4th|
+3|
+1|
+1|
+4|Greater Facade

5th|
+3|
+2|
+2|
+4|Untraceable, Favored enemy (mortal) +2

6th|
+4|
+2|
+2|
+5|Sneak attack +2d6, Bonus feat: Nimble fingers

7th|
+5|
+3|
+3|
+5|Perfect Facade, Bonus feat: Track

8th|
+6/+1|
+3|
+3|
+6|Hide in Plain Sight (Su), Favored enemy (mortal) +3

9th|
+6/+1|
+4|
+4|
+6|Sneak Attack +3d6, Bonus feat: Negotiator

10th|
+7/+2|
+4|
+4|
+7|Complete void[/table]

Weapon Proficiencies: The Heartless are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. The Heartless are proficient with light armor, but not with shields.

Dark passenger: The Heartless describe themselves as having a dark entity that compels them ritualistically kill one living being of their selected population. Some take prostitutes, others pedophiles, and others take other killers. A Heartless must kill at least one of the selected victims per month (30 days) or they lose their class features with the exception of knockout poison and facade of normalcy. If more than 47 days elapse before s/he has killed another victim, s/he takes a -2 on WIS and CHR. For every additional 7 days pass without a kill s/he loses another -2 WIS and CHR. All WIS and CHR are restored once he has finally killed a selected victim.

The killing rituals often involve a "kill room" that lowers the chance of the Heartless from leaving evidence and a taking of a souvenir, but from there each serial killer has his own rituals that s/he savors.

Facade of normalcy (Ex): Serial killers are surprisingly charming having effectively become a "emotion robot". They know just what to say and how to act even when they really feel nothing. They gain a +2 bonus on all skill check that are CHR based.

Favored enemy: Like the ranger (and mortal slayer) ability but the Heartless must select mortals for this ability. The Heartless gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, s/he gets a +2 bonus on weapon damage rolls against such creatures. This increases at 5th and 8th levels respectively.

Sneak attack: Just like the rogue's sneak attack and stacks with sneak attack damage from other sources.

Bonus feats:Over the course of always analyzing emotional reactions and evidence, a Heartless gets better at both roles and receives feats that help him blend in and become a better detective.

Knockout poison: This is the favored means of transporting a mark to the kill room. When a Heartless attacks with a sneak attack or out of hiding he can attempt to use this signature poison to render his opponent helpless. The Heartless must first observe his mark at least 30 minutes in total before he can use this attack. The target must succeed a Fort save with a DC=10 + Heartless levels + Character levels + CHR modifier.

Greater Facade (Su): A serial killer that has reached 4th level has become so adept at controlling his affect he can now take 10 on all disguise and bluff checks. In addition, he also gains +4 to all CHR based skill checks.

Untraceable (Ex): The Heartless is now so good at covering his tracks that he leaves almost no trace of his crimes. Any attempt to investigate, search or gather information on his victims suffer a -10 penalty with an additional -5 for every year that passed since the kill.

Perfect facade (Su): The Heartless can now detect when others suspect him. They now gain +8 on saves to resist any spells or powers that read thoughts (ie read thoughts, mind probe) or detect alignment as well as remote viewing. Even if they fail to resist (or deliberately fail) they can still project reassuring thoughts/emotions and images that raise little suspicion. They also gain +6 on all CHR based skill checks.

Hide in plain sight (Su):At 8th level, a serial killer can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a serial killer can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Complete Void (Su): A Heartless is now basically uncatchable. He has internalized his facade to such a degree that even magical and psionic means cannot discern his true nature. He is immune to all remote detection, read thoughts or alignment detection (he can still use perfect facade to project images to dodge guilt). All his crimes are completely devoid of evidence and anyone investigating the crimes take a -20 with a cumulative penalty of -5 per year since the kill was commited . He can now assume any alignment at will that makes him immune to the effects of spells that affect alignment like smite evil and protection from evil.

PLAYING A HEARTLESS

Combat: A Heartless usually uses the resources as a law enforcer to gather information on a potential victim and stalk him until he has absolute proof of the mark's guilt. This usually involves breaking a entering the mark's house, questioning his associates and often hindering the efforts of his own police force into to have the mark "all to himself". When the time is right, the serial killer will hide and strike the victim with his knock out poison and start his ritual. If a Heartless is part of a party, they usually pretend to be a common rogue or master inquisitor. But just when the party seems close cornering the criminal, they suddenly vanish.........

Advancement: The 3 main goals of a Heartless are: don't get caught, satisfy their dark passenger, and appear normal. To do this they often start as either rogues or rangers for their superior survival skills and skill points. Once they become a level 10 Heartless they often continue their previous classes to improve the artistic quality of their grisly work.
Resources: The most important resources that a Heartless can draw on is their ability to assume different personas and the local government's support.

