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ErrantX
2010-03-31, 12:10 PM
Power Corrupts!

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Absolute power corrupts absolutely, kinda nice, huh?

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Giant in the Playground PrC Contest XVIII

The contest begins with the posting of this thread and will run through midnight of April 30th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of May 10th.

Rules

1) You will be creating an 'original' prestige class. Your class must focus on some aspect of the character taking the class becoming corrupted. A paladin who falls to evil may become a blackguard, a samurai who falls may become a ronin; the idea is that whatever class you make, it must contain a mechanic that allows you to trade in levels of a single class that exists in print (base or prestige) to gain levels of your new prestige class. A cleric who learns that pact magic isn't really all THAT bad, a wizard who renounces magic to gain psychic powers, a Knight who's dishonor grants him an unending rage, or a bard who cuts out his tongue to stop the songs but gains great powers for his loss are examples of what I'm looking for. Any WotC book is allowable for source material, go nuts. Questions in the chat thread, and good luck!

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=142083).

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. Only new work may submitted; no previously posted

work will be accepted. Such entries will be disqualified. Such entries will be disqualified.

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



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And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)
(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

ErrantX
2010-03-31, 12:11 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
:
:
:
:
:

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

Hit Dice: dx

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

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

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

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

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

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

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

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

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

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

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

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

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

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

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

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

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

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


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

Lord_Gareth
2010-03-31, 12:44 PM
Sisters of Sorrow

"Save your rage for another, boy; the pain I bring you already lived in your heart, and your hatred cannot cure the kiss of Sorrow."

Riia Velrain, a Sister of Sorrow

The Sisters of Sorrow have an odd and uneven reputation. A group of travelling warrior-women, the Sisters spread themselves through the land, bringing suffering wherever they go - but, strangely enough, alleviating suffering as well. One slays a red wyrm with the help of her adventuring companions and leaves the grateful village in tears of despair with her teachings of hopelessness and pain. Another takes and breaks hearts - men and women - to teach youths the folly of loving too hard, too deeply. Others try to help others through their pain by reminding them of it, allowing them to greive and move on with their lives. But no matter the mask of sorrow that they wear, the Sisters are always given a wary welcome and a place to sleep, for they are, at least nominally, heroes and champions of the people, whether the people want them to be or not.

Becoming a Sister of Sorrow
The Sisters of Sorrow are always recruiting; each Sister is constantly on the lookout for women whose lives have been touched by suffering and pain. Aside from their sworn mission to help such unfortunates, these women represent opportunity, as all too often they are oppressed and beaten down, physically, mentally, and emotionally, and offering them a different path can encourage them to break free of their tormentor(s) and strike out on their own path. To this end, any given Sister may have several "apprentices" (commonly known as Suicide Squires) learning martial skills, the philosiphy of suffering, and other lore from the Sister in question while helping her in her appointed duties. Frankly, this is the most common method of becoming one of the Ladies Weeping (a title they sometimes introduce themselves by); the Sisters are not fools, and they recognize that, unless they train their new recruits, they won't be getting many of them.

That said, a martially inclined female sometimes seeks out the Sisters after a life-altering trauma, hoping to be able to deal with their suffering and help prevent (or cause) it in others. The Sisters welcome these recruits with open arms, testing them for any obvious or pervasive madness (serial murder is greatly frowned upon by the Ladies Weeping) before welcoming them into their order. Of especial value are those who have forsaken codes of conduct and duty in the face of their pain - these the Sisters encourage, cajole, or intimidate into joining if at all possible, hoping to add another powerful member to their ranks.

Sidebar: The Initiation
The initiation into the Sisters of Sorrow is a painful, harrowing affair, and some candidates fail to survive with their bodies or sanities intact. An applicant to the order knows precisely what is going to happen to her, and is free to back out at any time until the rite is finished - no one will force her to suffer through the initiation against her will.

The initiation itself is a seemingly simple affair. The applicant kneels before her mentor at midnight, preferably on the new moon, naked and unarmed. She swears to serve her Sorrow, using it as a tool to help others and a weapon to defend them, and receives the brand (see Organizations, below) on her stomach. As her power begins to flow through her, her mentor - and her fellow apprentices, if any - begin to torture her, cutting her flesh with blades to ritually scarify her. Her hair is cut short, if it wasn't already, and she is beaten within an inch of her life. Finally, her mentor delivers the Kiss of Sorrow, which finishes the ritual, before tending to her charge's wounds as best she can. If the applicant survives until the morning, she is a full-fledged Sister, with all the rights and priveleges that entails. If not, her mentor buries her and moves on with her grief, as is the way of the Ladies Weeping.

ENTRY REQUIREMENTS
Gender: Female only
Base Attack Bonus: +5
Feats: Martial Weapon Proficiency, Light Armor Proficiency, Improved Initiative, Power Attack
Special: The character must have gone through a life-altering sorrow; betrayal by a close friend, the horrific death of a loved one, et cetera.
Special: The character must be initiated by a Sister of fourth level or higher in the Sorrow that they choose (see the Sworn to Sorrow class feature, below).

Class Skills
The Sister of Sorrow's class skills (and the key ability for each skill) are as follows: Bluff (Cha), Climb (Str) Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Tumble (Dex).
Skills Points at Each Level: 2 + Intelligence Modifier

Hit Dice: D10

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

1st|
+1|
+2|
+0|
+2|Sworn to Sorrow, Heartless Strike 1/Encounter

2nd|
+2|
+3|
+0|
+3|Unyielding Sorrow, Stoicism (Damage Reduction)

3rd|
+3|
+3|
+1|
+3|Sworn to Sorrow

4th|
+4|
+4|
+1|
+4|Share Pain, Heartless Strike 2/Encounter

5th|
+5|
+4|
+1|
+4|Sworn to Sorrow, Stoicism (Body)

6th|
+6/+1|
+5|
+2|
+5|Ten Thousand Teardrops

7th|
+7/+2|
+5|
+2|
+5|Sworn to Sorrow, Heartless Strike 3/Encounter

8th|
+8/+3|
+6|
+2|
+6|Stoicism (Immunities), Armor of Ice

9th|
+9/+4|
+6|
+3|
+6|Sworn to Sorrow, Peace of Suffering

10th|
+10/+5|
+7|
+3|
+7|Heartless Strike 4/Encounter, Suicide Queen[/table]

Weapon Proficiencies: A Sister of Sorrow gains no new weapon or armor proficiencies.

Sworn to Sorrow (Su): The Sisters of Sorrow, upon joining their order, swear an oath to uphold one of three Sorrows which drive and define the Ladies Weeping - indeed, their commitment is so great that they gain supernatural power a their connection to their Sorrow intensifies. At first level, the Sister of Sorrow chooses one Sorrow to devote herself to. Once chosen, their Sorrow cannot be changed. It is important to note that the Sorrow that any given Sister chooses is often, but not always, related to the trauma which drove them to join the Sisters in the first place.

The three Sorrows (and their abilities) are as follows:

Betrayal
Sisters who choose to uphold Betrayal were usually betrayed somehow; a close friend broke an important promise, a lover used and abused them, fathers or mothers neglected or beat them. As such, they tend to be a bitter and angry lot, inclined towards anger complexes, bursts of violence against traitors and oath-breakers, and paranoia. That said, they tend to dichotomize into two camps; those who turn into victimizers so that they no longer feel like victims, and those who try to help others escape from abusive relationships and treacherous "friends". Good luck telling one is which; treachery runs deep in these women, and trusting them even after years of solid friendship can, at times, be difficult.

Sense the Unrighteous (Su) [First Level]: Connected and in tune with her Sorrow, a Sister who chooses to uphold Betrayal can sense its seeds in others. When a souled creature enters a sixty foot radius of her, it must succeed at a reflexive (read: involuntary and automatic) Will save (DC 10 + the Sister's class level + the Sister's charisma modifier) or the Sister in question becomes immediately aware of their presence, if not their precise location (mechanically, the creature cannot surprise the Sister, but still benefits from concealment, cover, et cetera). The next round, if they are still within sixty feet of the Sister, they must succeed at another reflexive Will save; failure indicates that the Sister knows if they harbor envy, hatred, or anger at one of their companions. Failure at a third reflexive Will save the following round indicates that the Sister knows the full details of their malice, including at whom it is directed, its intensity, the reasons behind it, and how long it has festered within the creature's soul. The Sister's perception of any creature and its emotions ends immediately if it leaves a sixty foot radius of her; a creature re-entering the radius is entitled to new saving throws.

Friendless Tongue (Sp) [Third Level]: At third level, the Sister of Sorrow gains suggestion as a spell-like ability usable at-will, with the following changes: the Sister may only use this ability as relating to betrayal, such as by convincing a creature that its ally plots against it, encouraging it to attack a loved one, or alleviating its paranoia, and the save DC against this power is equal to 10 + the Sister's class level + the Sister's charisma modifier. It is otherwise cast as a sorcerer of her character level.

Whenever the Sister uses this ability to attempt to force a being to betray an ally against whom the being in question harbors hatred, envy, or other malice, its save DC increases by four.

Incite Paranoia (Su) [Fifth Level]: Drawing further upon her Sorrow, a Sister who has chosen Betrayal radiates an aura of fear and mistrust that disrupts her enemies; all hostile creatures within a sixty foot radius of her treat each other as hostile for the purposes of flanking. Furthermore, any creature with an intelligence of two or less (but greater than mindless) treats all creatures within that radius as hostile, regardless of previous allegience or training (but not supernatural compulsions to the contrary). This is an emotion-affecting effect (see sidebar, below).

Traitor's Roar (Su) [Seventh Level]: As her connection to her Sorrow intensifies, a Sister of Betrayal can force its touch upon others; once per encounter, as a free action, the Sister may activate this ability upon striking a being with any manufactured weapon. That being must succeed at a reflexive (read: involuntary and automatic) Will save (DC 10 + the Sister's class level + her Charisma modifier) or immediately take any standard, move, or swift action they are capable of as a free action in order to attack, maim, or otherwise hinder their allies. The creature acts as though it was possessed of real hatred and malice for its allies, seeking the most efficient method by which to do the greatest harm to them. Immediately after taking its action, the creature then returns to its normal frame of mind, with no idea whatsoever why it acted the way it did. This is an emotion-affecting effect.

