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Djinn_in_Tonic
2009-07-16, 10:51 AM
A Picture is Worth a Thousand Words

---

http://fc03.deviantart.com/fs16/f/2007/176/6/c/Shaman_by_theincredibleandy.jpg

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

Worth a Thousand Words (PrC Contest)

The contest begins with the posting of this thread and will run through midnight of August 21st.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of September 11th.

Rules

1) You will be creating an 'original' prestige class. One inspired by the picture in this opening post in some manner. The picture may, but need not, be a representative of your class. The image is there to serve merely as a starting point for you to let your mind wander in whatever way it will. Maybe you focus on the Shamanistic aspects. Maybe you draw upon the idea of tattoos, whether tribal or otherwise. Maybe staff fighting, or herbalism, serves as your inspiration. Maybe it’s something different completely. The final class can be completely independent of the starting image, so long as the image inspires your thoughts in some manner. If you feel like it, give us an explanation of your thought processes behind your final class idea...it may help others come up with unique ideas of their own.

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 are some helpers if you need them!

(On the Philosophy of Class Design) (http://www.giantitp.com/forums/showthread.php?t=55947)

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

Djinn_in_Tonic
2009-07-16, 10:52 AM
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

TSED
2009-07-23, 02:09 PM
WITCHLAMP

http://fc03.deviantart.com/fs16/f/2007/176/6/c/Shaman_by_theincredibleandy.jpg

"You can scald me, you can cut me, you can gut me, but I will not let go. I will never let go."
- Xivazivuku, Witchlamp.


Deep in savage jungles lie tribes of man. Some are primitives and savages, while others have incredibly complex cultures (though are generally painted by the same brush by outsiders). These jungles are terrifying, dangerous places and for some of them, the everlooming battle with starvation isn't even the worst danger to watch out for...


BECOMING A WITCHLAMP
It takes a very special person to become a Witchlamp. You must be touched by the spirit world in a very powerful way. Most such touched individuals are specifically trained for being a Witchlamp by the tribe's shamen upon discovery, with secret knowledge, rites, and customs being passed down in a way that the Witchlamp interprets differently from the shamen and witchdoctors...

ENTRY REQUIREMENTS
Invocations: Access to at least 1 Lesser Invocation
Skills: Knowledge (Religion) 8 ranks, Use Magic Device 8 ranks
Skills: Knowledge (Nature) 4 ranks

Class Skills
The Witchlamp's class skills are Balance, Climb, Concentration, Craft (Wicker Effigy), Diplomacy, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope

Skills Points at Each Level: 4 + int

Hit Dice: d6

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

1st|
+0|
+2|
+0|
+2| A Free Hand Given Freely, They Sleep For Me, +1 Invoking Class

2nd|
+1|
+3|
+0|
+3| A New Light, +1 Invoking Class

3rd|
+2|
+3|
+1|
+3| Burning Wickerman, +1 Invoking Class

4th|
+3|
+4|
+1|
+4|Scorn Worldly Needs, +1 Invoking Class

5th|
+3|
+4|
+1|
+4| The Brazier's Scorn, +1 Invoking Class

6th|
+4|
+5|
+2|
+5| Daunting To The Nether, +1 Invoking Class

7th|
+5|
+5|
+2|
+5| Burn In Effigy, +1 Invoking Class

8th|
+6/+1|
+6|
+2|
+6| A Mortal Untrembling, +1 Invoking Class

9th|
+6/+1|
+6|
+3|
+6| A Blazing Wickerman, +1 Invoking Class

10th|
+7/+2|
+7|
+3|
+7| Chosen By The Lamp, +1 Invoking Class[/table]

Weapon & Armour Proficiencies: The Witchlamp gains no new proficiencies.

A Free Hand Given Freely (Ex)
The Witchlamp has entered a deep and binding pact. The Witchlamp binds his dominant hand to a magical brazier provided with whatever he has made the pact with. He may only let go by his own will, but letting go immediately causes a number of negative levels equal to his Witchlamp level +1 to be bestowed. The lost levels are permanent and cannot be restored by any means. If the hand is cut off he may grab the lamp with his remaining hand within 5 minutes and be spared from this level loss. If both hands are cut off, he does not suffer any penalty. If one or both hands are restored, he once again has up to five minutes to grab the Witchlamp before losing levels. The flame inside the brazier, lamp, lantern, or whatever variation cannot be extinguished. As long as the Witchlamp holds the lamp, the fire flickers regularly - underwater, in tempest-level winds, or what have you. You may cover the lamp with a material in order to hide its light, which provides a -6 penalty to hide. Though the fire burns warm, it does not get hot enough to ignite any but the most flammable of objects.

They Sleep For Me (Su)
In exchange for his free hand, the Witchlamp gains several things. Most importantly, he immediately loses all need for sleep and relaxation. He may still be fatigued or exhausted, but 4 hours of meditation can remove these conditions.

Invocations (Ex)
The Witchlamp continues learning new invocations and gaining power for his eldritch blast as if he had gained a level of warlock. He does not gain any other class features.

A New Light (Su)
The Witchlamp begins to gain control over the unnatural, thanks to this unworldly pact. He may turn undead as a cleric of class level. Warlock levels and Witchlamp levels stack for determining this Turn Undead's effective class level.

Burning Wickermen (Su)
The Witchlamp gains spells known equal to a sorcerer of his class level. Whenever he takes a full round action to burn a Wicker Effigy, he may cast one spell he knows from this list. Wicker Effigies weigh 20lbs each, cost at least 10gp to create, and must be made by the Witchlamp burning them in order to establish the important spiritual connection. The caster level is at his full character level, instead of class level.

Scorn Worldly Needs (Su)
The Witchlamp's pact deepens with increased power, and the Witchlamp grows ever more unworldly. The Witchlamp is now immune to fatigue and exhaustion, and does not need to eat or drink water.

The Brazier's Scorn (Su)
The brazier, or Witchlamp, has begun to take a life of its own. A number of times per encounter equal to the Witchlamp's charisma modifier, the Witchlamp may use its eldritch blast as a swift action. The Eldritch Blast can only have either one blast shape or one blast essence applied to it; it cannot have both. The blast originates from inside the brazier, and as it does so a screaming face forms in the flames and spits out the Eldritch Blast.

Daunting To The Nether (Su)
Something sinister surrounds the Witchlamp. Mindless creatures are no longer immediately hostile towards the Witchlamp unless provoked or directly ordered to by their controller. This is particularly true of mindless undead; they treat the Witchlamp as if they were Friendly.

Burn In Effigy (Su)
The Witchlamp has decided that the situation is dire, indeed. He accepts the fires from within his brazier onto himself, and he begins to burn in a fire that consumes his flesh and scorches his soul. He is set on fire (2d6 damage a round) but for every point of damage he takes, any saving throws he forces another to make next round are increased by an equal amount. Additionally, if he uses Eldritch Blast, he deals an extra 1d6 damage for every point of damage he has taken, however, he suffers a -2 penalty to AC, attack rolls, and saving throws thanks to the intense pain. Ending the Burn In Effigy effect once it has started requires a will save equal to 15 + class level.