THE HEARTLESS IN THE WORLD
They may kill undesirable elements of society, but make no mistake they are just as bad, if not worse than the scum they kill Xanatos, Loremaster

The act of willfully killing another human being divorces you from the rest of society. Drexter, the bay harbor butcher

The Heartless are rightly perceived as psychopaths and monsters. Often regarded as the vilest example of evil, these killers gain their reputation by the fact that they kill for their enjoyment. They don't do it for any noble purpose, or revenge, or money. The Heartless are aware of this and take great pains to hide in plain sight as law abiding (or law enforcing) citizens. When their secret is let out, many who knew them are shocked that the mild mannered man they had been working with was a ruthless killer.

Daily Life: The Heartless go through life in a very unassuming pattern, until it comes time to kill.
Notables: Any mission driven serial killer is considered a heartless. Jake the ripper killed prostitutes and was often considered the first of the heartless and to this day he has not been caught. The Ice wagon slayer also targeted ladies of the night and his ritual usually involves dismembering his victims after draining them dry of blood and preserving the corpses in magically refrigerated wagons. The most famous contemporary serial killer is Dreter the bay harbor butcher. After watching his mother dismembered before his very own eyes at the age of 3 he has become numb to all emotions. He was adapted by a master inquisitor assigned to his mother's case and taught how to channel his sociopathic tenancies onto other serial killers.
Organizations: The Heartless have no formal organization but often can see through another serial killer's facade. Many heartless target others of their kind if they can get away with it.
NPC Reaction
If the serial killers facade holds up, they are often viewed as pillars of society and law enforcement. They are well liked by everyone, and often the center of attention. On closer inspection, these serial killers often seem a bit off, and are very private, rather do things on their own than with a large group.

Once their cover is blown, they are reviled for their actions and seen as the worst mortals have to offer.

THE HEARTLESS IN THE GAME
The Heatless will usually pass off as inquisitors or very skilled rogues given their skill set. They might even become the spokesperson for a group given their unnatural charm. While their sneak attack is not as potent as a true rogues, their favored enemy (mortal) works on just about any creature that is killable, usually offseting the lose of 2d6. Until they gain the untraceable class feature, they are very vulnerable to getting caught, but never has a master serial killer been caught.
Adaptation: The trickiest part of intergrating a heartless into a party is that they need downtime to stalk their prey and lots of "alone time" to knock out their prey, kill them, and dispose of the body. This can be challenging in a nomad adventuring group, so having a headquarter and not needing to spend all hours with the rest of the group will keep his/her teammates out of their gruesome pastime.
Encounters: If the PCs do encounter a heartless they will usually not know it, they appear as normal, unassuming detectives or commoners that often will give (non-essential) clues to the PCs if the PCs are looking for a criminal. When their crimes come to light, the Heartless love up to their name, and mercilessly torment the PCs directly and indirectly (ie ruining their reputation, framing them for his crimes, getting them arrested). Even if they have saved eachother's lives in the past, it is all meaningless if it means he will be exposed. The heartless will not listen to any appeals for mercy or compassion but make killing all who know of his secret.

Sample Encounter
"How could you be so Heartlessssss?
How could you be so Doctor Evil,
you're bring out a side of me that I don't know
I decided we weren't gonna speak so you up 3 AM
Strapped to the table?"
Drexter singing right before a kill

EL 13: You have been sent to investigate the disappearance of members of a local thieving (read: assassin's) guide. The local government has sent you the help of Drexter, their top inquisitor to help in the investigation.

Drexter Morton
LG (CE)/Male/Human/ rogue5/heartless8
Init +4, Senses: Listen +18, Spot +18,
LanguagesCommon, Elven, Darwish, Goblin
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Lord_Gareth
2009-06-04, 10:34 AM
Bump!

For the Win.

Kornaki
2009-06-04, 01:50 PM
Gifted

http://Picture URL

Study? Phah! I've wasted too much time here. I can't wait, you understand? I need power NOW!

Wizards require years of study and discipline before casting even the most basic of spells. Not everyone has the patience for this. For those with natural magical talent, such schooling often becomes boring and tedious, and they drop out to continue their learning in a more practical setting. These are the Gifted

BECOMING A GIFTED
Gifted are wizards who have ceased their training and furthered their magical training by the sorcerer's power that flows through their blood.

ENTRY REQUIREMENTS
Feat: Spell Mastery
Spells: Must be able to cast at least one third level arcane spell
Spells: Must be able to spontaneously cast arcane spells
Special: Must have forsaken all wizardly study. If the character gains any levels in wizard after aquiring this class, the character loses access to all gifted class features and any spellcasting gained by the class (the player chooses which spells to 'unremember' if necessary)

Class Skills
The Gifted's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). In addition, upon taking the class the player may choose up to four other skill to become class skills
Skills Points at Each Level: 6 + int

Hit Dice: d4

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

1st|
+0|
+0|
+0|
+2|Wizard Training|+1 Level of spontaneous arcane spellcasting class