When used against a creature that harbors real hatred, envy, or malice against one of its allies, the save DC for Traitor's Roar increases by four.

Duchess Decietful (Su) [Ninth Level]: Upon reaching the pinnacle of her connection with her Sorrow, the Sister is dubbed one of the Duchess Decietful; her type changes to Outsider (Native), her aging halts completely, and she gains a +2 inherant bonus to Charisma. Furthermore, she gains a +4 competence bonus to Bluff checks and a gift from the Sisters of Sorrow - one magical weapon or piece of armor, handed over to her engraved with her personal emblem. This weapon or armor cannot be worth more than 10,000 gold pieces in total.

Loss
Those Sisters who embrace Loss have typically lost someone or something very close to them; a parent or loved one, one of their adventuring companions, their faith in an organization which previously defined them, even the love of their god. They typically join the Sisters to give them some - any - outlet for their grief, terrified that their depression will consume them utterly and turn them into wretched madwomen. It works, partially; by embracing their grief, they gain power from it, but the suicide rate among the Ladies Lost is very high, and the Sisters can only do so much to help them. That said, those who do manage to avoid killing themselves are often the most fanatical - and best-loved - of the Sisters of Sorrow. Pained by their loss, they do their best to prevent others from suffering similar loss, and many of the Sisters who uphold Loss are more than willing to hunt down those of their own who try to inflict Loss upon others as a method of coping with their own pain. United by common pain and purpose, they stand between innocents and Death, hoping to shield them just a little longer from the inevitable pain that is to come.

The Dragon Knows (Su) [First Level]: Connected and in tune with her Sorrow, a Sister who chooses to uphold Loss can sense its presence in others. When a souled creature enters a sixty foot radius of her, it must succeed at a reflexive (read: involuntary and automatic) Will save (DC 10 + the Sister's class level + the Sister's charisma modifier) or the Sister in question becomes immediately aware of their presence, if not their precise location (mechanically, the creature cannot surprise the Sister, but still benefits from concealment, cover, et cetera). The next round, if they are still within sixty feet of the Sister, they must succeed at another reflexive Will save; failure indicates that the Sister knows if they harbor any grief, anger, depression or joy at the loss of someone close to them. Failure at a third reflexive Will save the following round indicates that the Sister knows the full details of their Loss, including at whom it is directed, its intensity, the reasons behind it, and how it occurred (even if the creature itself does not know). The Sister's perception of any creature and its emotions ends immediately if it leaves a sixty foot radius of her; a creature re-entering the radius is entitled to new saving throws.

Fear is Nothing (Ex) [Third Level]: Consumed by Loss, these Sisters become utterly immune to fear, both magical and mundane. Furthermore, they enjoy a +2 bonus to saves against other forms of mind or emotion-affecting magic (see sidebar, below).

Grief is Stronger than Death (Ex) [Fifth Level]: As their Sorrow increasingly consumes them, these Sisters eventually stave off even the grim touch of Death, so consumed are they by Loss. The Sister gains Diehard as a bonus feat and may, once per week, continue fighting even after reaching negative ten hit points for a number of rounds equal to her character level, during which she is effectively invulnerable. In this state of grief-driven rage, the Sister cannot be healed by anything less than divine intervention, though any spell or ability that raises the dead will restore them to a positive hit point total. Unless healed above negative ten hit points before she drops out of Grief is Stronger than Death, the Sister dies when its duration expires.

Funeral Keen (Su) [Seventh Level]: Pouring her grief and Loss into her voice, the Sister can let out a heart-breaking funeral keen a number of times per day equal to her charisma modifier. Hostile creatures (or creatures she otherwise designates) within a thirty foot radius of her who can hear the keen must succeed at a Will save (DC 10 + the Sister's class level + her Charisma modifier) or have their hearts broken by unimaginable Sorrow; they suffer a penalty equal to the Sister's class level on all rolls. Furthermore, a creature who fails their save by six or more instead dies immediately, their spirit broken by unending Sorrow. A creature that succeeds at its save, or that has already been affected by a Funeral Keen, cannot be affected again for 24 hours. This is a sonic, emotion-affecting effect (see sidebar, below).

Lady Loss (Su) [Ninth Level]: Upon reaching the pinnacle of her connection with her Sorrow, the Sister is dubbed one of the Ladies Lost; her type changes to Outsider (Native), her aging halts completely, and she gains a +2 inherant bonus to Charisma. Furthermore, the save DCs for her The Dragon Knows and Funeral Keen abilities increase by two and she recieves a gift from the Sisters of Sorrow - one magical weapon or piece of armor, handed over to her engraved with her personal emblem. This weapon or armor cannot be worth more than 10,000 gold pieces in total

Torment
Those Sisters who choose Torment have been used and abused by life; terminal diseases, birth defects, childhood torments, deprivation and neglect mark the lives of these Sisters before they joined the order. By embracing their pain, they ensure that no others can force it upon them ("If you cut out your own eye," goes the saying, "no other can take that eye from you."), but very often they lose themselves in their Sorrow in a decidedly unhealthy fashion, and the number of Sisters Tormented who murder, maim, and torture for sport or entertainment is depressingly high. Those who manage to retain some kind of humanity are usually rather gentle people, up until someone attempts to harm them or their allies; then, the pain begins pouring off of them in waves, and they wade into the fray to teach their enemies what the true meaning of Sorrow is.

Scent the Blood (Su) [First Level]: Connected and in tune with her Sorrow, a Sister who chooses to uphold Torment can sense its presence in others. When a souled creature enters a sixty foot radius of her, it must succeed at a reflexive (read: involuntary and automatic) Will save (DC 10 + the Sister's class level + the Sister's charisma modifier) or the Sister in question becomes immediately aware of their presence, if not their precise location (mechanically, the creature cannot surprise the Sister, but still benefits from concealment, cover, et cetera). The next round, if they are still within sixty feet of the Sister, they must succeed at another reflexive Will save; failure indicates that the Sister knows if they are suffering pain, if they are a sadist or a masochist, if they are participating in an abusive relationship, or if they have any terminal diseases. Failure at a third reflexive Will save the following round indicates that the Sister knows the full details of their pain, including who or what causes it, whether or not the creature is voluntarily suffering the pain, if they enjoy the pain, and their exact relationship with the source of pain in question. The Sister's perception of any creature and its emotions ends immediately if it leaves a sixty foot radius of her; a creature re-entering the radius is entitled to new saving throws.

Eternal Masochist (Ex) [Third Level]: By embracing her pain, the Sister who chooses torment becomes friends with it, no longer suffering its deprivations and punishments. She becomes immune to fatigue and exhaustion. Furthermore, magical pain effects no longer deal her hit point damage, and any numeric penalties they levy become equivalent bonuses instead. She is otherwise immune to all other detrimental effects that may be levied by pain or pain-based effects.

Mind Lash (Psi) [Fifth Level]: Transcending from the agony of the physical to the agony of the mental, the Sister of Torment gains ego whip as a psi-like ability, usable at-will, with the following exceptions: it deals 2d4 points of charisma damage and its save DC is equal to 10 + the Sister's class level + her charisma modifier.

Consumptive Voice (Su) [Seventh Level]: Such is the Sister's connection to Torment that she can cause its deprivations in others with just her voice; once per day, as a swift action, she may begin whispering a litany of pain and torment that afflicts her enemies. Each hostile being within thirty feet of her (as well as each being in that radius that she designates) immediately suffers from fatigue and deprivation as though they had not eaten or slept (but not drank) for two days. Each round that the Sister continues her litany (a swift action) they must succeed at a Fortitude save (DC 10 + the Sister's class level + the Sister's charisma modifier) or immediately suffer as though from two more days of deprivation. This damage is real, and must be cured through natural means; magical healing will avail the Sister's victims nothing. The Sister may keep up this litany for a number of rounds equal to her class level plus her charisma modifier.

Sisters who have chosen the path of Torment are immune to the Consumptive Voice.

Princess of Pain (Su) [Ninth Level]: Upon reaching the pinnacle of her connection with her Sorrow, the Sister is dubbed one of the Princesses of Pain; her type changes to Outsider (Native), her aging halts completely, and she gains a +2 inherant bonus to Charisma. Furthermore, she gains a +4 competence bonus to sunder checks and a gift from the Sisters of Sorrow - one magical weapon or piece of armor, handed over to her engraved with her personal emblem. This weapon or armor cannot be worth more than 10,000 gold pieces in total

Heartless Strike (Su): Channeling her Sorrow into an attack, the Sisters of Sorrow can force other beings to feel not only their pain, but the pain of countless others, overwhelming them with Sorrow. Once per encounter, the Sister may make a Heartless Strike as part of any attack with a manufactured weapon; if the attack hits, her victim must succeed at a Will save (DC 10 + the Sister's class level + her Charisma modifier) or be overwhelmed with Sorrow, suffering a -4 penalty on all rolls for a number of rounds equal to the Sister's class level. If the being in question is already suffering from intense sorrow or grief, it is instead paralyzed for a number of rounds equal to the Sister's class level. This is an emotion-affecting ability.

The Sister of Sorrow gains an additional use of this ability per encounter at third level, and every two levels thereafter.

Unyielding Sorrow (Ex): Starting at second level, the Sister may draw upon her connection with her Sorrow in order to shield herself from hostile influences; she gains a sacred bonus equal to her class level against mind or emotion-affecting effects.

Stoicism (Su): The Sisters, intimately familiar with their Sorrow, are able to turn it into an icy shield which protects their body. Starting at level two, the sister gains DR X/-, where X is equal to her charisma modifier. At level five, her body rejects even magical and unusual attacks with strange fortitude; whenever she succeeds at a fortitude save against a spell, ability, or effect, she completely ignores that spell, ability, or effect. At level eight, she gains immunity to sleep, poison, paralysis and stunning; her icy Sorrow infuses her very being, rendering all other pains meaningless.