A Mortal Untrembling (Su)
The fire flickers and twists within the Witchlamp's eyes, and the Witchlamp stands tall among his kind. He may choose one of the following spells to permanently effect him: Protection From Evil, Good, Law, or Chaos, Mage Armour, Disguise Self, Feather Fall, See Invisibility, Continual Flame, or Magic Fang. The caster level is equal to his character level. A spellcaster cannot attempt to dispell this effect, but a dead magic zone or antimagic zone does negate it until he exits the area. Lastly, the Witchlamp removes all need to breath.

A Blazing Wickerman (Su)
Choose one spell from any spell list of 4th level or lower. You may now burn Wicker Effigies to unleash this spell, with all the standard constraints of A Burning Wickerman.

Chosen By The Lamp (Su)
The Witchlamp's creature type changes to Outsider (native). Do not recalculate skill points, saves, or base attack bonus. Additionally, the Witchlamp gains Resistance (5) to two elemental forms of damage of his choice. This can stack with damage types chosen by Warlock levels.



MAKING A WICKERMAN
Requires about 6 hours of weaving, and about 10 gold pieces worth of twine or the like. Each Wickerman weighs at least 20 lbs, but some are known to weigh more.

A small sized Witchlamp may craft Wickermen that only weigh 8 lbs instead.

Making a wickerman successfully requires a DC20 craft check. For every 10 points you exceed on this DC, you gain a bonus of +1 to caster level when using said wickerman. For every point you fail to meet, you lose 1 caster level on the spell, but can still use the wickerman.



PLAYING A WITCHLAMP

Combat: You still have your invocations, but you have more options available to you now. Wickermen are cheap, but heavy, and chances are you cannot afford to not carry around the valuable options they provide.

Fluff: You have devoted your mind, soul, and even body in a way that most adventurers could not begin to fathom. Your reasons for entering the pact are personal, but they should probably go beyond a feeling of duty to the tribe. If the pact is only that shallow, expect to feel friction in your motives. The being you have sold your free hand to is left undesignated intentionally - be they spirits of the wild, ancestors long gone, or even demons and devils laughing cruelly at the weakness of mortals.

WITCHLAMPS IN THE WORLD
He stared me in the eye, and pulled a woven man off the basket on his back. Plopped it into the burning brazier he carried around and stared me in the eyes. And then, in that instant, I felt the crushing weight of all the world's woes bearing down on me. He didn't need to ask me again.
- An Anonymous Shopkeeper.

Daily Life: Some Witchlamps act as tribal wisemen and shamen, helping to guide their people. Others tag along, living on the edges of the society and only stepping forwards when needed. Still more are complete recluses, seeking solitude for reasons only they can comprehend.

NPC Reaction: Many persons who live amongst the jungle cultures will recognize and revere what you are and will or have become. Less 'civilized' cultures outside of the jungles will often still respect you, sensing the spiritual or otherworldly power echoing in your wake. Common 'civilized' races will not be able to understand you or your actions whatsoever, though particularly zealous clergymen or the like will be able to empathize a great deal.

WITCHLAMPS IN THE GAME
Adaptation: Since Witchlamps are so specialized in origins, any jungle encounter can easily introduce them. They need not be humans, after all. Giants, goblins, heck even harpies or medusa could easily all be Witchlamps.
Encounters: Combat with a Witchlamp usually means the liveliness of some one is at stake, though it is not unheard of for them to be druid-like in their protection of the wild.

Djinn_in_Tonic
2009-08-04, 09:19 AM
*Looks around shiftily*

*Bumps*

I can't quite bring myself to believe that the homebrewers who take part in these contests can only do one creation every six weeks, so I'm bumping this back up in hopes of more interest.

nysisobli
2009-08-04, 09:38 AM
ill be in ;) thinking of a concept so this will hold me place

DeskChairLamp
2009-08-04, 09:50 AM
Component Collector


A sprinkling of blood and a word of ancient might...
-Isaac "Blood Boiler" Sevar

Component Collectors run a range of personalities almost as diverse as all casters in general. What draws them together and sets them apart is there inquiry into the materials required to manifest magic- they all study the things that link the arcane and the physical. Some collectors are wealthy metropolitan mages who use their money and connections to find what they need, while some are hedge wizards from the fringes of society who delve deep into the unexplored areas of the world, looking for new items to add power to their spells.

BECOMING A COMPONENT COLLECTOR
Component Collectors tend to be self-trained, coming from a background of independent study of material components, spell foci and all manner of spell-related items. A few are products of apprenticeship under an experienced collector, but most collector organizations exist purely for material trading, and not for gathering more to the profession.


ENTRY REQUIREMENTS
ENTRY REQUIREMENTS
Skills: Craft (alchemy) 8 ranks, Knowledge (arcana) 8 ranks
Spells: ability to cast 3rd level arcane spells
Feats: Any three metamagic feats


Class Skills
The Component Collector's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Spellcraft (Int) and Survival (Wis).
Skills Points at Each Level: 4 + int

Hit Dice: d6

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+2|
+0|
+2|Uncommon Components|--

2nd|
+1|
+3|
+0|
+3|Alternative Components|+1 level of existing spellcasting class

3rd|
+1|
+3|
+1|
+3|Rare Components (level 1)|+1 level of existing spellcasting class

4th|
+2|
+4|
+1|
+4|Spell Bind|+1 level of existing spellcasting class

5th|
+2|
+4|
+1|
+4|Rare Components (level 2)|+1 level of existing spellcasting class

6th|
+3|
+5|
+2|
+5|Augmented Foci|--

7th|
+3|
+5|
+2|
+5|Rare Components (level 3)|+1 level of existing spellcasting class

8th|
+4|
+6|
+2|
+6|Mundane Magic|+1 level of existing spellcasting class

9th|
+4|
+6|
+3|
+6|Rare Components (level 4)|+1 level of existing spellcasting class

10th|
+5|
+7|
+3|
+7|Mixture Master|+1 level of existing spellcasting class [/table]

Weapon Proficiencies: The Component Collector gains no new proficiencies.

Spellcasting: At each level aside from 1st and 6th, the Component Collector counts as having advanced one level for the purposes of spells known and spells per day in any spellcasting class he previously had levels in.

Uncommon Components: The Component Collector knows the applications of many spell components that most casters would find useless, as well as alternative uses for those already useful. Whenever he has access to spell components, he may spend extra money to acquire components to give his spells an extra kick. Each uncommon component costs 5gp, and a Component Collector can carry up to ten of them in a single spell component pouch.
An uncommon component can be added into a spell as a free action while the spell is being cast. When used, it can provide one of two benefits: it can either add the benefit of any metamagic feat that would normally increase the spell’s level by one; or it can increase the spell’s DC by 1. Uncommon components are unstable, however, and whenever the Component Collector uses one in a spell, there is a 20% chance of the spell failing. Failure effects are as from normal arcane spell failure effects.