2nd|
+1|
+0|
+0|
+3||+1 Level of spontaneous arcane spellcasting class

3rd|
+1|
+1|
+1|
+3||+1 Level of spontaneous arcane spellcasting class

4th|
+2|
+1|
+1|
+4||+1 Level of spontaneous arcane spellcasting class

5th|
+2|
+1|
+1|
+4|+1 Intelligence|+1 Level of spontaneous arcane spellcasting class

6th|
+3|
+2|
+2|
+5||+1 Level of spontaneous arcane spellcasting class

7th|
+3|
+2|
+2|
+5||+1 Level of spontaneous arcane spellcasting class

8th|
+4|
+2|
+2|
+6||+1 Level of spontaneous arcane spellcasting class

9th|
+4|
+3|
+3|
+6||+1 Level of spontaneous arcane spellcasting class

10th|
+5|
+3|
+3|
+7|+1 Intelligence|+1 Level of spontaneous arcane spellcasting class[/table]


Weapon Proficiencies: A gifted gains no new weapon or armor proficiencies

Spells per Day: When a new gifted student level is gained, the character gains new spells per day as if he had also gained a level in a spontaneous arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one such spellcasting class before becoming a gifted, he must decide to which class he adds the new level for purposes of determining spells per day.
Wizard Training: A Gifted is a fallen wizard, and depending on how many wizard levels he has, gains extra abilities:
1 May cast all spells known in any one instance of the spell mastery feat as if he knew the spell for all arcane spontaneous spellcasting classes
2-3 May apply intelligence as the key statistic for all arcane spellcasting classes. This change affects bonus spells per day and saving throws
4-5 May cast all spells known in all instances of the spell mastery feat as if he knew the spell for all arcane spontaneous spellcasting classes
6-7 May add the character's wizard levels to any one other class for determing the power of any familiar that class may gain
8 May add all of his arcane spellcasting class levels together for determining effective caster level for any arcane spells cast. This includes modifying the range, spell resistance check, and any level dependent abilities such as damage dealt.
9+ May trade in any wizard levels in excess of 8 for an equal number of gifted levels.

Intelligence: At 5th and 10th level the gifted gains 1 intelligence point. This is treated similar to a character's ability gain for reaching a level multiple of 4 and does not count towards the limit of 5 inherent ability points a character can gain

PLAYING A CLASS NAME
Gifted are the most arrogant spellcasters around. Confident in their superior intelligence and their spellcasting versatility, they often take on challenges far beyond their ability. They often have an inferiority complex due to the fact that they cannot cast as high levels of spells as other casters of the same level.
Combat: Gifted will often use their versatility in combat. Depending on what wizard training benefits they have, they often opt to buff the party with a variety of spells rather than directly attack the creature, especially if they don't have the ability to add all their class levels for the purposes of caster level.

Advancement: Nearly all gifted continue to advance in their spontaneous spellcasting class. Obviously very few decide to go back to a life of studying wizardry.
Resources: Along with the numerous spellcasting options the character will have, depending on how the breakup with his former master went gifted often are able to go back in times of need to ask for help

GIFTED IN THE WORLD
"I've never seen such a bright student! It's a crying shame he never was able to apply himself" - Arcandus, Master Wizard

Gifted often wander the world, looking for mental challenges. It's rare to find one who is willing to stay at a particular task for long, either finding it boring and solving it quickly, or being unwilling to admit he cannot accomplish it with ease and quitting anyway.
Daily Life: The daily life of a gifted is as varied as that of any other person.
Notables: The notable people of the class often gain their fame for things outside of arcane spellcasting. Lacking the high level wizardry that most spellcasters have, gifted apply their intelligence and their magical powers in pursuit of more practical applications. For example, Alex Emstein is a famous scientist who used his magical powers to assist him in experimentation. On the other hand, you have people like Dale Carone who use their talents towards a life of crime. He organized the world's largest drug smuggling ring and used his wits and magic to hold it together for over thirty years.
Organizations: While there are no specific organizations for gifted, there are several organizations dedicated to collecting the world's brightest minds, and gifted tend to be attracted to these.

organizations which members of your class will be attracted towards.

NPC Reaction
NPCs tend to react to gifted with a combination of awe and respect for the character's intelligence, while often remarking upon his lack of commitment of wasted talent. Comments like 'Imagine how far you could have gone if you'd stuck with wizardry' or 'It's such a bright mind you've put to waste' are common, especially from the magical community. On the other hand, common folk are often in awe of the raw thinking power that most gifted have.

GIFTED IN THE GAME
Gifted are essentially multi-classed wizard/sorcerers, or another similar combination. They tend to be weak due to their lack of higher level spells, but will haev an abundance of lower level spells to cast. The easy access to new sorcerer spells via spell mastery can be powerful if the character has enough wizard levels, but in such cases the character rarely has enough sorcerer levels to take advantage of this
Adaptation: You may want to remove the arcane casting bent of the character, and permit it to apply its powers to a divine spellcasting class
Encounters: The party will often encounter gifted as either the head of an organization, or the mastermind assistant behind the scenes. This can either be as an ally or as a foe, as gifted tend to be diverse in their alignment.