Share Pain (Su): Karma wraps itself around the Sister like a shield; starting at level four, whenever she fails a saving throw against a spell, psionic power, supernatural manuever or supernatural ability used against her by a hostile creature, she may designate another being within sixty feet of her as a free action; this being must succeed at a Will save (DC 10 + the Sister's class level + her charisma modifier) or suffer the effects of whatever ability the Sister failed her save against (no save against the effect itself).

Ten Thousand Teardrops (Su): Starting at sixth level, once per encounter as a swift action, the Sister can conjure thousands of glimmering shards of ice in the air around her, which then proceed to explode in a flesh-shredding frenzy; creatures within sixty feet of the Sister (but not those in her space) take 8d8 points of damage (Reflex save DC 10 + the Sister's class level + her Charisma modifier half), half of which is magical piercing damage and half of which is cold damage.

Armor of Ice (Ex): Favored by the chill touch of Sorrow, the Sister gains immunity to cold damage at level eight.

Peace of Suffering (Ex): Though her limbs burn with fatigue and her stomach grinds on itself with hunger, a Sister of ninth level or higher can ignore such wants by contemplating Sorrow; she no longer needs to eat, drink, sleep, or breathe.

Suicide Queen (Su): Sisters of tenth level or higher are known as Suicide Queens, and they rule the Sisters of Sorrow. Aside from the significant social benefits of this position (see Organization, below), this status comes with a real, supernatural benefit - her connection to her Sorrow intensifies, permitting her two addition daily (or per encounter) uses of one of her class abilities. This choice, once made, cannot be changed.

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.

Morth
2010-03-31, 07:49 PM
BATTLETRANCE FIST

http://Picture URL

"The spirit and mind are weak. If you leave them, and train instinct and body, then you will truly be a force to be reckoned with." -Aldriak, a battletrance fist from Stormreach

A battletrance fist forsakes the monastic training and the balance of mind and body, training instead in the art of letting go of conscious ties and letting instinct and reflex take over. In this trance, the battletrance fist is at his peak fighting condition. Characteristics of this trance are glazed over eyes and constant fidgeting. Through relinquishing the mind's hold on action, the battletrance fist moves faster and with more ease then a normal fighter, monk included.

BECOMING A BATTLETRANCE FIST

ENTRY REQUIREMENTS
Base Attack Bonus: +3
Feats: Lightning Reflexes
Special: Must abandon your mental and spiritual training in favor of martial combat and reflex training.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 4 + Int

Hit Dice: d8

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

1st|
+1|
+2|
+2|
+0|Battletrance (Full Round Action); Monk Style

2nd|
+2|
+3|
+3|
+0|Flash Step (10ft)

3rd|
+3|
+3|
+3|
+1|Battletrance (Standard Action)

4th|
+4|
+4|
+4|
+1|Battletrance Dodging

5th|
+5|
+4|
+4|
+1|Battletrance (Move Action)

6th|
+6/+1|
+5|
+5|
+2|Flash Step (15ft)

7th|
+7/+2|
+5|
+5|
+2|Battletrance (Swift Action)

8th|
+8/+3|
+6|
+6|
+2|Battletrance Reflexes

9th|
+9/+4|
+6|
+6|
+3|Battletrance (Free Action)

10th|
+10/+5|
+7|
+7|
+3|Battletrance Barrage; Flash Step (20ft)[/table]

Weapon Proficiencies: A battletrance fist gains proficiency with unarmed strikes and any weapon that enhances them, and may use these weapons in conjunction with flurry of blows.

Monk Style: A battletrance fist who loses his lawful alignment doesn't lose his monk abilities.

Battletrance (Ex): A battletrance fist's signature ability, in which the fist relinquishes his mental control of his body, submitting himself solely to instinct and reflex. The battletrance fist may take the indicated action to start the trance, which lasts until the fight is over, or the fist makes a will save.(DC=50-Battletrance Fist Level-Wisdom Modifier) While in the trance, the fist gets a +4 insight bonus to dexterity and wisdom, though he cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function while in his trance. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

Flash Step (Ex): A battletrance fist is known for movement so fast, that it seems almost like he teleports, when in reality, he moves faster then a person can visually comprehend. When in a battletrance, a battletrance fist can take a 10 foot step instead of a 5 foot step. This movement is so fast that you must move in a straight line to keep up the speed. This ability improves to a 15 foot step at level 6 and a 20 foot step at level 10.

Battletrance Dodging (Ex): A battletrance fist is a master of dodging when in trance, his reflexes in control, making retaliation inevitable. A battletrance fist in trance may take 10 on reflex saves while in trance.

Battletrance Reflexes (Ex): A battletrance fist finds that, through much training, he is much faster and capable, partially from your instinct. The insight bonuses from your trance increase to +6 and you may add your wisdom modifier to reflex saves while in trance.

Battletrance Barrage (Ex): The pinnacle of battletrance training, letting the fist throw a barrage of punches through reflex alone. While in trance, a fist who makes a flurry of blows or full round attack may make an additional attack for each non-flurry attack you'd normally make. These attacks are made at a -5 penalty in addition to other penalties. (Example: +20/+20/+20/+15/+10/+5 goes to +20/+20/+20/+15/+15/+10/+10/+5/+5/+0)





Monk Levels

Like a paladin who becomes a blackguard, a monk who becomes a battletrance fist gains abilities based on his previous levels, though he loses some abilities. You may never again take a level in monk. Ever. Period.

{table=head]Monk Levels|Abilities gained
1-2|Your levels in monk stack with battletrance fist levels for AC bonus, speed bonus, and unarmed damage.
3-4|You lose still Mind, but gain the effects of the Mind Blank spell while in a trance.
5-6|You gain immunity to poison in addition to disease. This is considered extraordinary, not supernatural.
7-8|You lose the wholeness of body ability, but gain DR 5/- while in trance.
9-10|You lose ki strike (Lawful) and gain one of ki strike (Cold Iron) or ki strike (Silver) of your choice.
11+|You may convert your levels above 10 in monk to battletrance fist levels. You lose all monk abilities from these levels, should you choose to keep them. You are considered to have the greater flurry and ki strike (Adamantine) abilities.[/table]



PLAYING A BATTLETRANCE FIST
The battletrance fist is a monk almost solely based on melee combat, making him an amazing competitor in melee, but not good at much else.
Combat: As soon as a fist gets his first turn, he should most likely enter his trance immediately, using the rest of his turn, should he have one, to either position himself or, if possible, attack. After that, he should be flash stepping and flurrying for best effect.
Advancement: Mostly, this is the pinnacle of martial artist training, but one choice to strengthen your attacks is to take levels in Shou Disciple for more melee ability.
Resources: The only resources a fist truly needs are his hands and feet.

BATTLETRANCE FISTS IN THE WORLD


A battletrance fist is like any other fighter off the battlefield, if not more normal. Because they are in a trance, they have no recollection of bloodshed, and actually seem more normal
Daily Life: A fist's day is normally spent either relaxing or training reflexes and technique.
Notables: One of the best known masters of the battletrance is Aldriini Mahr, who was known for his ability to dodge the fire of armies while blindfolded.
Organizations: Since the fist is shunned by the monastery he left, he normally band together with others seeking instinctive enlightenment, making most of them specific to location. One in Stormreach, known as Aldriak's Temple of Instinct, is famous for some of it's students.

NPC Reaction
Most commoners don't have much of an opinion on the fists, but most fighters and monks would find it almost unfair that, however primitive they are, they can outperform the others. Casters will likely not be interested, except the occasional wizard who wants to develop an arcane battletrance, but no success has occurred yet.

BATTLETRANCE FISTS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This class could really fit in any setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter

EL ~14:(Made for a low magic setting)
Aldriak Nyhm
True Neutral Male Human Monk 9/Battletrance Fist 5
Init +8, Senses: Listen +5, Spot +5,
Languages: Common
------------------------------------------------
AC: 27 (31), touch 22 (26), flat-footed (21 [23])
Hp:28+14d8 (~84) (14 HD)
Fort +11, Ref +17, Will +14
------------------------------------------------
Speed 70 ft. (14 squares)
Melee Unarmed Strike: 2d8+3 (Ignores 4 damage reduction)
Base Attack: +11/+6/+1, Grp +18 (MT:+25)
Atk Options: Flurry of Blows (+18/+18/+13/+8)
Combat Gear: Handwraps
Spells Prepared: None
Supernatural Abilities: None
-----------------------------------------------
Abilities Str 16, Dex 22(26 in trance), Con 14, Int 10, Wis 16(20 in trance), Cha 12
SQ: Improved Evasion, Immunity to Disease and Poison, Battletrance
Feats: Improved Grapple, Improved Unarmed Strike, Clever Wrestling, Martial Throw, Combat Reflexes, Weapon Finesse, Lightning Reflexes, Water Splitting Stone, Cunning Sidestep
Skills: Jump/Tumble/Balance/Escape Artist: 17 ranks
Possessions: 8 iron rings (two are possibly enchanted), Upper body wraps, Long pants, Sandals, Bracers of Armor (+3), Monk's Belt, Amulet of Natural Armor (+2).


Edit: Still need to finish the some, but basis is done.

Glimbur
2010-04-01, 07:08 PM
Apostate Sword

http://i718.photobucket.com/albums/ww185/Glimbur/swords-into-plowshares1-.jpg

Can't we all just get along? -Jarroth Mynul, apostate sword

The Sublime Way has many practitioners. Some use it for good, some for evil, and some merely for amusement. It is a powerful set of abilities with varied applications, but sometimes it is useless. Sometimes you cannot find the bandits who kidnapped your family so you cannot Sublime Way them to death. Sometimes the king simply has too many guards for you to appeal his judgment with your sword. Whatever their reasons, there are people who turn from the Sublime Way, and from violence entirely, to more refined methods. These are apostate swords.

Becoming a apostate sword
A apostate sword renounces the path of violence. Sometimes this is a result of a traumatic failure, sometimes as a result of deep introspection, and sometimes it is the simple inability to kill any more.