Alternative Components: The Component Collector’s study leads him to discover components that are cheaper, but have similar uses to their mainstream counterparts. Whenever a spell requires him to use an expensive material component, he may, if he is in a location that permits it, attempt to find a purveyor of alternative components, and reduce the cost by 25%. Doing so takes one day, and a Gather Information check of DC 16 + level of the spell he is finding components for.

Rare Components: At third level, the Component Collector gains the ability to craft and use rare components in his spells. Rare components are items taken often from powerful and innately magical creatures, such as dragons, outsiders or magical beasts, and refined to draw out their special arcane properties.
Using a rare component does not alter a spell’s casting time, and a rare component can be used even if a spell does not normally have a material component requirement. Rare components are more reliable due to their refinement and have no chance of failure. Detailed below are guidelines on crafting rare components as well as some sample components.

Crafting Rare Components
Salvaging Components: Material components can be taken from almost anything in nature, but a few creatures have innate ties to the mystic that allow parts of their material form more potent catalysts for magic. Unrefined rare components can be salvaged from outsiders, aberrations, magical beasts and fey of challenge rating six or higher. Doing so requires a craft (alchemy) check of DC 15 + creature’s challenge rating. Materials are normally taken from a dead or dying (-1 to -9 hit points) specimen, but can be taken from a willing specimen with a +4 to the DC. Due to the nature of the components, however, even willing targets would suffer significantly under the circumstances, possibly even dying.

Researching Refinement Techniques: Researching a refinement technique requires a craft (alchemy) check of DC 20 + twice component level. It takes 1d3 days per component level. As soon as a refinement technique has been researched for a particular unrefined component, the component collector can then begin to refine the component, described below. Some Component Collectors sell their refinement techniques in manuals to other collectors. In such a case, a Component Collector need not research on his own; he may proceed immediately to the refining process.
Researching a technique is one of the most important steps in component crafting, as this is where the Component Collector chooses the effect that the component has when refined. The possible effects are detailed below.

A technique can be researched for an unrefined component to affect a single spell. Each technique joins material and spell in a one is to one ratio, such that a single material may be refined differently for different spells.

Refining Components: Unrefined components cannot be used until refined. The refining process takes at least one week, and costs fifty gold pieces per level of the component being refined. Refining requires a successful craft (alchemy) check of DC 20 + twice component level. Additional time may be spent, to a maximum of one week per component level, to decrease the DC. Each week beyond the first spent refining the components reduces the DC by one.

Rare Component Effects:
Level 1: Increase spell DC by 1; apply the effects of a metamagic feat that would normally increase the spell level by 1; increase caster level by 2; increase effective caster level by 4 for the purposes of dispelling and counterspelling; gain a +6 bonus on overcoming spell resistance
Level 2: Apply the effects of a metamagic feat that would normally increase the spell level by 2; increase caster level by 3; increase effective caster level by 6 for the purposes of dispelling and counterspelling; gain a +8 bonus on overcoming spell resistance
Level 3: Increase spell DC by 2; apply the effects of a metamagic feat that would normally increase the spell level by 3; cast the spell as a swift action; gain a + 10 bonus on overcoming spell resistance
Level 4: Apply the effects of a metamagic feat that would normally increase the spell level by 4; gain a +12 bonus on overcoming spell resistance
Notes: A level 2 effect is worth two level 1 effects, a level 3 worth two level 2 effects, and a level 4 is worth two level 3 effects; when assigning effects, multiple effects of lower level can be chosen instead of an effect from that level.


Sample Rare Components
to be added

Spell Bind (Su): If objects can bring magic into the world, then they can keep them there too. At fourth level, a Component Collector can use components to keep his magic present longer. Whenever he uses his uncommon components to modify a spell whose duration is not instantaneous, permanent or concentration, he can forego the normal bonuses granted, and instead make the spell last thrice as long as normal. When an uncommon component is used to augment a spell in this way, the spell failure chance is 30% instead of 20%.

Augmented Foci (Su): Focus items and material components both share a basic trait- they are essentially mundane items used in the creation of supernatural effects. Thus, the study of components eventually reaches the realm of foci. A Component Collector who casts a spell that involves a focus casts that spell with a +2 bonus against counterspelling and dispelling attempts.

Mundane Magic (Ex): A collector’s inquiry into the mundane, physical catalysts of magic allows him to produce spells that are almost nonmagical in nature. A Component Collector of eighth level can cast cantrips and 1st level spells even when he is in an area of dead magic or in an antimagic field, or any other location that would normally prevent him from casting. Furthermore, all cantrips and1st level spells already in effect are not removed (although they can still be dispelled by other spells). In effect, he treats his cantrips and 1st level spells as extraordinary abilities rather than supernatural ones; this ability only affects spells with material components.
Mixture Master (Ex): At tenth level, a Component Collector’s expertise with components allows him to use them more effectively. Whenever he uses uncommon components, he reduces the spell failure chance by 5%.

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
__________________

The Witch-King
2009-08-07, 10:16 AM
HUNTING SLAVE

http://fc03.deviantart.com/fs16/f/2007/176/6/c/Shaman_by_theincredibleandy.jpg

"I hunt you because it is my master's will and my master's will is the only reality."--Trayka, Hunting Slave of the Kitsune Celestial Clan

The Empress of Nine Tails is the nominal head of an empire that spans nearly half the world. Humans answer to the kitsune, whose thirteen clans form the ruling class. The kitsune answer to their djinn masters. The warrior caste of humanity, having sworn their obedience and lives to the kitsune nobles, are the only humans allowed to possess metal weapons and armor. With them, they enforce the kitsunes’ rule and defend the empire from its goblin, hobgoblin and ogre enemies. Beneath the warrior caste are the rest of humanity: concubines, peasants and slaves. While their human slaves toil in the fields, fight in the gladiatorial pits and serve them in the palaces, the kitsune live decadent lives of peace, serenity and unearthly beauty, enjoying the richest of fineries and the rarest and most exotic of pleasures. From time to time, this or that noble house plots against another or openly war with each other, more often than not as a result of the toying machinations of their djinn masters, but largely, the empire remains stable.

The kitsune have for their amusement and entertainment created vast domed park enclosures in which they train special hunting slaves. They use these slaves in much the same way as humans use hunting dogs, to track down and kill prey, be that prey an unlucky animal, an escaped slave, or human rebels desperately trying to free themselves from the oppressive rule of their kitsune overlords. Kitsune maintain control over their hunting slaves with a carefully managed and planned scheme of psychological domination. Hunting slaves early in their training are treated little differently from unwanted dogs, literally fighting amongst themselves for the choicest scraps from the masters' table. As their prowess progresses, they achieve the status of a valued and well maintained animal. Those who manage to survive long enough are treated as favorite pets. Those chosen few that can achieve the pinnacle of a hunting slave's power and potential are blessed by their kitsune masters with the Rite of the Fox's Heart and become more than human and are treated as trusted and beloved confidantes and lovers.

