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waterpenguin43
2009-06-26, 09:34 PM
A quick contest. In 3 weeks, I will choose the best prestige class. Please post them too me!
How you will be judged:- 0 to 10 points (Balance and game application)
- 0 to 10 points (Originality)
- 0-10 (Detail)
- 0-5 (Possible bonus points for some reason)

Total: 0-35 points

Jane_Smith
2009-06-26, 09:58 PM
Hmm, never tried a contest before. Here's some of my older work; The Assassin, a revamped and spell-less version.

My idea for the assassin, after inspiring games such as assassins creed, and other such works, is that they are not all money-whoring killers who would sell their own kin down the toilet for a coin. Nor do they have to receive their 'training' from a guild - an exiled veteran member of a assassin organization can train his heirs the arts of the assassin as well as their teachers can.

Sometimes, poison, 'underdog' tactics, etc are not inherently evil. Especially in country's ruled by tyrants, etc, sometimes covert actions are required for survival, or to pay corruption what it deserves.




~~~~~~~~~~The Assasssin~~~~~~~~~~~~

http://img122.imageshack.us/img122/7333/femaledervishhy1.jpg

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

1st|
+1|
+0|
+2|
+2|Assassination, Poison Use, Natural Linguist, Canny Defense, Sneak Attack +1d6.
2nd|
+2|
+0|
+3|
+3|Poison Resistance +1, Uncanny Dodge.
3rd|
+3|
+1|
+3|
+3|Obscure Alignment, Sneak Attack +2d6.
4th|
+4|
+1|
+4|
+4|Improved Reaction +2, Poison Resistance +2.
5th|
+5|
+1|
+4|
+4|Sneak Attack +3d6.
6th|
+6|
+2|
+5|
+5|Improved Uncanny Dodge, Poison Resistance +3.
7th|
+7|
+2|
+5|
+5|Hide in Plain Sight, Sneak Attack +4d6.
8th|
+8|
+2|
+6|
+6|Obscure Intent, Improved Reaction +4, Poison Resistance +4.
9th|
+9|
+3|
+6|
+6|Improved Hide in Plain Sight, Sneak Attack +4d6.
10th|
+10|
+3|
+7|
+7|Obscure Aura, Poison Resistance +5.[/table]

Requirements
To qualify to become an assassin, a character must fulfill all the following criteria.
Skills: Move Silently 8 ranks, Hide 8 ranks, Disguise 4 ranks, Sense Motive 4 ranks, Bluff 4 ranks.
Special: Sneak attack +2d6.
Alignment: Any.

Hit Dice: d8.
Base Attack: Good.
Base Saves: Poor Fortitude, Good Reflex, Good Willpower.

Class Skills: The assassin's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

Class Features

Weapon and Armor Proficiency: An assassin's weapon training focuses on weapons suitable for stealth and sneak attacks. Assassins are proficient with the crossbow (hand, light and heavy), claw bracer, dagger, punching dagger, dart, rapier, sap, shortbow (normal and composite), longbow (normal and composite) and short sword. Assassins are proficient with light armor but not with shields.

Assassination (Ex): If you study your victim for 3 rounds and then make a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target.
If the victim of such an attack fails a Fortitude save (DC 10 + Assassin level + Intelligence modifier) against a killing blow, he dies. If the saving throw fails against a paralyzing effect, the victim’s mind and body become enervated, rending him completely helpless and unable to act for 1d6 x 10 minutes. If the victim’s saving throw succeeds the attack is treated as a normal sneak attack. Once you have completed your 3 rounds of study you must make your assassination attack within the next 3 rounds. If an assassination attack is attempted and fails or you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another assassination attack.
You can only sneak attack living creature with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to assassination attacks. Also, you must also be able to see the target well enough to pick out a vitals spot and must be able to reach a vital spot. You cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.

Poison Use (Ex): Assassin's are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. They receive a bonus equal to their class level as a competency bonus on all Craft (Poisonmaking) checks.

Natural Linguist (Ex): Assassins can learn any secret languages (such as druidic).

Canny Defense (Ex): At 1st level, when wearing light or no armor, a assassin adds 1 point of Intelligence bonus (if any) per assassin class level to her Dexterity bonus to modify Armor Class. If a assassin is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

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

Save Bonus against Poison: The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.

Uncanny Dodge (Ex): Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Obscure Alignment (Su): At 3rd level, the assassin learns threw meditation how to dampen his natural aura so that he becomes less noticeable. This manifests immediately in such a manner that his alignment cannot be detected through any means short of a wish or similar spell.