ENTRY REQUIREMENTS
BAB +3
Must know at least two martial maneuvers, one of which must be at least a second level maneuver
8 ranks in Diplomacy or Sense Motive

Class Skills
The Class Name's class skills (and the key ability for each skill) are Autohypnosis(Wis), Bluff(Cha), Decipher Script(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist (Dex), Forgery(Int), Gather Information(Cha), Knowledge(Local)(Int), Listen(Wis), Martial Lore(Int), Sense Motive(Wis), Speak Language(none), Spot (Wis)
Skills Points at Each Level:6 + Int modifier

Hit Dice: d8


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Abilities


1st
+0
+0
+0
+2
Peacebond, Pacifism, Plea for Mercy


2nd
+1
+0
+0
+3
Alternate Means, Martyrdom


3rd
+1
+1
1+
+3
Our Paths were One, Gaia's Blessing


4th
+2
+1
+1
+4
Peer Pressure, Group Appeal


5th
+2
+1
+1
+4
Trust Me, Be Who You Are


6th
+3
+2
+2
+5
Diplomatic Immunity


7th
+3
+2
+2
+5
Make the Stones Weep


8th
+4
+2
+2
+6
Turn the Blade, Tame the Beast


9th
+4
+3
+3
+6
Violence Begets Violence


10th
+5
+3
+3
+7
Swords to Plowshares





Proficiencies: A apostate sword gains proficiency in the net, lasso, and bola.

Special: Levels in apostate sword do not count towards initiator level. This is an exception to the general rule that non-initiator classes contributes half a level towards initiator level per level.

Peacebond(Ex,Sp,Su)There is power in refusing to fight when you know how. A apostate sword gains bonuses based on his levels in martial adept classes. Gain the listed bonus from the table based on your levels in classes that give full initiator level and every bonus that requires a lower class level than you have.


Full Initiating Class Level
Bonus


1-2
+2 to diplomacy and sense motive checks


3-4
+1 to DC's of apostate sword abilities


5-6
+2 hp per hit die


7-9
Dominate Person 1/day, DC 15+Cha Mod(SLA)



Final Peace(Supernatural)



Final Peace(Su): An apostate sword with at least ten levels in martial adept classes is wreathed in disdain for weaponry. Any weapon that strikes him must make a Fort save DC 10+class level+Cha Mod or be destroyed

In addition, you may trade in levels in classes that gave you full initiator levels for levels in apostate sword.

Remember that levels in apostate sword do not count towards initiator level.

You are no longer allowed to use the maneuvers or stances that you knew, and are treated as no longer knowing them except for purposes of qualifying for this class.

Pacifism(Ex): Sometimes it is necessary to use violence... if you are not clever enough. Every time a apostate sword intentionally inflicts lethal damage on an intelligent (Int is not 0 or -) creature, the DCs for all his class abilities reduce by one for twenty four hours. This penalty stacks, if you keep stabbing that orc your powers keep getting worse.

Actually killing something should induce a crisis of faith, but that is up to you and your Dungeon Master to figure out.

Plea for Mercy(Ex): You may, as a standard action, appeal to the conscience of a sentient (Int greater than 2) being in combat or out of combat. It must make a will save, DC 10+apostate sword level+your cha mod, or stop fighting. If attacked again, it becomes hostile again. It is not friendly, just willing to talk about the problem before more blood is shed. Treat it as Unfriendly, in the parlance of diplomacy checks. You may use this ability on any creature that can hear and understand you. This is [mind affecting] and [language dependent].

Each use of this ability beyond the first on the same target in the same encounter gives that target a +1 stacking bonus to its save against the ability.

For example, Jarroth Mynul is on a walk in the Underdark when a patrolling drow ambushes him. He uses this ability and the drow fails the save, so he has a chance to negotiate a toll so that he may pass rather than fighting. The drow does not instantly become his friend and lead him to their secret city, but neither does it stab him in the back... immediately anyway.

Alternate Means(Ex): A second level apostate sword has refocused his energy from long exercise and sparring to more academic pursuits. He gains a competence bonus to Decipher Script and Forgery checks equal to his apostate sword level.

Martyrdom(Ex): Few things unnerve professional warriors more than the sight of someone not fleeing and not fighting. For every five points of damage a foe does to you in an encounter, he takes a stacking -1 penalty to his saves against your apostate sword abilities. Round up, so a foe doing one to four points of damage means that foe has a -1 against your Plea for Mercy and other class abilities.

Our Paths were One(Ex): A third level apostate sword knows the Sublime Way, and knows practitioners of it. He can use this knowledge to make his arguments more convincing. For every maneuver a creature uses that the apostate sword successfully identifies, that creature takes a -1 stacking penalty to saves against class abilities of the apostate sword. The apostate sword also gets a stacking +1 bonus on social skill checks (bluff, diplomacy, and sense motive) against that creature. The penalty and bonus last for twenty four hours, after which the apostate sword must again identify maneuvers the creature is using to gain the bonuses and penalties.

A apostate sword cannot get a bonus more than once for identifying the same maneuver being used by the same creature within the same twenty four hour period.

Determining all disciplines known by the creature gives the effect of identifying two maneuvers from that creature; it takes a -2 penalty to saves versus class abilities of the apostate sword and he gets a +2 bonus on social skills against the creature.

Gaia's Blessing(Su): Nature can be cruel and heartless, but maternal and pack instincts are also natural. A third level apostate sword can now use his Plea for Mercy on anything that is not immune to it regardless of its Int score. It is now just like any other [mind affecting] ability, it is no longer [language dependent] or only working on things with a minimum of 3 Int.

Peer Pressure(Ex): [/B]A apostate sword wants what is best for everyone. Your friend over there is willing to talk, why aren't you? For every opponent in an encounter that the apostate sword has successfully used Plea for Mercy on, remaining opponents take a -1 stacking circumstance penalty on their save against Plea for Mercy.

Group Appeal(Ex): A fourth level apostate sword has broadened his ability to suggest a diplomatic solution. He may target up to twice his charisma modifier worth of targets with Plea for Mercy.

Trust Me(Sp): A fifth level apostate sword can cast Glibness upon himself with a caster level equal to his class level; he may do this a number of times per day equal to his charisma modifier.

Be Who You Are(Sp): Sometimes the best way to be listened to is to appear like your audience. A fifth level apostate sword can use Reflective Disguise, as the spell from Spell Compendium, at will. The save DC for the spell is 15+Cha Modifier.

Diplomatic Immunity(Sp): A sixth level apostate sword has presence and confidence and charisma. He begins each encounter under the effect of a Sanctuary spell, heightened to his class level and modified by his charisma modifier. So at sixth level the save to break the Sanctuary is 16+Cha mod. Use of Plea for Mercy and related powers do not count as attacks for breaking this Sanctuary.

Make the Stones Weep(Su): A seventh level apostate sword is unbelievably persuasive. He can attempt to use Plea for Mercy on creatures immune to [mind affecting] effects. If they are immune due to their type, he must make a diplomacy check with a DC equal to their CR + 10. If they are immune due to Mind Blank or similar spells, he must make a diplomacy check against the caster level of the spell + 10. If they are immune for some other reason, he and the creature must make opposed diplomacy checks. If the apostate sword wins the required test, he may use Plea for Mercy on the opponent despite its immunity.

Turn the Blade(Su): Nobody expects their target to lean in to the attack. As an immediate action, after being struck with an attack, an apostate sword may make a disarm check against the opponent who just struck him. The disarm check is resolved as an opposed diplomacy check between the apostate sword and the person who struck him, if the apostate sword wins the test he may take the weapon into his hand as though he succeeded on an unarmed disarm or let it drop to his feet, as normal for disarming. This does not provoke an attack of opportunity, and regular modifiers to disarm rolls like Improved Disarm or locked gauntlets, do not apply. It is still impossible to disarm natural weapons.

Tame the Beast(Ex): Animals are unnerved by prey that does not respond to violence. After being struck with a natural weapon, as an immediate action the apostate sword may use Plea for Mercy on the creature that struck him with the natural weapon.

Violence Begets Violence(Su): Violence is destructive to its wielder as well. The ninth level apostate sword can speed up the return of violence to its source. As a standard action, he may curse a target within 120'. The target may make a will save DC 19+Cha modifier of the apostate sword to shake off the curse. If the curse is successful, every time the victim does lethal damage the same amount of damage also affects him. This effect lasts for the rest of the encounter. The apostate sword may do this once per encounter. This effect may also be removed with a Remove Curse provided the caster makes a caster level check with a DC equal to fifteen plus the apostate sword's class level. Use of this ability does not cause the Apostate Sword any problems from the Pacifism class feature.

Swords to Plowshares(Su): Even beings created solely to kill and animals can be repurposed. A apostate sword can use this ability on any creature with a natural Int score below 3 unless it has been Feebleminded by the spell of the same name or a similar effect. Do not count effective Int score as a result of ability damage or drain, only natural intelligence.

He gives the creature a new, productive task that helps people. For example, an iron golem stationed to protect a wizard's lair could instead be told to build walls. A monstrous crab could be instructed to gather fish for a nearby village. Treat the creature as under a Geas, except the spell does not wear off on its own. For purposes of dispelling and suppression, the caster level of the Geas is fifteen. Change the target's Int score to 10 (mostly to prevent sorcerer's apprentice syndrome).

The creature is entitled to a Will save DC 20+Cha Mod. This ability can be used on any valid target within line of sight. It can be used once per day for each point of charisma modifer the apostate sword has. This is not a [mind affecting] ability.

[b]Playing a apostate sword
Combat: This is the ticklish part. D&D is a combat based game, this class is based around avoiding and ending combat. You'll have similar problems as the Apostle of Peace does. Good luck.
Advancement:You could focus on up-front skills like Diplomacy and Sense Motive or tricky skills like Forgery and Bluff.
Resources: Your class is focused on avoiding and ending combat. You have many social skills as class skills, and bonuses to forgery. If you can't rustle up your own resources, I can't help you.