BECOMING A HUNTING SLAVE
As the kitsune lords decide they need additional Hunting Slaves, their trainers cull likely suspects from the body of the slave caste population and toss them into the park enclosures. Survival there is the first test. There are many to come, including defeating wild animals and other slaves with their bare hands. Those who continue to survive receive further training until they are ready to go into the field.

ENTRY REQUIREMENTS
Race: Human
Class Ability: Ability to Rage
BAB: +3
Legal status: Character is a slave of the kitsune.

Class Skills
The Hunting Slave’s class skills (and the key ability for each skill) are Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography/nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str).

Skills Points at Each Level: 4 + int

Hit Dice: d8

Class Features:

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

1st|
+1|
+2|
+2|
+0|
+0d6|Human Familiar, Anointed Skin.

2nd|
+2|
+3|
+3|
+0|
+1d6|Sneak Attack, Mobility.

3rd|
+3|
+3|
+3|
+1|
+1d6|Track, Scent.

4th|
+4|
+4|
+4|
+1|
+2d6|Evasion, Endurance.

5th|
+5|
+4|
+4|
+1|
+2d6|Wild Empathy.

6th|
+6|
+5|
+5|
+2|
+3d6|Woodland Stride, Swift tracker.

7th|
+7|
+5|
+5|
+2|
+3d6|Darkvision.

8th|
+8|
+6|
+6|
+2|
+4d6|Supple Skin.

9th|
+9|
+6|
+6|
+3|
+4d6| Brachiation.

10th|
+10|
+7|
+7|
+3|
+5d6|The Rite of the Fox's Heart[/table]

Weapon and Armor Proficiencies:
The Hunting Slave gains Exotic Weapon Proficiency: Net.

Human Familiar:
An evil arcane spellcaster whose class permits him or her to have a familiar may have the Hunting Slave as a Human Familiar. In that case, the abilities gained by the Hunting Slave are dependent on the level of the spellcaster and the Hunting Slave levels of the Human Familiar. Just like with an ordinary familiar, an arcane spellcaster may only have one familiar, human or otherwise, at one time. Similarly, the Human Familiar may only be bound to one spellcaster at a time. Furthermore, should the Hunting Familiar’s spellcaster be killed, the Hunting Slave loses all abilities gained from the Master's Class Level chart until a new bond can be formed with another arcane spellcaster.

The treatments and modifications made to a Hunting Slave so it can serve as a Human Familiar are dependent on psychological conditioning and physical condition to make the slave a vessel for primal arcane energies and deep, ancestral power. The transmission of arcane currents from master to familiar cannot be accomplished if the familiar is wearing metal armor or carrying metal weapons. Wearing metal armor or carrying metal weapons immediately cancel out all benefits of being a Human Familiar.

{table=head]Master's Class Level|Special

1-2|Share spells, Empathic link. Your master gains Alertness so long as you are within arm’s reach. You automatically fail all saves vs. mind-affecting spells cast by the arcane spellcaster you are bound to.

3-4|You may deliver touch spells for your master.

5-6|You or your master may use an action to communicate mentally a la Sending.

7-8| -

9-10| -

11-12| -

13-14| Your master can close his eyes and see through yours as an at-will ability.

15-16| -

17-18| -

19-20| -[/table]

Note: Only an evil arcane spellcaster may make use of a Human Familiar as it requires cruel experimentation, constant psychological domination and exposing a sentient being to dangerous alchemical substances and procedures.

Anointed Skin (Human Familiar ability)
The Hunting Slave gains a natural armor bonus equal to their Hunting Slave levels.

Note: Only an evil arcane spellcaster may prepare a person for the use of Anointing Skin as it requires cruel experimentation, constant psychological domination and exposing a sentient being to dangerous alchemical substances and procedures.

Wearing metal armor or carrying metal weapons immediately cancel out all benefits of Anointed Skin.

Sneak Attack
If a Hunting Slave can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Hunting Slave’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Hunting Slave flanks her target. This extra damage begins at 1d6 at 2nd level, and it increases by 1d6 every two Hunting Slave levels thereafter. Should the Hunting Slave score a critical hit with a sneak attack, this extra damage is not multiplied.

Mobility
At 2nd level, a Hunting Slave gains the use of Mobility regardless of whether or not he or she qualifies for it.

Track
To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

Scent
This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Evasion
At 4th level, a Hunting Slave can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Hunting Slave is wearing light armor or no armor. A helpless Hunting Slave does not gain the benefit of evasion.

Endurance
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Wild empathy
A Hunting Slave can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Hunting Slave rolls 1d20 and adds her Hunting Slave level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Woodland Stride
Starting at 6th level, a Hunting Slave may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift tracker
Beginning at 6th level, a Hunting Slave can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Darkvision (Human Familiar ability)
At 7th level, a Hunting Slave gains the ability of Darkvision.

Wearing metal armor or carrying metal weapons immediately cancel out all benefits of the Hunting Slave's Darkvision.

Supple Skin (Human Familiar ability)
Repeated anointing with alchemical oils have turned your very skin into a ready tapestry for arcane spellwork. Prerequisite: Must have been joined as a Human Familiar to an arcane spellcaster at least once. An arcane spellcaster can tattoo you with a spell as if creating a magic scroll (all requisite costs and requirements apply). Once completed, you may cast the spell if its level is less than or equal to half your Hunting Slave levels (round down). You may only be tattooed thus by the arcane spellcaster you are bound to. Should he or she die, all such tattoos fade away.

Wearing metal armor or carrying metal weapons immediately cancel out all benefits of Supple Skin. The tattoos don't vanish but cannot be used while metal armor is being worn or metal weapons carried.

Brachiation
You can move through medium and dense forest area at your normal land speed. You must be at least 20’ from the ground to use this ability.

The Rite of the Fox's Heart
Your master sacrifices a fox and removes its heart. He anoints it with his own blood and places it in a jar filled with an alchemical solution. Over several weeks, the fox’s heart grows to the size of a human one and in an elaborate ritual, he cuts out your heart and replaces it with the fox’s heart. You become Foxkin.

Foxkin: You are considered Fey for the purpose of adjudicating all effects. You gain the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the character’s Hunting Slave levels. You gain +2 Dexterity and +4 Charisma but at the cost of -2 Wisdom. Your Charisma attribute modifier now applies as a bonus to all your saving throws.

PLAYING A HUNTING SLAVE

Combat: Ideally, the Hunting Slave should track down an opponent and strike from above utilizing the element of surprise. When surprise isn't an option, Rage is. The Hunting Slave, though denied metal weapons and armor, can still make use of spears, javelins, bow and arrows with obsidian tips and brutal hand to hand combat moves. In support of a party, the Hunting Slave should seek to strike from the side or rear of the enemy formation, removing a key player of the opposing force such as an enemy spellcaster.

Role-playing: You belong to your master, body and soul. Your only goal is life is to make your kitsune owner happy. Anyone who the master says dies, dies. If ever you grow weary of the court and decide to run away, you have skills and abilities worth a lot of money. There are many sorcerers and wizards that would kill to have backup like you.