Improved Reaction (Ex): At 4th level, an assassin gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Improved Uncanny Dodge (Ex): At 6th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight (Su): When an assassin reaches 7th level, he can use his Hide skill even while being actively observed. As long as he does nothing out of the ordinary, he can use the Hide skill even in the open, with no need to have anything to hide behind. Even guards do not notice an assassin using this ability (unless their Spot check beats his Hide check). People simply view the assassin as someone not worth taking note of. They may later remember seeing someone but they will not think there was any reason to pay attention to the individual nor will they be able to identify him.
Once an assassin takes an overt action, such as making an attack the effects are immediately nullified (essentially anything that causes invisibility to be cancelled causes this ability to be cancelled).

Obscure Intent (Su): At 8th level, the assassin gains the ability to speak lies as if they were truth. Any magical attempt to discern if he is lying automatically fails and actually increases the assassins favor. This includes spells such as zone of truth. No magic of less than a miracle or wish can penetrate this ability.

Improved Hide in Plain Sight (Su): Upon reaching 9th level an assassin can continue to use his Hide skill even after taking overt actions that would otherwise bar him from its use. Regardless of the assassins activity, he can use his Hide skill for the entire duration.

Obscure Aura (Su): At 10th level, an assassin is able to obscure his personal aura. Neither the assassin, nor any of his personal equipment can be scryed upon or located through magical means such as scrying or locate object. Magic that allows others to view and/or hear the assassin automatically fail. No magic of less than a miracle or wish can penetrate this ability.

Owrtho
2009-06-26, 10:15 PM
Can the PRC require a custom base class? If so I submit my Planar Beacon PRC. If not I submit my Task Mage PRC (Both posted bellow for your convenience).

Planar Beacon

This class requires the Wisp Fire Guide base class available here (http://www.giantitp.com/forums/showthread.php?t=106072).

Why bother bother hunting out hazards when you can let the plane do the work for you?
An unknown Planar Beacon

Some wisp fire guides, upon noting that creatures are often adversely effected by the environment of planes other tan their own, have taken to studying travel between the planes. They are often of the mind that it is more effective to open a portal to a hazardous plane and lead opponents there than to find minor hazards on their home plane. However, due to most planes being rather clearly different, planar beacons must work using illusions to hide the fact that they are crossing into another plane, lest the change jolt their prey free of the effects of their guiding light.

Requirements:
‣Abilities: Wisp Form
‣Skills: Craft (gemcutting) 8 ranks, Craft (weaving) 8 ranks, Knowledge (the planes) 8 ranks
‣Spells: Must know Hallucinatory Terrain.
‣Special: Must have the ability to travel between at least 2 planes

Hit Dice: d6

Class Skills: As wisp fire guide.

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

1st|
+0|
+0|
+2|
+2|Planar Guidepost, Planar Protection, Wisp|+1 level of existing arcane spellcasting class

2nd|
+1|
+0|
+3|
+3|Wispfire +1d3, Softened Edges|+1 level of existing arcane spellcasting class

3rd|
+1|
+1|
+3|
+3|Adaptive Flame|+1 level of existing arcane spellcasting class

4th|
+2|
+1|
+4|
+4|Wispfire +1d3, Adaptive Hazards|+1 level of existing arcane spellcasting class

5th|
+2|
+1|
+4|
+4|Sheltering Light|+1 level of existing arcane spellcasting class

6th|
+3|
+2|
+5|
+5|Wispfire +1d3|+1 level of existing arcane spellcasting class

7th|
+3|
+2|
+5|
+5|Disguise Plane|+1 level of existing arcane spellcasting class

8th|
+4|
+2|
+6|
+6|Wispfire +1d3|+1 level of existing arcane spellcasting class

9th|
+4|
+3|
+6|
+6|Enhancing Light|+1 level of existing arcane spellcasting class

10th|
+5|
+3|
+7|
+7|Wispfire +1d3, Planar Protection, Multipass|+1 level of existing arcane spellcasting class[/table]

Planar Guidepost (Su): A Planar Beacon may use a grey or black gemstone of at least 700 gp in value to create a guidepost to a plane they have been to. This gemstone must be prepared sewn into their robe as per the gemstones used for a wisp fire guides spell casting, however it may never be used to channel spells. After preparing it they must go to the plane they wish it to be a guidepost for and preform a ritual lasting 5 minutes and requiring a DC 30 spellcraft check (there are no penalties for failure) to anchor it. Once anchored, a guidepost may never be changed (though the planar beacon may choose to destroy it). A planar beacon may only have a number of such gemstones equal to their class level. Once per 2 days, the planar beacon may use the gemstone to open a portal between their current plane and the plane it is anchored to (each guidepost counts individually). This portal may be 10 square feet per class level and may be maintained as long as the planar beacon is conscious. If attacked it requires a concentration check to maintain. Portals may be closed any time as an immediate action.