Apostate Swords in the world
Krusk not weak! Krusk just not feel like killing today... -Krusk, an orc leader, after meeting a apostate sword

Daily Life: Violence is dumb and destructive. There are better ways to get what we want. Good apostate swords might be found teaching the poor to read or helping criminals get a legit job. Evil apostate swords can spin a web of coercion and blackmail... just because he won't stab you doesn't mean he can't ruin your life if he needs to.
Notables: There were once two kings who ruled kingdoms next to each other. They met on the field of battle in a senseless war and foreswore violence against each other because it would be a terrible waste. One king built his kingdom for the people and ensured everyone was fed and sheltered. Then he built schools. He is still remembered fondly. The other built his kingdom for himself. Dissent was allowed, but shopkeepers who gossiped against the king had a habit of not getting needed loans, would be revolutionaries were drafted, and generally power was centralized. His rule is still remembered as effective but brutal. They were both apostate swords.
Organizations: There are no formal organizations for apostate swords, but they may group together as normal people who share methods in common do to achieve goals. A crime boss apostate sword may employ other apostate swords to spread his reign of terror, for example. Physical power is not the only form of power.

NPC Reaction
Most people regard apostate swords as fools. Why would you give up the ability to defend yourself? Why are you talking with your ancestral enemy instead of stabbing him? Occasionally a apostate sword makes a significant victory, stopping a war or bringing together a town to survive some calamity. In general, though, they are derided or ignored.

Apostate Swords in the game
Adaptation: This is pretty setting neutral. Apostate swords could be divinely inspired or sent; or they could be former rangers or barbarians or even fighters.
Encounters: This class makes for a terrible combat encounter, what with it using pseudo mind control on PC's and forcing them to talk about their problems. It is generally not fun to say "No, you can't attack him because you failed your save. You have to talk it out." They also mess up CR because they are unlikely to expend significant resources from the PC's... they do not do damage or inflict long-term status effects.

Hyooz
2010-04-01, 10:05 PM
SCION OF THE STORM

http://fc00.deviantart.net/fs71/f/2010/017/6/0/60fff80e627347862cdc57de33232b87.jpg

I feel it… the fury of the world itself. It will consume us all in its blistering gale. – Alice Zenith, tiefling Scion of the Storm

The world is not peaceful. There is no ‘natural balance’ to enjoy or be preserved. There is only the world’s fury. Everyone knows the world’s wrath, many have seen hurricanes or tornadoes, volcanoes, earthquakes, lightning storms, or wildfires. The Scions of the Storm can hear the world itself crying out in anger, and become vessels of its rage. Their mission is grander than any forest sentinel, dedicated to protecting a few trees. Something much greater is always at stake, and in a blind rage, you have to expect a few self-inflicted wounds.

BECOMING A SCION OF THE STORM
Scions of the Storm are not recruited, but awakened. Those who are already tapping into the world’s weapons eventually realize why the world has such weapons. A pattern forms in their mind as they see and hear of storms around the world. Then they can hear it. The festering rage deep within the world. If they choose to continue listening, and perhaps act on what they hear, then the Scions gain their power.

ENTRY REQUIREMENTS
Alignment: Any Chaotic
Spellcasting: Must be able to cast 3rd level arcane or divine spells. Must be able to cast at least 3 spells with the Earth, Electricity, Fire, Water, or Wind descriptor.
Skills: Knowledge (Nature) 8 ranks,
Special: Must have personally witnessed destruction from a natural disaster, be this a storm, a tidal wave, an earthquake, etc.

Class Skills
The Scion of the Storm's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession(Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 2 + Int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Storm Aspect, Storm Beacon|+1 level of previous spellcasting class

2nd|
+1|
+3|
+0|
+3|Fury Strikes|+1 level of previous spellcasting class

3rd|
+2|
+3|
+1|
+3|Call Storm|+1 level of previous spellcasting class


4th|
+3|
+4|
+1|
+4|Storm Ally|+1 level of previous spellcasting class


5th|
+3|
+4|
+1|
+4|Storm Aspect, Eye of the Storm|+1 level of previous spellcasting class


6th|
+4|
+5|
+2|
+5|Inner Storm, Driving Rain|+1 level of previous spellcasting class


7th|
+5|
+5|
+2|
+5|Dual Storm, Grand Storm|+1 level of previous spellcasting class


8th|
+6|
+6|
+2|
+6|Improved Storm Ally|+1 level of previous spellcasting class


9th|
+6|
+6|
+3|
+6|Storm Aspect|+1 level of previous spellcasting class


10th|
+7|
+7|
+3|
+7|Storm Avatar, Ultimate Storm|+1 level of previous spellcasting class [/table]

Weapon Proficiencies: A Scion of the Storm gains no new weapon or armor proficiency.

Storm Aspect: ”I am the wind. The tornadoes bow to my will. Mountains are worn away before me.” While a Scion of the Storm represents the entirety of the world’s power, he chooses a particular storm as his preferred weapon. Select one of the following: Earth, Electricity, Fire, Water, Wind.

Storm Beacon (Su): From the very beginning, the Scion is followed by storms. Wind whips around him in his anger, lightning crackles in his eyes, and the earth trembles at his step. He increases the DC of all spells with the descriptor of his Storm Aspect by half his class level.

Fury Strikes (Su): ”Unarmed? Do you not feel that wind? The earth beneath you? You’ll find my weapon quite formidable.” When the Scion of the Storm attacks with an unarmed attack, natural weapon, or melee weapon, he gains benefits based on Storm Aspects he possesses. See the table below for details.

Earth: Your strikes shatter the earth beneath your foes. When you hit with an attack, a 3x3 square centered on your foe becomes difficult terrain. This only works if both of you are standing on the ground.

Electricity: Lightning crackles through your body, coursing through your attacks into your foe. Your blows gain the Shocking weapon property.

Fire: The flames deep within the earth rumble, lashing out at your foe. Your blows gain the Flaming weapon property.

Water: Your blows are like a torrential rain, drenching your foe with the sky’s fury. Your foe takes a -2 to AC for 1d4 rounds.

Wind: Howling winds whip around you, buffeting your foe. Your foe takes a -2 to attack for 1d4 rounds.


Call Storm (Su): ”You call your pathetic spells lightning? You say that’s wind? Let me show you real power. The world itself lashes out at you!” A Scion isn’t much without his storm. When a Scion summons his first storm, he truly awakens to the power he has stumbled upon. As a full-round action, the Scion can tap into the world’s anger and bring forth a storm, centered on himself. You can call any storm on the list below, you gain a special extra, however, if the storm matches a Storm Aspect you possess.

These storms are quite destructive, both to man and nature alike. Areas struck by storms of the magnitude a Scion can generate often leave regions devastated. Luckily, a Scion typically can only generate such a magnitude over a fairly limited radius, but the destruction wrought to manmade structures and natural areas should not be taken lightly.

Earth: The ground is shorn, shaking and breaking with a mighty roar and rumble. For 1d6 rounds, a radius of 50’ becomes difficult terrain. Also, all creatures in the radius must make a balance check DC 15+(your base casting stat modifier) or be knocked prone.
Aspect Bonus: Creatures prone at the beginning of their turn take 1d6 bludgeoning damage/class level. Also, the storm lasts 1d6+2 rounds instead of only 1d6 rounds.

Electricity: Dark clouds loom overhead. Suddenly, a bolt of energy strikes, searing the ground and destroying what it hits. Once a round, for 1d6 rounds, everyone in a 50’ radius from where you initiated the storm must make a reflex save. In the event of a tie, the creature with the lowest dexterity score loses. The creature with the lowest save instantly takes 3d6 electricity damage.
Aspect Bonus: The damage increases to 5d6 electricity damage, and the duration increases to 1d6+2 rounds instead of 1d6 rounds.

Fire: Magma oozes from the ground or fiery hail descends from the heavens. However it happens, the world unleashes its fury in flame. For 1d6 rounds, all creatures in a 50’ radius take 3d6 fire damage (reflex save DC 15 + (primary casting stat) for half).
Aspect Bonus: The reflex save DC increases by 3, and the duration increases to 1d6+2 rounds instead of 1d6 rounds.

Water: Rain pours unceasingly, inundating an area. Vision is distorted, and the ground is slick. A 50’ radius suffers the effects of a Fog Cloud and Grease effect (DC 15 + primary casting stat). This will last for 1d6 rounds.
Aspect Bonus: The duration increases to 1d6+2 rounds. The Fog Cloud effect increases to Solid Fog.

Wind: Horrible winds shriek and wail, ripping the bark from trees and buffeting even mountains. All ranged attacks in a 50’ radius suffer a 50% miss chance, and the area acts as if severe winds are blowing through it. The duration is 1d6 rounds.
Aspect Bonus: Wind strength increases to Windstorm strength, and the duration increases to 1d6+2 rounds.


Storm Ally (Su): ”Alone? Ha. I never fight alone.” The storm and rage within the Scion is released. Clouds pour from his mouth and nose, lightning leaping from him into the billowing mist. A small portion of the Scion’s power stands manifest, rumbling and threatening your death. Once per encounter, as a standard action, the Scion of the Storm can summon a medium Storm Elemental who will assist him as if he had used a Summon Monster spell for 1 round/level.

At 8th level, the size of the elemental you can summon increases to Huge.

Eye of the Storm (Su): "No, I don't feel a draft, actually."Storms are only fearsome to those who do not command them. Winds whip the rain around you, and you tread lightly upon the flames licking at you. A 10’ circle, centered on you, is unaffected by any storm, called by you or otherwise. You can activate or deactivate this ability at will.

Inner Storm (Su): Once per encounter, you can unleash the storm raging within you in a burst of incredible speed and energy. Storms, by nature, are volatile, however, so tapping directly into their power comes at a cost. As a swift action, you can unleash your power, and immediately take up to a standard action. You are, however, fatigued until the end of the encounter.

Driving Rain (Su): "Wet? Cold? I'm afraid I can't sympathize." Storms are an oppressive presence to those who don’t bask in their power. Movement is more difficult, they shiver or falter, and their will to press forward is shorn. While within the radius of one of your storms, creatures take a -2 penalty to all saves against your spells and class abilities.

Dual Storm (Su): When using your Call Storm ability, you can call two storms simultaneously. The effects of both happen over the same area and have the same duration. In the event where you call only one storm that matches one of your Storm Aspects, use the shorter of the two durations.