HUNTING SLAVES IN THE WORLD

"People always ask me why the kitsune 'waste' the Rite of the Fox's Heart on mere slaves and never use it on the warrior caste. Some say that the inherent animal nature of the hunting slave is the reason. For all their manners, affectations and elegance, kitsune are ruled by their passions. The courage and fury of hunting slaves remind kitsune of themselves. The warrior caste is all silence and discipline; kitsune are no more aware of them than they are of the tiled floors they walk on." -- Iwanari Yoshimoto, Hunting Slave trainer.

Daily Life:

A Hunting Slave is the literal property of a lord or lady of one of the thirteen clans of the kitsune. The thirteen clans are: Celestial, Void, Wind, Spirit, Fire, Earth, River, Ocean, Mountain, Forest, Thunder, Time and Sound.

The day-to-day life of a Hunting Slave is one of constant struggle, for they are forever pitted against their fellow human beings. The lowliest and least experienced of them spends his days hunting prey in the park enclosures and being trained by special handlers. The mightiest of them jockey for position as one of the master's favorites at court when they aren't out in the field tracking down rebels and fugitives alone. Much of their time either way is spent honing their skins and preparing for the next inevitable hunt. More often than not, the life of a Hunting Slave is short.

NPC Reaction

"It lives like a dog; put it down like a dog." -- Uesugi Yasumori, rebel leader and Human Ronin.

Most people never encounter a Hunting Slave, not twice certainly. Rumors abound about them but generally they are hated and feared. Nearly every peasant has heard of stories of brutal feral humans who serve the kitsune and hunt down escaped slaves and fugitives for their amusement. Those most likely to encounter a Hunting Slave are local dissidents and rebels as Hunting Slaves are used as scouts to ferret out rebel hiding places before the warrior caste strike.

HUNTING SLAVES IN THE GAME

The Hunting Slave makes a ready support villain for a Kitsune lord main villain but more interesting options exist. While the kitsune who control Hunting Slaves are often ruthless and evil, the Hunting Slave him or herself is typically a genuinely adoring victim who has succumb unknowingly to another's psychological domination. Good stories have villains and villains have victims and that's what the Hunting Slave is. One that realized that and decided to take her destiny into her own hands would be a worthy hero. The downside with the scenario of a heroic escaped Hunting Slave is that she would still need a spellcaster to make use of her most powerful ability. In that case, I would recommend changing the requirement that the spellcaster be evil to simply non-good.

Adaptation: Any particularly ruthless and evil race might use another in this fashion. Illithids, Yuan-Ti, Githyanki, etc. Orc or hobgoblin arcane spellcasters might use goblins in this fashion. More non-human races, such as the Thri-Kreen or other insect races, might even breed a specialty version of their race for this function.

Encounters: I imagine the best way to introduce the Hunting Slave into a campaign would be after the players are captured. They could be taken before a kitsune lord and interrogated and at his feet would be two or three of his hunting slaves. And then, when the heroes inevitably escape (possibly without their weapons or equipment), the Hunting Slaves would be sent to hunt them down. Another possibility would be releasing the captive players into a kitsune park enclosure as practice for the Hunting Slaves lurking within.

Campaign Concept
There exists the interesting possibility of a campaign centered around a particular kitsune clan and its lord and their struggles for dominance and influence. The players could be various servants of their lord who are sent on special missions. If no one is comfortable playing a character so dependent on another as the Hunting Slave, the Hunting Slave would make an excellent NPC enforcer to ensure the party follow their lord's instructions and continue to pursue his interests.


* * *

Trayka walked into the room and knelt, waiting for her master. She did not have to wait long. Daiki Moonblossom, lord of the kitsune Celestial clan, parted the diaphanous veil separating the rooms with a delicate manicured hand and entered with a wry smile on his lips. He had chosen for this audience to wear his human form. Daiki was clad in a simple and lovely white silk kimono, adorned with little blue blossoms. In his left hand, he carried the delicate peacock feather fan he was seemingly never without. His kimono was open to expose his bare, hairless chest and sleek, finely muscled form. As he moved across the room towards her, she could feel his presence with every step, as though even moving across the room was something he did with deliberate intelligence and precision. She could feel her heart beat faster as Daiki approached her. She stole a furtive glance at his face, took in for a moment the turquoise eyes that gleamed in the candlelight, and the thin, pointed nose that gave him such an equine quality, especially with his long white hair pulled back into a ponytail. He moved with a grace and a beauty that reminded her of a unicorn.

Slowly he approached and she bowed her head and folded her hands into her lap. In silence, he ran a hand along her cheek and a few fingers danced momentarily through her hair and Trayka felt her heart leap in her chest at the gesture.

“You found and slew that traitor Noboru as I instructed?” He asked.

Trayka nodded, keeping her head low. “Yes master. His body is downstairs awaiting your inspection.”

“Very good,” he said. “You have served me well and for that you shall be rewarded.”

From off of a cabinet, he removed a small wooden box. Returning to her, he began to undo her worn leather collar. For a moment, fear struck her chest like a spike with the thought that her master might be releasing her from his service as he took off the collar and let it drop wordlessly to the floor. From the wooden box, he lifted a brand new black leather collar, not old and creased as her previous one, and it was adorned with a small tetragonal jewel. Trayka couldn’t help but smile as her master put it around her neck.

“And there is more,” he said as he gestured to the veil across the room. Two concubines, clad in shimmering finery, entered the room and bowed their heads. “Go with them. Do as they say. I shall see you later.”

Trayka acknowledged him with her usual “yes master” and rose to follow the concubines as they left the room.

She was bathed and perfumed, her face powdered and her body anointed with sweet smelling oils. She was given both a manicure and pedicure and both her fingernails and toenails were painted red. Her eyes were adorned with mascara and eye shadow and her lips graced with a smooth, red pigment. Standing before a full-length mirror, she had never before seen herself so beautiful.

When the concubines returned Trayka to her master’s presence, it was in his bedroom, alone and she was clad in nothing more than the collar he had given her. He ravished her like a starving man at a banquet and over and over again brought her to the highest heights of physical ecstasy. Afterwards, Trayka limped back to her own quarters, and having collapsed into bed, she rocked back and forth, hugging herself, sweaty, spent, bruised and sore, thrilled that she had been so lucky as to find herself in the master's favor so. He had touched her many times to be sure, chastising her with a slap or the whip when she misbehaved or failed to meet his expectations, rewarding her with a stroke of her face when she pleased him, tattooing her in preparation for battle or the hunt, and anointing her with strange alchemical oils, but this was the first time he used her flesh as a woman.

ADDING THE NINE TAILS EMPIRE TO YOUR WORLD

I've been asked to say a few words about how you can add the kitsune's empire to your fantasy world but the first thing I have to say is that you don't have to in order to make use of this class. Even if you want your Hunting Slave PC or NPC to come from the Empire, it's easy enough to have the character have traveled to whatever continent your game takes place on from an “unspecified off-map continent.” That said, it's easy enough to add this empire to the game. I myself would do so through some sort of buffer. If your game has an impenetrable mountain range or a great desert or ocean or perhaps a culture that hasn't been explored in too great depth prior to this point, any of these would make a great buffer between your existing campaign world and the Empire. Refugees, desert wandering nomads, tribes of humanoids, what-have-you can be presented as fleeing into the campaign area driven before an expanding militaristic empire. The players can be sent by the lords of their area to find out why the desert nomads have suddenly crossed into the kingdom seeking refuge or to find out why such great numbers of orcs and gnolls are suddenly invading.