Planar Protection (Ex): While in wisp form, a planar beacon is immune to adverse conditions of any plane they have a guidepost to. At level 10 this changes to any plane.

Wisp (Ex): Your Planar Beacon and Wisp Fire Guide levels stack for the sake of your wisp form and guiding light abilities.

Wispfire (Su): As per the ability of the same name of the Wisp Fire Guide.

Softened Edges (Ex): At second level a Planar Beacon becomes more skilled at disguising portals between planes. All portals between planes made by a Planar Beacon require a search check to notice (DC 10 + 2 per class level, at 7th level it changes to DC 10 + 4 per class level).

Adaptive Flame (Ex): At third level a Planar Beacon can draw on the energies of the plane that are currently in. If the plane has an energy type, the planar beacon may replace the energy type of their wispfire with the planes energy type for as long as they remain on that plane.

Adaptive Hazards (Ex): Starting at fourth level, by adding 2 to the DC of the hazard spawn ability from the wisp fire guide, a planar beacon may imbue the hazard with an energy type that the plane they are spawning it in has. This causes damage dealt by the trap to be of that energy type.

Sheltering Light (Ex): At fifth level a planar beacon may extend its Planar Protection to all within its light. Turning this ability on or off requires a swift action.

Disguise Plane (Su): At seventh level a Planar beacon becomes adept at making one plane look like an other. When in wisp form a planar beacon may choose to give off a deceiving light. This light causes all creatures with in it to see the illusion of whatever plane they are in a being the plane of the planar beacons choice (the choices are limited to planes that the planar beacon has guideposts to or currently has a portal open to). A search check can be used to determine that an illusion is being used to disguise the plane (DC 15 + 2 per class level), though a further search check is required to determine what the actual features are (DC 20 + 4 per class level). Turning this ability on or off requires a swift action.

Enhancing Light (Su): At ninth level, a planar beacon in wisp form may give off a light that enhances the properties of the plane they are currently in. When giving off this light, all damage of an energy type the plane has dealt within the light is doubled. Also all adverse conditions of the plane deal double damage. Turning this ability on or off requires a swift action.

Multipass (Ex): At tenth level there is no limit to the number of guideposts a planar beacon can have.

Task Mage

http://beta.gatherer.wizards.com/Handlers/Image.ashx?multiverseid=45358&type=card
Of course you should fight fire with fire. You should fight everything with fire.
—Jaya Ballard, task mage

Task mages are spellcasters of the mind that fire can be used to solve any problem, and if the problem isn't solved through its use, then clearly you didn't use enough. Pyromaniacs one and all, they do, oddly enough, seem to be able to solve almost any problem through gratuitous use of flames.

Requirements:
‣Feats: Blistering Spell*, Energy Substitution (Fire).
‣Skills: Spellcraft 8 ranks.
‣Spells: Must know and be able to cast 3 spells with the fire descriptor, at least one of which must be 3rd level or higher.
‣Special: Must like fire.

*This feat is from Player's Handbook II

HD: d4
Skillpoints: 2 + int modifier.
Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int)

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

1st|
+0|
+0|
+0|
+2|Dedication to Flames(+1)|

2nd|
+1|
+0|
+0|
+3|Applied Flames, Firelord (5)|+1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+3|Fight Fire with Fire, Enhanced Fire Power (2)|+1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+4|Dedication to Flames (+2), Applied Flames, Firelord (10)|+1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+4|Burning Flames|+1 level of existing spellcasting class

6th|
+3|
+2|
+2|
+5|Applied Flames, Firelord (15), Enhanced Fire Power (4)|+1 level of existing spellcasting class

7th|
+3|
+2|
+2|
+5|Coolness Under Fire|+1 level of existing spellcasting class

8th|
+4|
+2|
+2|
+6|Dedication to Flames (+3), Applied Flames, Firelord (20)|+1 level of existing spellcasting class

9th|
+4|
+3|
+3|
+6|Enhanced Fire Power (6), Cant Touch This|+1 level of existing spellcasting class

10th|
+5|
+3|
+3|
+7|Applied Flames, Firelord (25), Fire Mastery, |+1 level of existing spellcasting class[/table]

Dedication to Flames (Ex): A task mage cannot use damage dealing spells unless they have the fire descriptor. In addition at 1st level, when a task mage would deal fire damage through any means, they deal an additional point of fire damage for each damage dice used. At 4th level, this bonus damage increases to two for each damage dice. At 8th level, to a maximum of 3 damage per damage dice.

Applied Flames (Su): At every even level a Task Mage may learn a spell or modify one they already know to have the fire descriptor. Doing so changes all damage from the spell to fire damage. This may only be used on spells that normaly deal damage. In addition the task mage may learn an additional spell with the fire descriptor for any class as long as its level is at least 1 lower than their highest spell level.