Sample Encounter
EL 15: Dale Carone is the head of an international drug smuggling ring. The party has been hired to cut off the head of the snake. Carone is never without at least two bodyguards (level 10 fighters, see DMG)


Dale Carone
Neutral Evil/Male/Human/Wizard 8/Sorcerer 2/Gifted 5
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC 19, touch 14, flat-footed (15)
hp74 (16 HD)
Fort +7, Ref +9, Will +16
------------------------------------------------
Speed 30 ft. ( squares)
Melee Dagger +8 (1d4+1) or Full attack +8/+3 (1d4+1)
Base Atk +7, Grp +7
Atk Options Spellcasting
Combat Gear
Spells Prepared
As a wizard:
0 - Resistancex2, Ghost Sound, Prestidigitation
1 - Floating Disk, Expeditious Retreat, Feather Fall, Enlarge Personx2 (casts on fighters), Obscuring Mist, Chill Touch
2 - Protection From Arrows, See Invisibility, Darknessx2, Spectral Hand
3 - Summon Monster III, Nondetection, Displacementx2, Vampiric Touch
4 - Summon Monster IV, Enervation, Stoneskinx2
As a Sorcerer:
Spells per day: 6 level 0, 9 level 1, 8 level 2, 6 level 3
Spells known: Spell master list plus
0 - Mage Hand, Message, Arcane Mark, Detect Magic, Ghost Sound, Resistance, Detect Poison
1 - Charm Person, Grease, Reduce Person, Ray of Enfeeblement, Summon Monster I
2 - Summon Swarm, False Life, Bear's Endurance
3 - Ray of Exhaustion, Hold Person
Supernatural Abilities
-----------------------------------------------
Abilities Str 12, Dex 18, Con 14, Int 28, Wis 12, Cha 16
SQ None
Feats: Scribe Scroll, Still Spell, Toughness, Spell Penetration, Silent Spell, Combat Casting,Spell Focus (conjuration), Augment Summoning, Spell Mastery - Summon Monster III, Dispel Magic, Haste, Lightning Bolt, Glitterdust, Web, Hideuous Laughter
Skills Spellcraft + 28, Knowledge Arcana +28, Concentration +21, Hide +12, Move Silently +12, Bluff + 11, some other useless skills
Possessions: Headband of Intelligence +4, Tome of Clear Thought +1 (used), Gloves of Dexterity +4, Ring of Invisibility, Wand of Lightning Bolt (10th level) (25 charges left), Bracers of Armor +5, Cloak of Resistance +2

ErrantX
2009-06-05, 01:06 PM
Bump. *sigh*

-X

Bergor Terraf
2009-06-05, 02:46 PM
Focused Rager


A barbarian's rage is like a mighty swing from a warhammer. Mine is like a well aimed hammer swing. You're the nail. Where the barbarian is overkill, I use just what is needed to achieve my goal. Either way, the result is the same : that nail's gonna be hammered in… – Gruk the Calm

A barbarian's greatest strength, his rage, comes from his untamed nature. However, when trying to adjust to civilized life, with all it's rules and laws, he becomes "tame" and loses that ability. Yet, there are those that found a balance of sorts, keeping there heart wild, but focused by there mind.

BECOMING A FOCUSED RAGER
Focused Rager were all barbarians that lost there rage abilities by becoming lawful. But with training and focus, they can keep a wild side and draw strength from it when needed.

ENTRY REQUIREMENTS
BAB : +5
Alignment : any Lawful
Special : Must have been a barbarian that lost his rage ability by becoming lawful

Class Skills
The Focused Rager's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d10



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

1st|
+1|
+2|
+0|
+0|Burst of Rage (con bonus x1), Burst of Strength (end of turn)

2nd|
+2|
+3|
+0|
+0|Raging Muscle (+4)

3rd|
+3|
+3|
+1|
+1|Ignore Pain (one attack), Raging Mind (+4)

4th|
+4|
+4|
+1|
+1|Burst of Strength (6+con/encounter), Burst of Rage (con bonus x2)

5th|
+5|
+4|
+2|
+2|Burst of Strength (beginning next turn)

6th|
+6/+1|
+5|
+2|
+2|Greater Burst of Strength (str +6), Raging Muscle (+8)

7th|
+7/+2|
+5|
+3|
+3|Ignore Pain (one round)

8th|
+8/+3|
+6|
+3|
+3|Burst of Strength (9+con/encounter), Burst of Rage (con bonus x3)

9th|
+9/+4|
+6|
+4|
+4|Raging Mind (+8)

10th|
+10/+5|
+7|
+4|
+4|Burst of Strength (no limit), Supreme Burst Of Strength[/table]


Weapon Proficiencies: A Focused Rager gains no new weapon or armor proficiencies

Burst of Rage (Ex) : A focused Rager can use the fury of his wild side to complement his combat abilities. These are called bursts of rage. At level 1, the Focused Rager has a daily pool of these equal to his character level + his Con modifier. At level 4, his Con modifier is added 2 times to this amount and 3 times at level 8. The pool replenishes itself everyday. Burst of Rage doesn't count as rage for the purpose of prerequisites.