The 'previously impenetrable terrain feature' is another option. Perhaps Imperial scouts have been spotted in the valleys down from a range of mountains once thought to be impassable. The players can be sent to explore this region and perhaps capture and interrogate one of the scouts to find out where the mountain pass is that they've used to enter the kingdom. Perhaps a reclusive race of dwarfs dwelling in the mountains who live in a great fortress city have been coerced by the Empire into letting their scouts and troops through a mountain pass and the players can be sent to parley with the dwarfs to find out why they are reluctantly (or perhaps, not so reluctantly) cooperating with invaders.

That's if you want to play up the whole 'thunder before the storm' angle. Another possibility is a sudden and brutal invasion. Either an outlying area of the kingdom the players are from is suddenly attacked, or even better, an enemy kingdom that the good kingdom has been contending with for years can be conquered nearly overnight by the kitsune's warriors.

Many possibilities exist. One of the best I think I've come up with so far is a shipwreck on the coast from a strange and foreign land and everyone--or nearly everyone--aboard is dead. A ship full of refugees fleeing the kitsune's empire meets with some hazard at sea and everyone is killed and the ship wrecks on the coast and the players have a mystery to solve: Who are these people? Where did they come from and what killed them? And is it headed this way? The shipwreck is also one way to introduce the Hunting Slave character to your campaign. Brought as cargo and kept below decks, the Hunting Slave is chained to a wall in the ship's bowels and has no idea what's happened above decks. Anything is possible.

Notes: I haven't restrained myself to just Japanese mythology or any particular setting. In my mind's eye, the undeveloped setting behind this class is a mix of Arabian, Japanese and Indian cultures and mythologies and the kitsune's empire has expanded to conquer outlying areas settled by "Africans" and "Europeans" to provide a universal setting where anyone can play whatever race of human they want.

The Neoclassic
2009-08-07, 01:00 PM
FACE OF THE BEAST

http://fc03.deviantart.com/fs16/f/2007/176/6/c/Shaman_by_theincredibleandy.jpg

Either way, our world will end in flames.

Those who become Faces of the Beast are surprisingly diverse. Some are simple pyromaniacs, others religious zealots obsessed with the ever-approaching end of this world. A few use fire as a way to seek vengeance on those who have wronged them, and rarer still are those who merely want civilization to end solely for the sake of destruction.

A note on inspiration: I was particularly struck by the mask on the man in the picture, as well as his perilously swinging lamp. The notion of scarred by fire, but having no fear of it and in fact choosing it as a weapon of destruction & revenge, struck me. I admit that it was at this point I remembered "Some men just want to see the world burn" from "The Dark Knight," so that has influenced me some as well, specifically giving this class a more twisted, insane edge.

BECOMING A FACE OF THE BEAST
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Race: Any humanoid
Base Attack Bonus: +7
Base Fortitude Save: +7
Alignment: Any nongood and nonlawful
Special: Must have at least part of one's face, torso, arms, or legs covered in scarring from second or third degree burns

Class Skills
The Face of the Beast's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 2 + Int modifier

Hit Dice: d8

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

1st|
+0|
+2|
+2|
+0|These Scars, Double-Sided Flesh (fire resistance 5)

2nd|
+1|
+3|
+3|
+0|Fueling the Flames, Double-Sided Flesh (fire resistance 10)

3rd|
+2|
+3|
+3|
+1|Furious Defense, Double-Sided Flesh (fire resistance 15)

4th|
+3|
+4|
+4|
+1|Iron Lungs, Pyrotechnics, Double-Sided Flesh (fire resistance 20)

5th|
+3|
+4|
+4|
+1|Not One of Us, Touch of Armageddon, Double-Sided Flesh (immunity to fire)[/table]

Weapon Proficiencies: A face of the beast gains no new weapon or armor proficiencies.
These Scars: The burns of a face of the beast are an integral part of his identity. They become oddly immune to most healing magic; only a miracle spell or similar can remove them. If the burns are such removed, a face of the beast loses all other class abilities and may no longer gain levels in this class until he gains new, notable, second or third degree burns.
Double-Sided Flesh (Ex): Whenever a face of the beast takes fire damage, he appears to be injured by it as any normal creature would; his flesh turns red, blisters, and bubbles. However, he only feels mild discomfort and takes less damage than normal creatures despite this appearance. At first level, he gains fire resistance five, which increases by five each subsequent level. At fifth level, a face of the beast becomes immune to fire.
Unlike most individuals, when a face of the beast receives magical healing, his flesh does not appear fully healed. Scars from combat wounds are generally light and nearly unnoticeable, but any burns from fire or acid leave a distinct scar upon his flesh, no matter how strong the healing magic.
Should a face of the beast be under the influence of shapechange, polymorph, or alter self, he loses this inexplicable property of his own skin and hence does not gain this fire resistance or immunity.
Fueling the Flames (Su): At second level, a face of the beast's connection with fire allows him to double the rate of expansion of (but not damage done by each section of) any nonmagical fires within one hundred feet. This can be anything from causing candles to burn down to the wick more quickly to speeding up forest fires. This ability has no effect upon magical fires of any sort.
Furious Defense: Once per day, after an opponent has rolled a successful attack against a face of the beast, the face may choose to use this ability. He adds his Strength bonus to his armor class. If the attack is still successful, he takes damage as usual. If it is not, he takes half of what the damage of a successful attack would've been. Immediately after, however, the face of the beast gets an immediate grapple check against his opponent at a +4 circumstance modifier.
Iron Lungs (Ex): At fourth level, a face of the beast's internal chemistry has grown hardier. He is now able to breathe in smoke or similarly contaminated air without penalty, though he can still suffocate by drowning or in a vacuum. Furthermore, he gains an immunity to inhaled poisons.
Pyrotechnics (Sp): Beginning at fourth level a face of the beast can cast pyrotechnics as a spell-like ability once per day.
Not One of Us: At fifth level, a face of the beast's creature type changes from humanoid to monstrous humanoid. From now on, he is not affected by spells or abilities which affect humanoids only. However, this is disconcerting to most humanoids, so he receives a -2 Diplomacy penalty to all such checks dealing with humanoids. He is granted a +2 profane bonus to Intimidate checks thanks to this change as well. This creature type change, and hence skill penalty & bonus, cannot be reversed unless the face of the beast loses his scars (see These Scars)
Touch of Armageddon (Su): Upon reaching fifth level, a face of the beast channels a connection to supernatural fiery and destructive energies. When casting a spell or using a weapon that does at least 1d6 of fire damage, he automatically adds another 1d6 fire damage. For chaotic weapons or spells that deal at least 1d6 variable damage, he instead adds 1d4 fire damage. These two effects can stack with each other but not upon themselves (a fiery weapon only get +1d6 fire damage, no matter how many magical fire properties it has, but a chaotic flaming weapon would deal 1d6+d4 additional fire damage).