Firelord (Ex): At 2nd level, the task mage gains Fire Resistance 5. At 4th level and every two levels thereafter, this resistance increases by an additional 5. In addition, any fire damage dealt by the task mage's ignores this much fire resistance of target's effected by the spell, except his own.

Fight Fire with Fire (Su): Starting at 3rd level, a task mage's fire is so powerful it can be used to put out lesser fires. If fire made by a task mage would come into contact with fire from another source, have the fires make opposed damage rolls. If the task mage's fire would deal more damage, the other fire is immediately put out. In addition if creatures with the fire immunity are treated taking quarter fire damage (rounded down) instead of having fire immunity.

Note that if the task mage creates a lasting flame (such as through the use of wall of fire), any flames (includes abilities like a breath weapon that deals fire damage) or spells with the fire descriptor that would pass through it are subjected to this.

Enhanced Fire Power (Ex): At 3rd level, the damage cap for your spells with the fire descriptor increase by 2 dice for spells that deal a number of dice of damage equal to your caster level, such as fireball or for spells that deal a number of dice of damage equal to half your level, such as magic missile. This ability has no effect on spells that don't specifically deal a number of dice of damage equal to your level or half your level, even if the spell's effect is largely dictated by your level. At 6th level and again at 9th level, the damage caps are increased by 2, to a maximum of a +6 increased damage cap.

Examples: Fireballs would have a cap of 16d6, cone of cold (fire substitute) would have up to 21d6 max damage, etc.

Fight Everything with Fire (Ex): At 4th level, a task mage becomes more effective at dealing fire damage anything. If a creature's fire resistance is lower than the task mage's fire resistance granted by the Firelord ability, the creature takes extra fire damage equal to the difference (up to a maximum of the task mage's class level) from any source the task mage uses to deal fire damage to it. This does not effect creatures that have fire immunity.

Burning Flames (Ex): At 5th level, spells of the fire descriptor cast by a task mage that deal +1 damage per caster level instead deal an additional 1d4 points of damage per caster level (the maximum amount stays what it was but is changed to d4s). These dice are subject to the Enhanced Fire Power, but not the Dedication to Flames class abilities.

Example: Wall of Fire would deal 2d6 points of fire damage +1d4 points of fire damage per caster level (maximum +20d4) to creatures passing through it. this would result in a max damage of 2d6 + 26d4 + 78 points of fire damage to creatures passing through the wall of fire after accounting for Dedication to Flames and Enhanced Fire Power.

Coolness Under Fire (Ex): At 7th level, the task mage gains a +4 bonus to concentration checks made when casting a spell with the fire descriptor, and may take 10 on such checks, even when threatened or distracted.

Cant Touch This (Ex): At 9th level, the task mage's fire spells leave residual flames around him. When the task mage casts a spell with the fire descriptor, the task mage becomes surrounded by flames. These flames deal 1d4 damage per level of the spell cast to all creatures within 5 feet of the task mage and 1d6 damage per level of the spell cast to all creatures that striking the task mage with its body or a handheld weapon (Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you). In addition, as long as these flames persist, the task mage only takes half cold damage. These flames last for a number of rounds equal to the level of the spell cast. Multiple instances of this do not stack, only the highest one applies.

Fire Mastery (Ex): At 10th level, the task mage masters fire itself, being able to bypass all fire resistance and fire immunity a target may have against any fire damage he deals. Creatures with fire vulnerability take double damage instead of an additional half damage. In addition, the task mage gains the fire subtype, including the immunity to fire and a vulnerability to cold it grants. Also, when the task mage gains a level, regardless of what class they take, they gain Applied Flames.

Owrtho

Jane_Smith
2009-06-26, 10:21 PM
Hey, i oughta get a fraction of your points you get on Task Mage for helping you with that! :smallamused:

Owrtho
2009-06-26, 10:24 PM
Hey, i oughta get a fraction of your points you get on Task Mage for helping you with that! :smallamused:

lol. That may be true. But I'd prefer to have my Planar Beacon be the class that is submitted.

Owrtho

waterpenguin43
2009-06-26, 10:39 PM
Cool classes so far, too bad I can't rate them yet. Anyway, later I'll be revealing at least one of my personal creations:smallamused:. I distrust pyromaniacs(being a hydromaniac) but I'm not unfair enough to subtract points just because of that.

Bobmufin52
2009-06-28, 10:33 AM
I’ve posted this class before, but it’s my favorite homebrew I’ve ever done and I’ve always wanted to enter it into a PrC contest, so here’s the Phoenix Warrior!