Grand Storm (Su): The radius of all your called storms increases to 100’.

Storm Avatar: A transformation occurs. The storm’s rage is so much a part of his nature, his very body shifts to make room for it. Lightning crackles openly across his flesh, wind swirls around him constantly, the earth trembles where he treads, and his eyes burn with fire. He gains elemental traits, his type changes to elemental, and he gains specific bonuses based on the Storm Aspects he possesses.

Earth: A Scion of the Storm possessing the Earth aspect can pass seamlessly through the ground. He gains the Earth Glide ability as an earth elemental.

Electricity: The storm rages in him, lightning possesses his soul. He is driven by the spark deep inside. The Scion of the Storm does not take damage from electricity spells. Instead, he is healed 1 point for every 3 damage he would have taken.

Fire: The flames of the earth reside deep within the Scion. How can you hope to burn him? The Scion of the Storm gains fire immunity.

Water: His very blows are as the typhoon and tempest. He swims freely in floods and basks in the impact of a tidal wave. He gains a swim speed of 60ft and a constant Water Breathing effect.

Wind: The tornadoes bow to you. Hurricanes come at your whim. The mightiest wind is nothing more than your very breath. The Scion with the Wind aspect no longer needs to breath for any reason, and can cast Gust of Wind at will as a supernatural ability (DC 10 + 1/2 hit die + primary casting stat).


Ultimate Storm(Su): A Scion of the Storm can command the ultimate power the world has to wield against its inhabitants. It takes time, but if a Scion so chooses, cities will fall. As a ritual that requires 8 hours of uninterrupted meditation, the Scion of the Storm can conjure a storm or powerful storm (see the DMG pg 93-94) over an area up to 100 miles away. For storms that require a certain terrain type, that terrain must be present to invoke the storm. The storm, once conjured, will last as long as the storm typically would, and is out of the Scion’s control.

Additionally, his power to manipulate his own storms becomes even greater. When using your Call Storm ability, you can call three storms simultaneously. The effects of all three happen over the same area and have the same duration. In the event where you call a storm that does not match one of your Storm Aspects, use the shortest of the three durations.

Fallen Druids
Druids' command of nature makes it easy to become a member of this class. It does, however, require a disregard for nature that druids find abhorrent. The storms wielded by this class cause wanton destruction. Yes, the same is true of their natural counterparts, but to willingly invoke such destruction is simply impossible to rectify with the druid's code. Druids who choose to forsake their respect for nature and embrace the power of the storm, however, do have access to more than normal Scions.

{table=head]Druid Levels|Abilities gained
1-2|You retain your druidic casting, and you qualify for Scion of the Storm despite not being able to cast spells.
3-4|You gain access to another Storm Aspect.
5-6|Your animal companion abandoned you, but your Storm Ally becomes a permanent companion similar to the animal that used to serve you. Its size increases at 8th level as normal.
7-8|You gain access to another Storm Aspect.
9-10|Your Scion of the Storm levels stack with your druid level to determine wildshape forms and number of times/day it can be used.
11+|A fallen druid of this stature immediately gains a Scion of the Storm level for each level of druid he trades in. The character level of the character does not change. With the loss of Druid levels, the character no longer gains as many extra abilities for being a fallen Druid.[/table]

PLAYING A SCION OF THE STORM
A Scion will continue to play very similarly to how he played before. He will prefer weather related spells, and may wade into melee combat more often. The main consideration for a Scion is how, when, and where to use his storms. He must consider his allies, if he has any, as well as their effect on the area around him.
Combat: His weather related spells will be his best friend. Their DC will be boosted more than most of his spells, especially in his storms.
Advancement: The primary choices in advancement will be the aspects he takes, and when to take them. These aspects effect everything from his melee attacks to his storms, so the choices should not be made lightly.
Resources: Worldly resources will be rare, but natural resources are extensive.

SCIONS OF THE STORM IN THE WORLD
"She strode in through the hurricane... it looked like the rain wouldn't even touch her. What the hell are we supposed to do against that?" - Mark Allen, castle guard

Scions of the Storm are a rare breed. Arcanists typically have other things to distract themselves with than playing with the weather or making the wind change. Most of those who wield divine magics serve gods who do not prefer manipulation of the natural world; those who do revere nature do just that, and playing with storms is unthinkable. There is the occasional man or woman, however, who witnesses the might of a hurricane and hears more than the wind and rain. They hear an odd harmony. A balance being restored. A respect for the world itself being won back. They choose to forsake what they once knew and pursue the storm's might, knowing there must be more to their power than sheer destruction.

Daily Life: The daily life of a Scion will look very much like the daily life of a typical druid. They wield an incredible power, yes, but most are not driven to use it at every possible instance. Some, indeed turn the storm's power toward their own gains, and they are incredible opponents to all that is sane in the world. Most, however, prefer a more judicious use of their abilities. They are never friends of the law, given a single use of their central power can level buildings. Many will spend their time contemplating what brought them here, trying to see the butterfly's wingflap that brought the storm personified to this city's doorstep.
Notables: The best known Scions are Thomas Ulric and Alice Zenith. The two knew nothing of each other, yet their destinies were intertwined. Thomas was an arcanist, studying how magic could be used to influence weather patterns. There was a seed of darkness in him, however, and his pursuit of knowledge turned into a power the world hadn't seen before, as he turned hurricanes against mighty cities to drag them to their knees.

Alice was a druidess, studying in the covens. Already a bit of an outcast because she was a tiefling, when she became interested in the nature of the storm, she was outcast entirely. She found her powers, though, and at nearly the same time as Thomas, became a Scion. Her nature was purer, however, and when Thomas began his rampage, only she could stand up to him.

Their confrontation was a legendary clash of power. It is said the plains that now exist near where they eventually met in battle were once a might mountain, brought to its knees by their battle. In the end they were both undone by the other, and peace once again had a chance.
Organizations: Scions are outcasts more typically than they are welcomed anywhere. It is very difficult for them to find berth with any organization in particular once their abilities become known.

NPC Reaction
The most common response is typically one of awe, as one would feel watching a great storm in the distance. Many, however, are outright terrified of the Scions, and many others still outright hostile. Anyone who has lost a loved one to a storm will find the Scion particularly objectionable.

SCIONS OF THE STORM IN THE GAME
The Scion's storms, while his signature ability and central to the class, must be used with caution. Their outright power may be limited in the grand scheme of magic, but a range of destruction that does not differentiate friend or foe must always require consideration before being used. The environmental results of a storm should also be considered by the DM in particular. A rainstorm may not destroy a wooded area, but a fire storm would have a devastating effect.
Adaptation: The Scion could, instead of merely finding power from the world, tap into some alternate, chaotic source of his powers. Perhaps a god in your setting enjoys a little storm here and there. The flavor is fairly mutable. The storms themselves need not even be natural storms. Perhaps your Scion is simply a master of elements.

Certain storms can be tweaked if your campaign is taking place in certain environs. Rain may not be common in the arctic north, but a snowstorm is very possible.
Encounters: An encounter with a Scion would make an excellent big bad or other climactic encounter. Consider good use of the Ultimate Storm ability. A man standing stoic in the middle of a city being ravaged by tornadoes is a powerful image.

Xallace
2010-04-04, 08:33 PM
THE KARMIC FUGITIVE

http://i371.photobucket.com/albums/oo154/Xallace/Fate__s_Deterioration_by_FatherofGo.jpg

"I don't care if the gods 'have a plan for all of us.' I have a plan for all of us, and it's a much better one at that."
-Andre "The Un-Chosen" Bowyer

Destiny is a grand design; a subtle thing, pulling the strings behind every action, working its way towards some great accomplishment. It affects all mortals to some degree or another, from the greatest hero to the scummiest street urchin. Sometimes this great plan is revealed in bits and pieces to its players; Oracles, seers, prohpets, heroes, and villains all are allowed glimpses into Fate's workings, and are made to avert or accomplish some outcome or another for the design's sake.

Some mortals aren't happy with their part of the plan. Perhaps they are meant to do a great and terrible deed; or perhaps it is a loved one to which a terrible deed is to be done. Perhaps they are to never rise above their current station in life, a broken back upon which greater men are to tread. Some are even meant to be great heroes, or villains, prophecised to play a massive, but unwanted, part. Often times, it doesn't really matter; but in the case of the rare few with the strong-enough will, these mortals can break free from their part in the plan, and strike off as rebels from destiny itself. These are the karmic fugitives.

BECOMING A KARMIC FUGITIVE
Karmic fugitives are bards and sorcerers; many don't have levels in either class until they decide to break from fate's rule. Through sheer willpower they force reality into a state of subservience with their magic; and from there, they can break the rules of the cosmos.

ENTRY REQUIREMENTS
Skills: Concentration 10 ranks
Feats: Iron Will, Force of Personality
Special: Base Will Save +4

Class Skills
The Karmic Fugitive's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individuallly) (Int), Perform (Cha), Spellcraft (Int), and Sense Motive (Wis).
Skills Points at Each Level: 4 + int

Hit Dice: d6

{table=head]Level |BAB |Fort |Ref |Will |Class Features| Class Advancement
1 |+0 |+0 |+2 |+2 | Break the Bonds of Destiny, Sheer Force of Will| -
2 |+1 |+0 |+3 |+3 | Destined Dissonence| +1 level of existing class features
3 |+2 |+1 |+3 |+3 | Deviance (1/day) |+1 level of existing class features
4 |+3 |+1 |+4 |+4 | Free Thought | +1 level of existing class features
5 |+3 |+1 |+4 |+4 | Karmic Survivor
6 |+4 |+2 |+5 |+5 | Deviance (2/day), Can't Stop Me Now| -
7 |+5 |+2 |+5 |+5 |
8 |+6 |+2 |+6 |+6 |
9 |+6 |+3 |+6 |+6 | Deviance (3/day)
10 |+7 |+3 |+7 |+7 | Can't Stop Me Ever[/table]

Break the Bonds of Destiny (Ex): Through sheer determination you have shattered the chains of fate, through pure will you have grasped pre-determination by the horns and tossed it to the ground. A grand confidence fills you, knowing that you are your own fate-maker. This confidence is all-important to you, for if you ever slip too far away from it, fate will rip you from your new life and pull you screaming back into the grand schematic.
Your confidence manifests as a pool of energy called Surge Points. You gain a number of these points per day equal to your 1 + your Charisma modifier (minimum 1). You regain Surge Points once every 24 hours.
Spending a Surge Point requires no action on your part, though you may only spend one per round. At 1st level, you may spend Surge Points to use the following abilities:

Roll 1d6 and add the result to a single d20 roll. You may use this ability after calculating the roll's total, but before the results of the roll are declared.
Gain the use of a feat that you do not possess, but for which you meet the requirements, until the beginning of your next turn. These feats do not allow you to qualify for any prerequisites.
Gain a bonus on a single skill check equal to 2 + your class level.
Gain a +2 bonus to your caster level when casting a single spell.