PLAYING A FACE OF THE BEAST
Despite the fairly uniform reaction that societies tend to display towards faces of the beast (see below), these individuals tend to vary greatly in motivation, means, and philosophy.
Combat: Due to their class abilities and affinity with fire, it's rare to find a Face of the Beast who doesn't use a flaming or flaming burst weapon, though the particular weapon tends to be a matter of personal preference. Most members of this class are fearless, and tend to favor very direct, offensive combat. However, those who practiced a different combat style previous to entering the class may still retain that, so some Faces of the Beast do use ranged combat or stealthy/hit-and-run tactics. When possible, many choose to fight near or even inside of buildings or wilderness that's on fire, with their Iron Lungs allowing them to ignore any penalties from smoke and intimidating opponents with carefully timed Fueling the Flames.

FACE OF THE BEAST IN THE WORLD
There was no reason to it. One madman in the night, and the whole town of petrified trees, that little gem nestled away in the heart of the elven queendom, now lies charred and dead. - Anonymous traveler and witness of the destruction of Ille Nievere

Civilization has always appreciated fire but likewise realized its destructive capacity must be kept in check. At most, fire is to be used against one's opponents in war; otherwise it belongs solely in the hearth or the midsummer bonfire.
A face of the beast who is recognized as such is usually seen with prominent burns- yet holding a torch or other flaming item. As such, the association between this class and dangerously careless use of fire became widespread, leading to a great deal of distrust and outright hatred of faces of the beast in civilized and frontier regions alike.
Daily Life: It is rare for a face of the beast to choose a sedentary life. They are best suited to wandering, more often alone than not. Their skills at combat allow them to hunt for their own food and fend for thesmselves just fine.
Notables: Allegra (see below) is a good example of how an individual from a fairly ordinary life might end up as a Face of the Beast, but her power is petty in comparison with many who've walked the earth. The Trickster (Rogue 11 / Fighter 4 / Face of the Beast 5) has burned entire cities to the ground with just a bit of patience and the right knowledge of flammable substances. Mielle, a fallen paladin, recognized after her prolongued and near-fatal submersion in acid that she'd been vain, and dedicated herself to destroying the distraction of beauty in all its forms.
Organizations: There are no particular organizations dedicated to Faces of the Beast, since many (if not most) prefer to work alone. However, fire-centric or destruction-based faiths may have one or more Faces of the Beast active in their ranks.

NPC Reaction
NPCs, particularly authorities or those who live in flammable buildings, are likely to react in an unfriendly, if not hostile, manner towards faces of the beast. At best, a face of the beast might be viewed as a useful tool for a dangerous mission which the NPC doesn't want to have to do themself. At worst, they may be attacked upon sight, particularly if there have been any local arsons lately- regardless of whether this particular face of the beast (or any members of their class) were actually involved.

FACE OF THE BEAST IN THE GAME
Face of the Beast is a uniquely flavored but highly adaptable class, with a potential niche or role in nearly any campaign setting.
Adaptation: In your setting, you might decide that Faces of the Beast are in fact members of an evil, fire-centric cult, seeking to make everyone fear and respect the power of flame and its destruction. Alternatively, it might be useful for an odd villian or chaotic neutral pyromaniac, giving some unique powers to an individual with an unusual past shaped, at least in part, by their burns.
For a spellcasting version of this class, only a few adjustments are needed. Drop the HD to d6, change the good save to Will, and move the BAB to that of a Sorcerer. Remove Furious Defense. Add +1 spellcasting level for each level other than the first, and you now have a Face of the Beast variant perfect for a fire mage or destruction-focused divine caster!
Encounters: The PCs might discover a Face of the Beast at the heart of an apocalyptic cult, or perhaps as the high priest's henchmen, stirring up worry or even paranoia in common folk and nobles alike. Alternatively, one might be found as a stand-alone prophet of doom, prone to fits of destruction but at other times remarkably lucid and speaking eloquently of the civilization's inevitable fall through fire. Against an evil empire, either an icy northern one or a flammable agrarian one, PCs may instead find themselves wary but awed by a Face of the Beast fighting for freedom, or at least change.

Sample Encounter
Not all Faces of the Beast are malicious, dangerous folks; some could as easily be allies against a common threat as they could be enemies. It's up to the DM's decision of how to design the NPC's encounter with the PCs as well as the PCs' choice of how to interact with the particular Face of the Beast.
EL 11: Allegra was a tough-as-nails bodyguard for most of her life. Someone carelessly (or maliciously) dumped a cauldron of hot oil on her client as he walked through a narrow street. While she was able to push his out of the way in time, so that he only received minor burns, Allegra was severely injured, cosmetically and otherwise.

Previously, Allegra had never cared too much about her appearance, but her new scars were severe enough that she couldn't help but obssess over them. Resigning from her position, she sought to adventure independently, currently heading to a southern volcanic region, and warn others of the dangers - and power - of fire along the way.

Allegra
Female human barbarian 10 / face of the beast 1
TN medium humanoid (human)
Init +8, Senses: Listen +14, Spot +1
Languages Common
------------------------------------------------
AC 18, touch 18, flat-footed 18 (14 if immobilized)
hp 75 (11 HD)
Fort +12, Ref +9, Will +4
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 flaming greatsword +14/+9 (2d6+3 plus 1d6 fire, 19-20/x2)
Base Atk +10/+5, Grp +12
Atk Options Rage 3/day
Combat Gear necklace of fireballs (type II), potion of cure moderate wounds
-------------------------------------------------
Abilities Str 17 (15), Dex 18 (16), Con 16, Int 8, Wis 13, Cha 11
SQ Double-Sided Flesh (fire resistance 5), literate, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +3, Damage Reduction 2, These Scars
Feats Improved Initiative, Blind Fight, Combat Reflexes, Weapon Focus (Greatsword), Power Attack
Skills Intimidate +14, Jump +13, Listen +14, Survival +15
Possessions combat gear plus +1 flaming greatsword, +1 studded leather armor, boots of dexterity +2, gauntlets of ogre power, everburning torch, 23 gp

Haarkla
2009-08-08, 11:29 AM
BARBARIC SHAMAN

http://fc03.deviantart.com/fs16/f/2007/176/6/c/Shaman_by_theincredibleandy.jpg

Barbaric shamans are the religious and tribal leaders of primitive tribes. They are able to channel divine powers and are often ferocious fighters as well.

BECOMING A BARBARIC SHAMAN
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Spells: able to cast 1st-level divine spells.
Special abilities: rage, uncanny dodge.
Skills: survival 8 ranks, knowledge (religion) 4 ranks.
Alignment: any non-lawful.
Feats: must not have Scribe Scroll.

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).