Phoenix Warrior

"Not even my death will stop me from killing my enemies!"- Ulfgar Gorunn, Dwarven Phoenix warrior

There are many who fight to the death for a given cause, but there are a few who would continue to fight even after they die. These rare people are called Phoenix Warrior; combatants who have used mystical powers infuse with their souls so they can fight for what they believe in, even if it kills them.

Becoming a Phoenix Warrior
The path of the Phoenix Warrior is open to just about anyone who wants to take it. All the base classes in the Player’s Handbook can start taking levels in this class at around level 6 or 7, as long as they stick to a single class during their advancements.

Requirements
Feats: Diehard

Special: Class lv. 6th

Special: Must make a vow-marked weapon (see below).

Class skills
The Phoenix Warrior’s class skills (and the key ability for each skill) are....
Balance (Dex), Climb (Str), Concentration (Con), Escape artist (Dex), Gather information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Listen (Wis), Move silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis)
Skill points per level: 6+int modifier

Hit Dice: d8

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

1st|
+0|
+0|
+0|
+0|Warrior type, Phoenix form|Special class advancement

2nd|
+1|
+1|
+1|
+1|Passionate strike +1, Ignite 1/day|

3rd|
+2|
+1|
+1|
+1||Special class advancement

4th|
+3|
+1|
+1|
+1|Passionate strike +2|

5th|
+3|
+2|
+2|
+2|Greater ignition, Ignite 2/day|Special class advancement

6th|
+4|
+2|
+2|
+2|Passionate strike +3|

7th|
+5|
+2|
+2|
+2||Special class advancement

8th|
+6/+1|
+3|
+3|
+3|Passionate strike +4, Ignite 3/day, True ignition|

9th|
+6/+1|
+3|
+3|
+3||Special class advancement

10th|
+7/+2|
+3|
+3|
+3|Passionate strike +5| [/table]

Weapon proficiency: The Phoenix Warrior doesn’t gain any weapon or armor proficiency.

Warrior Type: When you first take levels in Phoenix Warrior, you choose a warrior style. The choice you make determines the aspect of your saving throws, and special class advancement. Once you select a style you cannot change it.
Inspirational Type: You obtain a good Reflex and Will save progression. At each special class advancement, you gain an effective level in determining the number of bardic music per day and types of bard songs you know. If you do not possess any levels in bard or another class which grants bardic music, this provides no benefit.
Military Type: You obtain a good Fortitude save progression and good BAB. At each special class advancement, you gain an effective level in fighter for the purpose of meeting feat pre-requisites. Unlike most types, you do not require fighter levels to benefit from this.
Scoundrel Type: You obtain a good Reflex save progression. At each special class advancement, you gain +1d6 sneak attack. If you do not possess any levels in rogue or another class which grants sneak attack, this provides no benefit.
Spellwrought Type: You obtain a good Will save progression. At each special class advancement you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Phoenix Warrior, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. If you do not have a spellcasting class, this provides no benefits.

Phoenix form: When the Phoenix Warrior dies while trying to fulfill his vow (see below), he arises in his phoenix form. To enter phoenix form, you first must be killed in such a way that you died because of the vow you took. For example, if you had a vow to destroy every thieves’ guild you found and you were killed while trying to stop a thieves’ guild, you would go into phoenix form, however, if you were killed by a thief who wasn’t in a thieves’ guild, you would not enter phoenix form. The way this works is the round after the character’s death, he arises in his phoenix form. When this happens you can use all class abilities that you have except for the Ignite class ability from this class. Your HP is at its maximum amount plus the bonus HP seen in the table below. While in phoenix form, your entire body looks alight with a bright fire, giving your enemies a +10 on spot checks to notice you. Your Passionate strike ability counts as 3 points higher then what it counts as when not in phoenix form (see below). When you are killed in phoenix form, you do not rise in phoenix form again, even if you were killed in a manner that you were trying to fulfill your vow. You can stay in phoenix form for a maximum of 1 hour per level in Phoenix Warrior. If you are still in phoenix form when your time runs out, then you die. Also, as each hour that goes by while in phoenix form, your levels in Phoenix Warrior are counted as on lower for determining what special powers you have while in phoenix form (see below). For example, a 5th level Phoenix Warrior would have the wings special ability, but after one hour, he would be treated as a 4th level Phoenix Warrior, and would therefore lose his wings ability; if another hour went by, then he would only be treated as a 3rd level Phoenix Warrior and therefore would only do +1d6 points of added fire damage to attacks. To revert out of phoenix form, you must be healed beyond your maximum HP amount. This means that if you were only 5 points below your maximum HP, and then you were healed for 8 points of damage, you could chooses to leave phoenix form and revert back to your normal form with -7 HP. If you are reverted back into normal form with negative hit points, than you are unconscious, but stable. You can not chose to revert out of phoenix form if doing so would leave you at -10 HP. Reverting out of phoenix form is always the decision of the player, meaning he can’t be forced out of the form. Also while in phoenix form, you gain certain abilities depending on your level.