Burst of Strength (Ex) : Once per round as a swift action, a Focused Rager can use a Burst of Rage to gain a +4 bonus to Strength. This bonus lasts until the end of his turn. This ability can be used a number of times equal to 3 + his Con modifier during an encounter. This limit increases to 6 + Con modifier at level 4 and 9 + Con modifier at level 8.

If a focused Rager uses his maximum number of burst of strength, he is fatigued until the end of the encounter. At level 10, there are no limit to the number of burst of strength a Focused Rager can use in a single encounter and can no longer becomes fatigued from the use of this ability.

At level 5, the bonus lasts until the beginning of his next turn.


Greater Burst of Strength (Ex) : At 6th level, the bonus to strength increases to +6.

Raging Muscle (Ex) : By spending a burst of rage as an immediate action, the Focused Rager can gain a +4 bonus to any one Strength check or Strength-based skill check. At level 6, this bonus increases to +8.

Ignore Pain (Ex) : By contracting his muscles, the Focused Rager can minimize the damage he receives. By spending a burst of rage as an immediate action, he gains damage reduction 10/- against one attack. This stacks with any damage reduction the character already has.

At level 7, he can choose to spend 3 burst to make the damage reduction last until the beginning of his next turn.

Raging Mind (Ex) : By spending a burst of rage as an immediate action, the focused Rager can gain a +4 bonus to his will save against any mind-affecting effect. At level 9 this bonus increases to +8.

Supreme Burst Of Strength (Ex) : At 10th level, the Focused Rager has learned how to use his rage to go beyond his physical limitations, but at a great price. For one attack, he can increase the strength bonus of his burst of strength by +2 by spending 2 burst of rage. This can be repeated any number of time to further increase the bonus. However, he loses a number of HP equal to half his new strength bonus each time.

Ex.: The bonus from Burst of Strength is +6. Spend two burst of rage, the bonus becomes +8, lose 4 HP. Spend a further two burst of rage, the bonus becomes +10, lose 5 HP.

After the attack is made, the Focused Rager becomes fatigued and cannot use burst of strength until the end of the encounter.



PLAYING A FOCUSED RAGER
Focused Rager are habitually calm and honourable people. This makes it easy for them to integrate themselves in civilized areas. They are slow to anger, but that doesn't mean they can't be pushed to that point. Even if hidden, their wild side is still there and they are still great warriors. Few who make the mistake of underestimating them live to learn from it.

They know there are other solutions to problems besides violence, but they don't use it only as a last resort either, knowing that a few quick punches can do wonders in several situations.

Combat: The tactics of a Focused Rager are usually straightforward : identify the biggest treat, get in melee range, use Burst of Strength a few times to soften it up, kill it, get to the next.

Advancement: Since Focused Rager are primarily melee combatants, any class that can complement there fighting prowess is a good choice.

Resources: Beside their friends and other connections, nothing new. But since they are now lawful, they will at least have an easier time getting help from official sources (not assured, but easier)

FOCUSED RAGER IN THE WORLD
I know that guy looks like he wouldn't hurt a fly, but trust me : don't try to cheat against him in an arm wrestling competition! – One-Armed Pete

There not really that different from the typical adventurer, even enjoying a good little adventure with friends. They do seek stability in their life, often seeking a little place to settle down.

Daily Life: The daily life of a Focused Rager is dependant on the character itself.

Notables: Gruk the Calm is the owner of a tavern named the Sleeping Fire. He became famous for singlehandedly dealing with a group of thugs that tried to rob him, then doing it again when the thugs came back in greater number seeking vengeance.

For years, "King" Kargun held dominion over a dozen towns. Even though his reign was harsh and the taxes high, he was quick to deal with treats to his kingdom, often going in person, be it to lead soldiers against a pack of goblins or thieves stealing provisions from a town.
Organizations: There is no organization specially made for Focused Ragers, but they are sometimes attracted to military ones or even the city guards.


NPC Reaction
People generally don't think too much of a Focused Rager… until they see him fight. The contrast between their calm attitude in general and the bursts of rage they exhibit during a fight is jarring. However, after a while, those who know one get used to it and know that even though it as great intensity, this rage is perfectly under control.

FOCUSED RAGER IN THE GAME
Focused Ragers are an attempt to give players more flexibility with the rage ability, using it only on the rounds they need it.

Adaptation: Focused Ragers fit in anywhere barbarians are used.

Encounters: When first encountering a Focused Rager, the PCs will probably not recognize him has one. If they engage in battle, they will think he is a fighter of some kind. This should make for a good surprise.


Sample Encounter
EL 13: Rutak is the Captain of the City Guards. He is cool under pressure and unstoppable when in a fight. He often makes rounds alone in the city as his presence and reputation are often enough to diffuse tense situations.