Sheer Force of Will (Ex): It is with great zeal that you take on the day, and you will not be brought down by any means; how could you? You are the fate-maker, there is not a force in all of creation that could ruin your day. As such, you use your Charisma modifier as a bonus on all Will saves (in place of your Wisdom modifier), rather than just against mind-affecting effects. You gain a bonus equal to 1/2 your class level on Will saves against mind-affecting spells and effects.

Destined Dissonence (Ex): Having removed yourself from the grand design, nothing is capable of revealing your future. Any spell or effect used to divine your future (by anyone, including yourself) automatically fails to give results. If it is the future of your family, your adventuring party, or a similar group that you associate with, you simply do not appear in the results. Not even gods are capable of discerning your eventual actions and location.

As a side effect, you lose access to any divination spells you could once cast, and you can no longer benefit from Insight bonuses.

Deviance (Ex): As you unwind your thread of fate, it is inevitable that the threads crossing yours will come to unwind as well. Beginning at 3rd level, you may spend a Surge Point once per day on behalf of an ally. You may use this ability twice per day at 6th level, and three times per day at 9th.

Free Thought (Ex): The strength of your will is truly without bound. As of 4th level, you no longer automatically fail Will saving throws on a natural 1.

Karmic Survivor (Ex): The flow of ages no longer takes its toll on you; your body does not decay quite like others of your species. While you are still capable of death by old age (assuming your species dies of old age in the first place), you no longer take ability score penalties for reaching new age categories.

Can't Stop Me Now (Ex): Death is the fate of all mortals; and by now, your thoughts on the subject should be clear. If you die after reaching 6th level, you can expend a Surge Point to automatically regain consciousness at 1/4 your total HP at the beginning of your next turn. This ability only works if your body is in tact; Disintigrate and similar abilities negate the use of this ability.

Can't Stop Me Ever (Ex): Death and failure are but states of mind, and one you do not subscribe to in the least. Or, more precisely, you are vehemently against these opinions.

Once per day, when you die, you can spend a Surge Point to break free from the afterlife with a resounding cry and send your soul crashing down to your place of death like a bolt of furious lightning. Your body, or whatever's left of it, disappears. You reform in a brilliant burst somewhere within 60 feet, on your feet, and with 1/2 your maximum health. In addition, the rush of breaking destiny's grip fills you with additional confidence; for a full minute, you have a +5 morale bonus on attack rolls and saving throws.

As a side effect of this ability, you are immune to any effect that would trap or destroy your soul. Such attempts automatically fail.

PLAYING A KARMIC FUGITIVE
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:
Resources:

KARMIC FUGITIVES IN THE WORLD
"I swear, they're gonna have to come up with, like, five new kinds of Inevitables just to reverse what this guy's trying to do."


Daily Life:
Organizations:

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.


Ex-Diviner Fugitives
Before they became fugitives, some of these heroes were quite the opposite; those who relied on knowledge of what the future would hold, who held the power of pre-determined destiny as the ultimate resource. Many of these diviners, oracles, and seers decided to take up the path of the fugitive when a particularly terrible vision or prophecy was revealed to them; instead of simply accepting destiny, they decided to take matters into their own hands.
If a fugitive was capable of casting spells of the Divination school, she can choose to lose access to those spells permanently; in return, she gains new powers based on each level of Divination spells that she knew.

Bookmarked
2010-04-05, 01:02 PM
The Apatheist

http://Picture URL

Why should I believe?
The First Tenant: Codex Apatheioi

The existence of the Gods for many is a given, a truth. The handiwork of the deities is made manifest as a tangible sign in the form of divine spellcasting and miracles. An apatheist simply does not care to worship a deity or to denounce them. This unique outlook on life grants the apatheist a number of strange abilities, as well as a profound resilience against divine powers.

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

ENTRY REQUIREMENTS
Base Save bonus: Fort +3, Will +3
Skills: Knowledge (religion): 8 ranks, Knowledge (the planes): 6 ranks, Bluff: 6 ranks
Feats: Iron Will, Persuasive
Special: The aspirant Apatheist must either be trained by another apatheist of at least 6th level.
Special: If the aspirant Apatheist has any ability to cast divine spells, he must renounce this and other class features forever. He retains base attack bonuses, saving throws as well as weapon and armour proficiencies he gains from the class.


Class Skills
Knowledge (religion) (Int), Knowledge (the planes) (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Sense Motive (Cha), Intimidate (Cha)..
Skills Points at Each Level: 2 + int

Hit Dice: d8

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

1st|
+0|
+0|
+0|
+2|Apathy

2nd|
+2|
+0|
+0|
+3|Faded

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

4th|
+3|
+1|
+1|
+4|Glibness

5th|
+4|
+1|
+1|
+4|Divine SR 15

6th|
+4|
+2|
+2|
+5|Conviction

7th|
+5|
+2|
+2|
+5|Inconspicuous

8th|
+6|
+2|
+2|
+6|Divine SR 20

9th|
+6|
+3|
+3|
+6|Imperceptible

10th|
+7|
+3|
+3|
+7|Proselytise[/table]

Weapon Proficiencies: Gains no additional weapon or armour proficiencies

Apathy (Su): The revelations of an Apatheist can have diverse effects on those who hear them. Some people are filled with hope, others with crushing despair and still more with a vague sense of, well, apathy. Starting from first level, an Apatheist can attempt to inspire these feelings in people by trying to convince them of their beliefs. For this to effect an individual, they must be able to hear and understand the Apatheist. This is represented by a bluff check against an opposed sense motive check. The DM decides the Sense Motive Modifier; a peasant with no particular faith is much more likely to believe an Apatheist than a cleric or paladin.

If successful, the Apatheist may cast one of these spells on the target with a caster level equivalent to the Apatheist’s level:

Calm emotions
Crushing Despair
Good Hope

If a target resists an Apatheist’s bluff check, they are immune to this ability for 24 hours. If trying to convince a crowd of individuals, use the highest Sense Motive score to represent the reaction of a heckler within the crowd.

Faded (Su): As an Apatheist gets more proficient in denying the importance of the divine, he begins to fade from the view of such beings, gaining a measure of immunity to divination spells. This is represented by a permanent Nondetection spell with a DC of 11 + the Apatheist’s level. This Nondetection effect only functions against spells and spell-like abilities of divine spellcasters and outsiders.

Suggestion (Su): At 3rd level, an Apatheist has become quite adept in convincing people to believe him. This effect duplicates the spell Suggestion that the Apatheist can use at will as a spell like ability (Caster level is the Apatheist’s level). An apatheist cannot suggest a belief or non-belief in a deity.

Glibness: The continual meditation on the complex nature of the Apatheist’s non-belief has allowed him to become very convincing when explaining his beliefs to others. The Apatheist gains the ability to use the spell Glibness on himself 1/day as a spell like ability.

Divine Spell Resistance (Su): Continual apathy towards divine beings leads to a measure of resistance towards their power. At 5th level, an Apatheist gains SR 15 to spells and spell-like abilities of divine spellcasters or outsiders. At 8th level, this increases to 20.

Conviction: At 6th level once per day, an Apatheist has the ability to convince others of his belief system in a more permanent fashion. The Apatheist must spend at least an hour engaging in debate and discussion with the target, then makes a bluff check against an opposed sense motive check, adding his own Apatheist level to the result. If the Apatheist is successful, the target becomes convinced of the Apatheist’s own belief system and are eligible to take an apatheist level. If the target is a divine spellcaster or would lose class abilities if they lost faith they gain a +20 bonus to their sense motive check.

Beings that are affected by an Apatheist’s conviction behave as though charmed into believing that the Apatheist is a figure worthy of respect and defense.

A being that resists an Apatheist’s conviction is immune to further attempts for 24 hours and gains a +4 bonus to their next (if any) attempt.

Inconspicuous: An Apatheist of this level begins to become unseen even to mortal eyes. Three times per day, he may target himself with the spell Banality (http://www.giantitp.com/articles/LQrUU7ApBttgaXkOzts.html) with a caster level equivalent to his Apatheist level.


Imperceptible (Ex): At this level, an Apatheist has almost complete apathy about the existence of divine beings, and is practically undetectable by them. For outsiders and divine beings, the Apatheist is under a permanent Greater Invisibility that is undetectable or dispel-able by any means. A creature may still detect the Apatheist with senses such as blind or tremor sense.

Proselytise: At 10th level, an Apatheist’s lack of conviction in the divine is practically contagious. This grants the Apatheist several abilities:

• Once per week, an Apatheist can cast a special Antipathy effect centred on a place of worship that targets beings with a belief in whatever deity the temple is aligned to.

• The presence of an Apatheist can weaken faith and attention to deities. If an Apatheist spends at least three hours a day preaching/talking/discussing with residents, he can alter the faith of a particular community depending on its size.

Thorp: 30% of followers per day
Hamlet: 20% of follower per day
Village: 10% of followers per day
Small town: 20% of followers per week
Large town: 10% of followers per week
Small City: 20% of followers per month
Large City: 10% of followers per month
Metropolis: 1% of followers per month

Targets of this ability do not have any particular connection to the Apatheist, but they generally wish him no harm either. If an Apatheist stays long enough in once place, attendance at churches drops to almost nothing.