{table=head]Level|
Phoenix form abilities| Bonus HP

1st|
Avid fire +1d6|
8

2nd|
Aura|
8

3rd|
Fireball 1/day|
16

4th|
Avid fire +2d6|
16

5th|
Wings|
24

6th|
Fireball 2/day|
24

7th|
Avid fire +3d6|
32

8th|
Improved phoenix form|
32

9th|
Fireball 3/day|
40

10th|
Avid fire +4d6, Phoenix overdrive|
40 [/table]

Bonus HP: Add this amount to your maximum HP while in phoenix form. These are not temporary HP and do not go away first if struck. You lose this bonus HP if you come out of phoenix form.

Avid fire: At level one, your Vow-marked weapon burns with a physical fire that represents your metaphysical fire that burns in your soul. When you deal damage with your vow-marked weapon, it deals an additional +1d6 points of fire damage. This damage increases by 1d6 ever 3 levels to a maximum of +4d6 at level 10. This ability only works with your vow-marked weapon and you’re the only one who can add the additional fire damage for attacking with it.

Aura: Starting at2nd level, a Phoenix Warrior gains an aura, depending on their alignment.
Good-aura of courage, works just like the paladin class ability
Evil-aura of despair, enemies within 10 feet of her to take a –2 penalty on all saving throws. This ability otherwise functions identically to the paladin’s aura of courage class feature.
Neutral- You must chose ether aura of courage or aura of despair. Once you’ve made your decision, you can not change it.

Fireball: Beginning at level 3, you can start using the fireball spell as a spell like ability once per day. Your class level counts as your caster level for these fireballs. You can use them more often at higher levels, with 2/day at level 6 and a maximum of 3/day at level 9.

Wings: at level 5, your phoenix form gives you a pair of fiery wings. You can fly 60 feet per round with good maneuverability.

Improved phoenix form: At level 8, your phoenix form increases in power. Your aura’s area is doubled in size and you now my fly up to 90 feet per round. Your fireball spell-like ability also gains the subtype that are the same as your alignment fro the purpose of surpassing damage reduction. For example a NE character’s fireball would have the evil subtype while a CG character’s fireball would have the chaotic and good subtype. This only applies to the fireballs used from this class. Also, your body and wings’ fire changes color and consistency depending on your alignment. (The change of color has no effect on any mechanic and is simply used for fluff for the class)
LG- Bright golden
LN-orangey yellow, almost looks straight
LE-deep red
NG- soft yellow
N- Regular orange
NE-orangey red
CG-Green, dancing
CN- Blue, erratic
CE- Black, curling

Phoenix overdrive: A 10th level Phoenix Warrior who is killed while in phoenix form can rise up 1 round later in a phoenix overdrive form. Treat this as a regular phoenix form except all numerical values that come from the abilities of the Phoenix Warrior class are doubled. This form lasts for 3 rounds and then the character dies. The character can not be reverted back into normal form while in phoenix overdrive form. If the character is killed while in phoenix overdrive form, the character doses not rise in phoenix overdrive form a 2nd time.

Passionate strike: At level 2, when the Phoenix Warrior uses his vow-marked weapon, he may add +1 to his attack rolls if attacking the intended target will help him complete or get closer to fulfilling his vow. This bonus increases by 1 every 2 levels to a maximum of +5 at level 10. A special quality of this ability is that if anyone who wields your vow-marked weapon can use this ability, even if they don’t have any levels in Phoenix Warrior. However, they only get the bonus if they are using the sword to help fulfill YOUR vow, not their own.

Ignite: Starting at 2nd level, you can tap into what powers your phoenix form while you’re still alive. The ignite lasts 1round per level of Phoenix Warrior. While your igniting, you gain the benefit of your chosen aura, however, all numerical values, except for the area of effect, are halved. You can also add +1 to the amount of your Passionate strike ability. As you gain more levels in Phoenix Warrior, you can ignite more times per day, with 2/day at level 5 and a maximum of 3/day at level 8. While ignited you burn with a similar light as in your phoenix form, but not as greatly; you enemies get a +5 on spot checks to notice you.

Greater ignition: Your ignite is more powerful at level 5. You can now use the full numerical values of you chosen aura and can add +2 to the amount of your Passionate strike. You also now sprout fiery wings; witch can let you fly 30 feet per round with average maneuverability.

True ignition: At 8th level, you ignite reaches its fullest potential. You may now add +3 to the amount of your Passionate strike and fly up to 60 feet per round with average maneuverability.