Rutak
Lawful Good/Male/Human/Barbarian 5/Focused Rager 8
Init +1, Senses: Listen +0, Spot +0,
Languages Common
------------------------------------------------
AC 18, touch 11, flat-footed (17)
hp 154( 5d12+ 8d10+ 6)
Fort +16, Ref +5, Will +4
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Greatsword +13 (2d6+1d6+4) or Full attack +13/+8/+3 (2d6+1d6+4)
Base Atk +13, Grp +17
Atk Options
Combat Gear
Spells Prepared None
Supernatural Abilities None
-----------------------------------------------
Abilities Str 18, Dex 13, Con 22, Int 12, Wis 10, Cha 8
SQ : Burst of Rage, Greater Burst of Strength, Raging Muscle, Ignore Pain, Raging Mind,
Feats : Power Attack, Cleave, Diehard, Great Cleave, Improved Sunder, Weapon Focus (greatsword)
Skills : Climb +16, Intimidate +16, Jump +16, Listen +16, Survival +16
Possessions : +2 chainmail, +2 merciful Greatsword, Amulet of Health +4, Belt of Giant Strength +4, Boots of Speed

PairO'Dice Lost
2009-06-07, 05:59 PM
FORSWORN

"Oh, I swore, did I? I swore a vow of peace and love and goodness and fluffy bunnies? It doesn't matter. A vow is a word, a breath, lost on the wind; my wrath is cold, dark, and eternal."

—a Forsworn

It is well-known that those who follow the path of goodness above all else often swear vows to the powers of Good. By forsaking their material flaws, they purify themselves until they are a beacon of goodness, shining throughout the planes. However, there are some who realize that these vows are not, by any means, truly good.

Would a benevolent Fate force you to make a vow of peace, and then place your loved ones in danger, with the only aid for miles around being their sword, inches from your grasp, which you have sworn not to lift in violence?

Would Holy Powers gather all of your possessions to be carried off to their temples full of corrupt priests, then the next day send a kidnapper who steals away your only child and demands the ransom you no longer have to give?

Would the gods of Good send you on a sacred mission to stamp out evil and corruption in their churches and then—when you reveal that the priests you have vowed to obey are evil and put them to the sword—damn you for disobedience?

No. No Good can come of those vows. The Forsworn realize this—the Forsworn, those who have sworn vows to goodness with the best of intentions...solely to see that only evil can become of them. Broken along with their vows, the Forsworn realize that Good is a lie, yearn to avenge themselved on those who pretend to goodness, and Forswear their prior path to take up another mantle.

Becoming Forsworn
It takes very little to join the ranks of the Forsworn—in fact, it quite literally takes quite a bit of effort not to, as they are the ones who have broken their former vows. Anyone who could not avenge their daughter's killer due to a Vow of Peace; anyone who has had to leave a virtuous hero's body on the field, far from resurrection, due to a Vow of Purity; anyone who has found the weapons to combat evil to be just out of their reach due to a Vow of Poverty...these are the Forsworn

Prerequisites
Feats: Sacred Vow, three or more Vow feats
Alignment: NE, CN, or CE
Skills: Knowledge (Religion) 6 ranks, Knowledge (Planes) 6 ranks
Special: Must have broken an Exalted Vow

Class Skills
The Forsworn's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge (religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), and Spellcraft (Int).
Skills Points at Each Level: 2 + int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Vows Unspoken|—

2nd|
+1|
+3|
+0|
+3|Oath Unsworn|+1 level of existing spellcasting class

3rd|
+2|
+3|
+1|
+3|Morality Unbound|—

4th|
+3|
+4|
+1|
+4|Oath Unsworn|+1 level of existing spellcasting class

5th|
+3|
+4|
+1|
+4|Honor Undone|—

6th|
+4|
+5|
+2|
+5|Call Unanswered|+1 level of existing spellcasting class

7th|
+5|
+5|
+2|
+5|Oath Unsworn|—

8th|
+6|
+6|
+2|
+6|Sanctity Unmade|+1 level of existing spellcasting class

9th|
+6|
+6|
+3|
+6|Oath Unsworn|—

10th|
+7|
+7|
+3|
+7|Condemnation Undone|+1 level of existing spellcasting class[/table]

Weapon Proficiencies
Forsworn gain no new proficiency with weapons or armor.

Spellcasting
If you had the ability to cast spells before entering the Forsworn prestige class, you increase your spellcasting ability at every even level. If you did not already cast spells, you gain the ability to cast spells as a cleric, advancing spellcasting as indicated on the table. In either case, you have access to both Sanctified (BoED) and Corrupt (BoVD) spells.

Vows Unspoken
When becoming Forsworn, a character renounces any Vows he may not yet have broken—renounces with extreme prejudice. Vow of Peace holders slaughter the innocent, Vow of Poverty holders send priceless art to the pyre, and so on.

Upon forsaking all of your Vows you gain a +2 profane bonus to attack rolls, saves, and checks against a good character, or a +4 profane bonus against an exalted character; you gain double the amount as a profane bonus to armor class against good or exalted characters.