Skills Points at Each Level: 4 + int

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+2|Bone mask, Eschew magical illumination, Eschew metal armour, Eschew scrolls|
+1 level of existing divine spellcasting class

2nd|
+2|
+3|
+0|
+3| Improved Uncanny Dodge, Rage +1/day, Spontaneous Fire Casting |
-

3rd|
+3|
+3|
+1|
+3| |
+1 level of existing divine spellcasting class

4th|
+4|
+4|
+1|
+4| |
+1 level of existing divine spellcasting class


5th|
+5|
+4|
+1|
+4|Bonus feat|
-

6th|
+6|
+5|
+2|
+5| Rage +2/day|
+1 level of existing divine spellcasting class

7th|
+7|
+5|
+2|
+5| |
+1 level of existing divine spellcasting class

8th|
+8|
+6|
+2|
+6| Greater Rage, Indomitable Will |
-

9th|
+9|
+6|
+3|
+6| |
+1 level of existing divine spellcasting class

10th|
+10|
+7|
+3|
+7| Rage +3/day, Tireless Rage |
+1 level of existing divine spellcasting class [/table]

Weapon Proficiencies: Barbaric shamans gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At every barbaric shaman level indicated on the table, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class he belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the levels of barbaric shaman to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before becoming a barbaric shaman, he must decide to which class he adds the new level for purposes of determining spells per day.

Bone mask(Su): At 1st level a barbaric shaman can create an enchanted mask, usually of bone. When worn, the mask gives a +4 circumstance bonus to intimidate checks, can be used to cast cause fear once per day, and gives a permanent (when worn) undetectable alignment and nondetection effect on the wearer. The mask can be used only by the barbaric shaman who created it. The ritual to create the mask requires 13 days and requires at least 5gp worth of materials. If lost or destroyed, another mask can be created. The mask is a magic item and gives off a faint aura of necromancy and abjuration.

Eschew magical illumination (Su): A barbaric shaman gives up the power to cast spells with the light descriptor (even through wands) and must remove all such spells from their spell list.

Eschew metal armour (Su): Barbaric shamans are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A barbaric shaman may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Barbaric shamans must use only wooden shields.
A barbaric shaman who wears prohibited armor or carries a prohibited shield is unable to cast divine spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Eschew scrolls (Su): Barbaric shamans cannot put their magic down on parchment or even use such writings. They cannot scribe or even use magical scrolls.

Rage (Ex): at 2nd, 6th and 10th levels a barbaric shaman gains one aditional daily use of his rage power.

Spontaneous Fire Casting (Su): When holding (or within 5 ft and line of sight of, and concentrating on) a lit brazier, a barbaric shaman of 2nd level and higher can spontaneously cast fire domain spells. He can “lose” any prepared spell that is not a domain spell in order to cast any fire domain spell of the same spell level or lower.

Improved Uncanny Dodge (Ex): At 2nd level and higher, a barbaric shaman can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbaric shaman by flanking him, unless the attacker has at least four more rogue levels than the target has barbaric shaman levels. The levels from the classes that grant uncanny dodge or improved uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Bonus Feat: At 5th level, a barbaric shaman may select either Stealthy, Still Spell or Track as a bonus feat.

Greater Rage (Ex): At 8th level, a barbaric shaman’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Indomitable Will (Ex): While in a rage, a barbaric shaman of 8th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Tireless Rage (Ex): At 10th level and higher, a barbaric shaman no longer becomes fatigued at the end of his rage.


PLAYING A BARBARIC SHAMAN
Combat: Barbaric Shaman are flexible in combat, able to cast spells or attack in a deadly rage.

BARBARIC SHAMANS IN THE WORLD
Barbaric shamans are the holy men and often secular champions of the primitive tribes they come from. In more civilised and developed areas of the world exotic, dangerous and primitive savages emboding a more primal relationship with divine forces. Most are illiterate. Barbaric shamans are often the ritual guardians of fire in their clans, and carry a lit brazier to reflect that role and in honour of the man who stole fire from the gods.

BARBARIC SHAMANS IN THE GAME
Encounters: Barbaric Shamans will tend to be encountered in primitive or out of the way areas, often as part of a tribe or if PCs stumble into their holy places.

Sample Encounter
EL 7:

N male human Bbn 2/Clr (Obad-Hai) 3/Barbaric shaman 2
Init +1, Senses: Listen +2, Spot +2,
------------------------------------------------
AC 16 (+1 Dex, +5 Rhino hide), touch 11, flat-footed 15
hp: 52
Fort +10, Ref +4, Will +11
------------------------------------------------
Speed 30ft. (6 squares)
Melee
Base Atk +6/+1, Grp +9
Atk Options
Stone spear +5 ranged (1d8+1/x3, range inc. 20', piercing) or
Mwk bastard sword +10/+5 melee (1d10+3/19-20, slashing)

Spells Prepared (5/5/4; save DC 12 + spell lvl; domains: earth, animal): 0-Create water, Detect magic x3, Detect poison. 1st-Command, Detect undead, Doom, Endure elements, Calm animal. 2nd- Augery, Bulls Strength, Darkness, Soften earth and stone.
Spell-like Abilities: Speak with animals (1/day), cause fear (1/day, mask), undetectable alignment (mask), nondetection (mask).
-----------------------------------------------
Abilities Str 16, Dex 13, Con 12, Int 8, Wis 14, Cha 10.
SQ: Rage 2/day, Turn undead 3/day, Turn air (or rebuke earth) creatures 3/day, Uncanny dodge, Bone mask, Eschew magical illumination, Eschew metal armour, Eschew scrolls, Improved Uncanny Dodge, Spontaneous Fire Casting.
Feats: Exotic weapon proficiency (bastard sword), Improved unarmed strike, Lightning reflexes, Track.
Skills Climb* +6, Jump* +6, Intimidate +8 (+4), Knowldge (nature) +1, Knowledge (religion) +3, Move silently* +4, Spellcraft +1, Survival +12,
Possessions Masterwork bastard sword, stone spear, Rhino hide armour (additional 2d6 points of damage on any successful charge attack), enchanted bone mask, brazier.

Djinn_in_Tonic
2009-08-21, 11:52 AM
The contest has officially ended. Expect the voting thread today or tomorrow.

The Neoclassic
2009-09-03, 08:32 PM
Expect the voting thread today or tomorrow.

It's been quite a while... Bump/reminder? :smalleek:

deuxhero
2009-09-03, 09:18 PM
Comment:Witchlamp says in the text it advances warlock (and a few class abilities are effected by warlock level..), but the table (and entry requirments) say invocation user (at least one more, the dragonfire adept, exists)

The Witch-King
2009-09-11, 11:27 AM
Voting Thread is up: http://www.giantitp.com/forums/showthread.php?t=124614

The Witch-King
2009-09-22, 06:14 AM
CONTEST CLOSED!
TSED's Witchlamp is the winner!

Zeta Kai
2009-09-22, 07:14 AM
That was a very good contest. There were many great classes, worthy of saving for later use. I agree that the Witchlamp deserved to win. Congratulations, TSED.

You know, I should enter one of these sometime...