Rules for the vow-marked weapons
To enter the Phoenix Warrior the player must have a vow-marked weapon.

Creating: To create a vow-marked weapon you must have a weapon that you are proficient with. Then you must etch in the markings of your vow, usually this is a sentence that describes what your vow is, but it need not be that, it can be a simple word or marking that reminds you of your vow when you look at it. After etching the weapon the sword must be covered in special oils that cost 100gp. Then you must meditate on your vow for 24 hours; you may not do anything else during this time. When you are done meditating, then the etchings will glow with a bright light to signify that the weapon is complete. You may only have one vow-marked weapon at a time.

Types of vows: Only vows that are physically possible can be etched onto a vow-marked weapon. So vows like “I vow to kill all evil outsiders in the universe.” can not be taken, but a vow like “I vow to kill all evil outsiders that I see.” can be taken. Players should discuses with their DMs what vow they can and can’t take.

Vow-marked weapons and phoenix form: The ability to go into phoenix form and to ignite are tied into the special markings of the weapon. This is seen when the character is ether ignited or in phoenix form; you can see the etchings on his vow-marked weapon are aglow with a brilliant light that looks like fire. If the vow-marked weapon is ever destroyed, then the character can not go into phoenix form or ignite himself until he ether repairs the old vow-marked weapon or creates a new one (although if he makes a new one, he could take a new vow, if he wanted to.)

Breaking a vow: if you ever have a chance to fulfill your vow, you must do so. If you do not, then you lose one of your ignite uses until you atone. This stacks every time you do not try to fulfill your vow and you do not atone. Once you run out of igniting uses (4th offence without atoning.) You lose all your abilities from the Phoenix Warrior class and gain 1 negative level. Every offence after that (5th and onward without atoning) adds 1 negative level per offence. These negative levels never result in level loss, but they can not be removed in any way, not even wish or miracle, except for the atone spell. If you go directly against your vow, (For example, if you vow to protect a king, then you kill him.) you lose all the abilities of the Phoenix Warrior class and gain 1 negative class level per level of Phoenix Warrior. These negative levels never result in level loss, but they can not be removed in any way, not even wish or miracle, except for the atone spell. Just receiving an atonement spell is not good enough to rid yourself of the negative levels and gain back the class abilities; you first must go through a geas/quest (see Player’s Handbook pg. 234) that is somehow related to your vow. (The geas/quest is up to the DM’s digression.) Only after completing the geas/quest, can you receive an atonement spell to get rid of the negative levels and gain back the Phoenix Warrior class abilities.

Completing a vow: If you ever complete the vow you have taken, then your vow-marked weapon’s etches glow like they did when you first created it. When the glowing fades, the etchings are gone and the weapon is no longer a vow-marked weapon. Due to this you may no longer use any of the class abilities of the Phoenix Warrior unless you make a new vow-marked weapon with a new vow (you are allowed to use the weapon you made into a vow-marked weapon to fulfill your last vow). Note: it is possible to take vows that can’t be fulfilled and therefore you never need to take a new vow and created a new vow-marked weapon for it. An example would be “I vow to kill every undead creature I see.”, since you don’t know how many undead creatures you’ll see in your lifetime, your vow will not be completed until you die of old age.

Playing a Phoenix Warrior
A Phoenix Warrior should be played as passionate to their vow. While it may not be the biggest thing in their life, it is a very important and precious one.

Combat: The type of combat that the Phoenix Warrior can take depends on their prior training to becoming a Phoenix Warrior and what type of warrior style the chose a level 1.

Advancement: Advancing in this class dose only one thing, increasing your power towards achieving your vow.

Resources: A Phoenix Warrior can call upon those who share his goal for resources he needs. Depending on the vow he has taken, this could range from endless supply from a king to very rare resources that are constantly trying to be stolen from you so you can never fulfill your vow.

Phoenix Warriors in the world
“I-it was amazing! He died, I saw him die. But not seconds later, he arose, fire poring out of him! He then continued to fight, more vigorously than before!” –Baffled knight of Birnam Castle

Daily Life: The Phoenix Warrior’s life is one of constant struggle, trying to fulfill his vow every chance he gets.

Notables: One of the most acclaimed Phoenix Warriors was Ulfgar Gorunn, a Dwarf who vowed to protect his underground city. He gained fame after his victory over a orc Phoenix Warrior named Holg Keth, who vowed to see the total destruction of Ulfgar’s beloved city.

Organizations: Phoenix Warriors can be found anywhere a cause is being fought for. Phoenix Warriors with vows for a certain deity can be found among religious orders of that faith, wile more anarchistic Phoenix Warriors could be found in a underground movement that plan to overthrow a king.