Oath Unsworn
Forsworn refuse to swear further vows in service to anyone or anything, but they do receive benefits related to their prior vows. At 2nd, 4th, 7th, and 9th level, choose one of the following abilities; you must have the Vow feat associated with an ability in order to choose it.

From Sanctity, Profanity: You detect as good to all divinations and gain a +30 profane bonus to Bluff, Intimidate, and Sleight of Hand checks.

From Abstinence, Corruption: You gain immunity to poison, disease, and ability damage. In addition, once per day per two class levels, you may deal 2d6 ability damage to an ability of your choice with a melee touch attack (a standard action).

From Chastity, Seduction: You have constant true seeing, as the spell. In addition, once per day per two class levels, you may dominate a singe creature within Close range for a number of rounds equal to your Charisma modifier (Will negates, DC 10 + ˝ level + Charisma modifier).

From Nonviolence, Slaughter: You gain immunity to nonlethal damage, stunning, and dazing. In addition, once per day per two class levels, you may perform a coup de grace on a humanoid or monstrous humanoid even if it isn't helpless.

From Obedience, Anarchy: You gain immunity to mind-affecting effects. In addition, once per day per two class levels, you force a target within Close range to view its allies as its enemies and attack them to the best of its abilities for a number of round equal to your Charisma modifier (Will negates, DC 10 + ˝ level + Charisma modifier).

From Peace, Torment: You gain immunity to death effects. In addition, once per day per two class levels, you can cast finger of death as a spell-like ability (DC 10 + ˝ level + Charisma modifier) with a caster level equal to your class level.

From Poverty, Avarice: You may use locate object at will as a spell-like ability (caster level equals your class level). In addition, once per day per two class levels, you can grant yourself a profane bonus to a single d20 roll (or to AC against a single attack) equal to the number of magic items currently on your person.

From Purity, Depravity: You gain undead traits. In addition, once per day per two class levels, you can cast barghest's feast (Spell Compendium) as a spell-like ability with a caster level equal to your class level.

Morality Unbound
A Forsworn's deeply-held belief that he still does good suffices to overrule his actual inclinations. If any good creature sees you perform an evil act, they must make a Will save (DC 10 + ˝ level + Charisma modifier) or believe it to be a good act, no matter how much of a stretch it may seem—for instance, they believe that you had to help those kidnappers escape for the greater good, or that the paladin you petrified was secretly a polymorphed demon, or that the orphanage attacked you.

Honor Undone
The forsworn wish to show their hatred of vows and oaths to all they meet. Once per day per class level, you may smite (as the crusader ability) a good creature or a character belonging to a class with a code of conduct.

Call Unanswered
Forsworn feel so betrayed by the denizens of the Upper Realms and their allies that a Forsworn flatly refuses to tolerate their presence. Any nonevil extraplanar creature who is summoned to or approaches within 30 feet of you is instantly and automatically banished back to its home plane.

Sanctity Unmade
Forsworn so hate and disbelieve the powers of Good that the powers of Good begin to doubt themselves. Whenever you are subject to an attack, a spell, or any other effect originating from a good creature, you may make a special Fortitude save with a DC of 10 + good creature's hit dice + good creature's Charisma modifier. If it succeeds, you ignore the attack or effect entirely.

Condemnation Undone
Forsworn believe so strongly in the righteousness of their cause that the universe has no recourse but to agree. You regain the benefits of any exalted feats you may still have, including your Vows—though you gain the benefits of these feats without having to abide by any Vows or other behavioral strictures—and gain any Vows you do not already have as bonus feats. From this point forward, you count as an exalted good creature for the purposes of meeting prerequisites, using items, and so on.

Playing a Forsworn
You have seen the light and holiness of pure good and have deliberately turned away, making you one of the most despicable villains around. However, you know in your heart that you are on the path of justice and righteousness—you know that you were betrayed, and that you have kept the faith. All of those who pretend to be “good”? Deceivers and charlatans, all of them. You will show that good is a lie, and that truth is on your side
Combat: Your belief in your cause (however misguided) gives you potent protection, so you can wade into melee, bombard enemies with spells, or otherwise assault your foes with impunity. Your abilities allow you to quickly slay foes or turn enemies against one another, so you prefer to go for the more important targets first.
Advancement: You've regained power you lost when you were betrayed by the forces of “good,” so the one obstacle in your way to inflicting your views on the world has been lifted. Whatever class you were, you can continue along that path confident that you have escaped the Good conspiracy unscathed.
Resources: Not many, quite frankly. Those who break their word, however honorable their intentions, are not looked well upon by either good or evil, and their skewed view of the world only makes everyone else less likely to help them.

Forsworn in the World
"The Forsworn were not 'betrayed' or anything so dramatic—they were simply too unfaithful or weak to hold to the highest standards to which all who call themselves holy should aspire. And yet...they do seem to have gained power from somewhere, so...perhaps they have a poin—no, no, of course not."