NPC reactions
The reaction of any given NPC to a Phoenix Warrior depends upon what the Phoenix Warrior is fighting for. A Phoenix Warrior who has a vow to help and protect the good is herald as a champion and a hero, while a Phoenix Warrior who vows to destroy all that is righteous would be scorned and hated by all but the foulest of beasts.

Phoenix Warrior in the game
This class is a way for the PCs to slightly cheat death in rare occurrences.

Adaptation: This class could be tuned for a more divine theme, with the character gaining his powers through a god or goddess instead of it being self-willed. Doing so should add ranks in Knowledge (Religion) to the requirements to gain the class and vows should only be related to the goals of the character’s deity.

Encounters: Phoenix Warriors that share similar goals to the PCs could become a useful ally, even after death. On the other hand a Phoenix Warrior that has goals opposite to the PCs becomes an annoying and dangerous enemy that refuses to let you be.

Sample encounter
EL 10: Holg Keth was an infamous Orc warlord who loved to destroy Dwarven cities. When the city of Dankil wouldn’t fall to him and is Orc army, he took up the path of the Phoenix Warrior and Vowed that he would stand on the crumbled ruins of that city. He then led his army with his vow-marked double-orc ax in hand; crude pictures of destroyed cities engraved on it, and commenced a war with Dankil that lasted 5 years. Holg died many times over in that war, and didn’t stay dead until he faced off in the climatic battle with Ulfgar Gorunn, where both were driven into phoenix form until Ulfgar landed the final, and truly fatal, blow.

Holg Keth
NE Male Orc Barbarian 5/Phoenix Warrior 5
Init: +0, Senses: Listen +9, Spot +9,
Languages: Common, Orc, and Giant
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AC 15 , touch 10, flat-footed 15 (DR 2/-)
hp91 (10 HD)
Fort +11, Ref +2, Will +3
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Speed 40ft. ( 8 squares)
Melee
+1 keen vow-marked orc double ax ATK: +19/+14 (1d8+13/1d8+1)
Base Atk +10, Grp +18
Atk Options
+1 keen vow-marked orc double ax ATK: +19/+14 (1d8+13/1d8+1)
Masterwork greataxe ATK: +19/+14 (1d12+12)
Masterwork +8 composite longbow ATK: +10/+5 (1d8+8)
Special Options
Fast movement, Illiteracy, Rage 2/day (+4 str/con +2will -2AC 13rounds), Uncanny doge, Improved uncanny doge, Trap sense +1, Warrior type: Military Type, Phoenix form (Atk Options while in Phoenix form: Avid fire +2d6, aura of despair, fireball 1/day, and wings 60’ good maneuverability), Passionate strike +2, Ignite 2/day, Greater ignition
Combat Gear
+4 belt of giant strength
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Abilities: Str 22, Dex 10, Con 16, Int 12, Wis 12, Cha 13
SQ
Darkvision 60’, light sensitivity, Weapon familiarity (orc double ax)
Feats
Endurance, Diehard, Run, Extended rage, Power attack, cleave, Greater cleave
Skills
Balance -4, Climb +17, Concentration +3, Craft +1, Escape artist -4, Gather information +1, Handle animal +5, Heal +1, Hide -4, Intimidate +14, Jump +14, Listen +9, Move silently -4, Perform +1, Profession +1, Ride +0, Spellcraft +1, Spot +9, Survival +14, Swim +4
Possessions
Combat gear, +1 keen vow-marked orc double ax, Masterwork greataxe, Masterwork +8 composite longbow, 100 arrows, adamantine breastplate

Djinn_in_Tonic
2009-06-28, 11:08 AM
Cool classes so far, too bad I can't rate them yet. Anyway, later I'll be revealing at least one of my personal creations:smallamused:. I distrust pyromaniacs(being a hydromaniac) but I'm not unfair enough to subtract points just because of that.

Hmmm...you're submitting your own entry to your own contest? That seems only fair if you've got additional judges, or if you don't judge your own entry.

Zeta Kai
2009-06-28, 01:03 PM
Can I just link to another thread, or do they have to be posted here?

waterpenguin43
2009-06-28, 01:29 PM
Hmmm...you're submitting your own entry to your own contest? That seems only fair if you've got additional judges, or if you don't judge your own entry.

I'm not judging it in the contest, don't worry. Just presenting it to people.

waterpenguin43
2009-06-28, 01:30 PM
Can I just link to another thread, or do they have to be posted here?

Just find some sort of way of giving it to me. It really doesn't matter how:smallcool:.

waterpenguin43
2009-07-01, 07:14 PM
Remember though, try to create balanced classes to gain more points. Don't send me a prestige class that can kill gods without a save at level one or your balance points (and probably creativity points) go sinking deeper than the Marina trench. Oh ya, and I 'revealed' one of my prestige classes. Search for the Primal spy on homebrew.