—Anonymous paladin of Heironius
While you might believe yourself to be justified, most evil creatures see you as a risk and nonevil creatures see you as an insane danger to the rest of society.
Daily Life: Generally, Forsworn are more zealous than paladins when it comes to crusading for honor, righting wrongs, and so forth...they just have a rather interesting idea of who has been wronged (them) and who has done the wronging (everyone else).
Notables and Organizations: Forsworn tend towards solitude, so they don't really join organizations or have any trends in their preferences. In the same vein, there are very few Forsworn known as Forsworn...with the exception of Alphar the Forsaken, a Forsworn whose name is only whispered lest the speaker invoke his wrath.

NPC Reaction
"They're evil and insane." 'Nuff said.

Forsworn in the Game
Forsworn make very good villains; they have a tragic backstory, Forsworn is more powerful than the average "bad guy" prestige class, and they can break Vows without endangering their long-term survival.
Adaptation: If you don't use the Vow feats in the Book of Exalted Deeds, you can adapt this to any sort of honorable, code-of-conduct bound good organization. The only change that would need to be made is the prerequisites and the Oath Unsworn class ability.
Encounters: Diabolical masterminds make better Forsworn than run-of-the-mill villains do; otherwise, they're best used when your party contains an exalted character, a paladin, a good monk, or another goody-two-shoes type.

Sample Encounter
Alphar the Forsaken was once a powerful cleric of Pelor with the sobriquet “the Just” who swore a Vow of Peace, a Vow of Nonviolence, and a Vow of Poverty only to have his entire extended family and hometown slaughtered in front of him by a horde of orcs led by a vampire lord. The vampire lord mocked Alphar from far behind a line of his troops, knowing Alphar couldn't get past. After the town was basically destroyed, the vampire had some wight minions drain Alphar's life force and left him for dead...at which point a band of paladins and priests of Pelor came and executed the survivors and burned the town to the ground because there was a chance that some of them might rise as wights or vampires and you can't be too careful.

Again, Alphar the Just was forced to watch helplessly, until something snapped inside of him. He calmly and politely asked to kneel at their shrine, and after an hour of prayer he had exchanged his healing spells for spells of flame and destruction. He slew every Pelorite and took their equipment; as the wights' life-draining powers belatedly took effect, he swore (to himself only) that he would right the wrongs that Pelor had caused, and has dedicated himself to overthrowing Pelor's church.

EL 13: Alphar the Forsaken
CE male human Cleric (Death, Fire) 6/Forsworn 7
Init +4, Senses: Listen +5, Spot +5
Languages Common
------------------------------------------------
AC 21 (+2 deflection, +9 armor), touch 12, flat-footed 21
hp 73 (13 HD)
Fort +11 (+13 vs. good, +15 vs. exalted), Ref +4 (+6 vs. good, +8 vs. exalted), Will +15 (+17 vs. good, +19 vs. exalted)
------------------------------------------------
Speed 20 ft.
Melee +11 (+13 vs. good, +15 vs. exalted)
Base Atk +9, Grp +9
Combat Gear moderate metamagic rod of quicken, banded mail of luck
Spells Prepared
0—cure minor wounds (2x), light (2x), guidance (2x)
1—bane, command (3x), detect good (2x), detect law, burning hands
2—augury (3x), silence, death knell (2x)
3—bestow curse, cure serious wounds (2x), stone shape, animate dead
4—lesser planar ally, air walk, spell immunity (2x), wall of fire
5—plane shift (2x), flame strike (2x), slay living
6—harm, heal
Special Abilities Coup de grace on non-helpless humanoid 3/day, finger of death 3/day (CL 7, DC 17), +4 profane bonus to AC or single d20 roll 3/day, turn water creatures or rebuke fire creatures 7/day, death touch (6d6 damage) 1/day, locate object at will (CL 7)
-----------------------------------------------
Abilities Str 14, Dex 11, Con 13, Int 10, Wis 20, Cha 18
Special Qualities Immune nonlethal damage, dazing, stunning, death effects; detects as good-aligned
Feats Sacred Vow, Vow of Poverty, Vow of Peace, Vow of Nonviolence, Violate Spell, Improved Initiative
Skills Concentration +17, Knowledge (Religion) +16, Bluff +34, Intimidate +34, Sleight of Hand +30
Possessions ring of protection +2, ring of mind shielding, combat gear

ErrantX
2009-06-10, 04:57 PM
Contest is going to be extended until the 12th so I can catch up on the entries and PEACH them. Voting will begin on the 13th and run to the 23rd.

-X

ErrantX
2009-06-13, 01:47 AM
Contest is closed!

Voting is up! (http://www.giantitp.com/forums/showthread.php?p=6280092)

-X

ErrantX
2009-06-24, 05:37 PM
And the winner is...

Djinn In Tonic with his Sibyl of the Blinded Eye! Great work Djinn! Special kudos to Pramxnim as well for his awesome Sin Knight (so many different characters could come from one class, it's one I'm definitely saving!)

-X