• Three times per day, as a full round action, an Apatheist can focus his apathy on a divine spellcaster who must see and hear the Apatheist. If they fail an unmodified Sense Motive check against the Apatheist’s bluff check, they loose 1d8 caster levels for one minute. Even if they succeed, their faith is still shaken enough to cause them to lose 1d4 caster levels for one minute.

Ex-Clerics and Apatheists:

Clerics make excellent Apatheists, because they above all others are more aware of the existence of the deities, thus are all the stronger when they turn away from them to apathy.

An ex-cleric that takes levels in the Apatheist class gains abilities depending on his level.

1-2: The Apatheist retains the ability to turn or rebuke undead, Apatheist
levels and Ex-cleric levels stack for determining numeric values for turning.

3-4: The Ex-cleric can use his Glibness ability an extra time per day.

5-6: Three times per day the Ex-cleric can produce a dispel magic effect (caster level = Apatheist level) that only effects divine spells or spell like abilities.

7-8: Three times per day, the Ex-cleric can produce a dismissal effect (caster level = Apatheist level)

9-10: The Apatheist can use his Conviction ability an extra time per day.

11+ : A cleric of this magnitude gains great ability when he ceases to care about the deities. He may immediately trade in his cleric levels to gain a level in Apatheist on a level by level basis. He may wish to retain some levels of cleric in order to gain the bonuses from having ex-cleric levels.


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[/QUOTE]

dspeyer
2010-04-06, 12:50 AM
Spell Servant

They call us "masters of magic," but sometimes I wonder who is the master and who is the servant....

Sometimes a spellcaster gets so caught up in magic, that he forgets the boundaries between magic and himself. There is power to be found here, and perhaps a strange, nihilistic form of enlightenment, but there is also a cost in freedom, and in sanity.

BECOMING A CLASS NAME
Usually the path to spell servitude is accidental. A caster obsesses too deeply, and does not realize what he has become. A few seek it deliberately, specializing their magic and denying their selves.

ENTRY REQUIREMENTS
Casting: Ability to cast a fourth level arcane spell
Feats: Two metamagic feats and eschew materials
Special: Must have defeated a dangerous enemy by repeated use of a single spell.

Class Skills
Concentration (con), Knowledge Arcana (int), Spellcraft (int)
Skills Points at Each Level: 2 + int

Hit Dice: d4



LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells

1st
+0
+0
+0
+2Signature Spell: caster level+1 level of existing class

2nd
+1
+0
+0
+2Signature Spell: metamagic cost+1 level of existing class

3rd
+1
+1
+1
+3Signature Spell: focus; Lucky Casting+1 level of existing class

4th
+2
+1
+1
+3Involuntary Casting, Greater metamagic reduction+1 level of existing class

5th
+2
+1
+1
+4Apotheosis+1 level of existing clas





Weapon Proficiencies: None

Signature Spell: When you enter the class, choose a spell you can cast (or have it choose you) to be your signature spell. Your future abilities will resolve around this. The choice cannot be changed.

Signature Spell: Caster level: When casting your signature spell, treat your caster level as three higher than it actually is. For any other spell, three lower.

Signature Spell: Metamagic cost: When casting your signature spell with a metamagic feat, decrease the slot-level cost by one (minimum 0). For any other spell, increase it by one. If you use multiple metamagics, apply this to each feat.

Signature Spell: Focus: When casting your signature spell, the save DC is increased by 2. For any other spell, decreased by 2.

Lucky Casting: When casting your signature spell, roll a d20. If the result is greater than 10+spell level, you do not use up the spell slot. If you cast any other spell, make a concentration check (dc 10+that spell's level). If the check fails, you cast your signature spell instead, but do not use up any slot.

Greater metamagic reduction: When casting your signature spell with a metamagic feat, decrease the slot-level cost by two (minimum 0).

Involuntary casting: When your signature spell would be useful (for example, if it is an offensive spell and you are facing an enemy) but you do not wish to cast it, make a dc 15 will save. On failure, you cast the spell anyway.

Apotheosis: You become the living embodiment of your spell, shucking off your mortal body. Your type becomes ooze, and you gain any subtypes the spell has which can also be applied to creatures (e.g. fire, evil). You gain any immunities, vulnerabilities or alignments normally associated with that subtype. You also gain the immunities, hit points, blindsense, slam attack, base attack bonus, and reflex and fortitude saves of an ooze (http://www.d20srd.org/srd/typesSubtypes.htm#oozeType) of your hit dice. You lose the ability to speak, but remember any languages you knew (and can use them with e.g. ghost sound). You cannot use equipment. Your will save, skills, feats, size and spellcasting are unaffected. If you used a spellbook, it merges with you (copying spells into it proceeds normally, but no one else can look at it). You may now cast your signature spell at will, and all metamagic on it is free.

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

dyslexicfaser
2010-04-06, 02:15 AM
Under construction.

Slave to the Sword
http://www.jaestudio.com/Fu%20Lengs%20Sword.jpg
"I have this feeling that my luck is none too good
This sword here at my side don't act the way it should
Keeps calling me its master, but I feel like its slave
Hauling me faster and faster to an early, early grave
And it howls! It howls like hell!“ -- a member of the Cult of the Blue Oyster, upon realizing his new sword is a cursed blade

There are many powerful magical weapons in the world. Blades of unsurpassed might that enable any schlub who stumbles across them to become a legend that will endure for a thousand generations. Some of the most powerful are, themselves, intelligent, able to think and reason and speak. And of those, a bare handful are truly cursed blades. Some were originally weapons of good, yet a thinking mind trapped in unfeeling steel left to rust in some forgotten crypt, without a mind to touch might go mad. Some, like the Muramasa blades of legend, never pretended to be anything but what they were. Forged to be the pinnacle of killing weapons, to take their hosts and reshape them into more efficient killing tools. Until the wielder is no better than the weapon, a mere vessel for its bloodlust.

And now it's happening to you.

Becoming a Slave to the Sword
A Slave to the Sword can only halt the process of taking levels in the PrC with a Remove Curse, Limited Wish or Wish spell. Otherwise, the sword will not allow them to release it, in extreme cases even growing bloody thorns that burrow into the host's flesh so that they cannot physically be parted from the weapon. If they reach 5th level their souls are lost forever, devoured by their own weapon, and cannot be recovered by any means.

ENTRY REQUIREMENTS
Special: Come into possession of a cursed blade, as detailed above.
BAB: +5

Class Skills
The Slave to the Sword’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skills Points at Each Level: 2 + Intelligence Modifier

Hit Dice: D10

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

1st|
+1|
+2|
+2|
+0|Hungry Blade, Fast Healing 1

2nd|
+2|
+3|
+3|
+0|Bound to the Blade, Empty Heart

3rd|
+3|
+3|
+3|
+1|Saki, Fast Healing 3

4th|
+4|
+4|
+4|
+1|Empty Mind

5th|
+5|
+4|
+4|
+1|Empty Vessel, Monstrous Regeneration[/table]

Weapon Proficiencies: A Slave to the Sword automatically gains proficiency with the cursed weapon that has come into her possession, be it Simple, Martial or Exotic.

Hungry Blade: A Slave to the Sword’s weapon infects her with its hunger for death. She cannot use Diplomacy or Bluff skills for the purpose of avoiding a fight.
In addition, her weapon functions as a thinaun weapon. Unlike with a thinaun weapon, the slain creature’s soul is simply devoured by the blade and cannot be retrieved with anything short of a True Resurrection, Limited Wish or Wish spell or by breaking the weapon itself, and any number of souls may be taken this way. When she deals a killing blow, she may gain temporary HP equal to the slain enemy’s HD. She keeps these temporary HP for a number of hours equal to her class level.

Fast Healing: At 1st level, a Slave to the Sword’s weapon does not allow her to die so easily. She gains fast healing 1. This increases to 3 at 3rd level and becomes Monstrous Regeneration at 5th.

Bound to the Blade: At 2nd level, the Cursed Blade begins to assert its control. When attempting to use any weapon except her Blade in battle, she must make a Will save (DC 10+her class levels+her blade's highest ability modifier) or be unable to do so. If she makes her Will save, the sword is temporarily stymied and she need not make this save for 24 hours.

Empty Heart: A Slave to the Sword’s heart may not be moved by loyalty, by love, or even by magic. She is immune to spells which toy with emotions such as Calm Emotions, Sympathy and Charm.

Saki: A Slave to the Sword’s desire to kill is so great her foes may feel its sting without the Slave needing to lift a finger. Once per round, she may use Intimidate to demoralize as a free action.

Empty Mind: When there is killing to be done, a Slave to the Sword can think of nothing else. She may not use any int-, cha- or wis-based skills during battle, except Intimidate. In exchange, she gains the effects of the Quickdraw feat and a +4 bonus to initiative.

Empty Vessel: A true Slave to the Sword is an empty vessel for her blade. Mind-affecting magic does not affect her and she cannot be located with divination magics; the person she used to be is effectively gone.

Monstrous Regeneration: The more the blade controls her, the more a Slave of the Sword’s unnatural hardiness grows. At 5th level a Slave to the Sword gains the regeneration ability in place of her fast healing. Any damage she takes is converted to subdual and is healed at a rate of 4 HP a turn. In additon, severed limbs may be reattached as a move action.

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.


CURSED BLADES
Cursed blades don't need to be an edged weapon, despite the name, though most are in the form of swords. Each Blade must have at least a +1 weapon bonus, an Intelligence of at least 3 and at least 1 of the special abilities listed below. All Cursed Blades are somewhere on the Evil side of the alignment spectrum. Not all speak, but all have some rudimentary sentience. Many are made of thinaun, the steel's soul-drinking properties fitting the vision of many Cursed Blade creators, but others are forged of aurorum or adamantine.

Most Cursed Blades find a way to remain with those who pick them up, no matter what their wielders desire. Others have strangely viral properties, or other peculiar abilities not found in other swords.

{table=head]Special Ability|Price Modifier
Thorned|
+100gp

Lonely|
+2,000gp

Berserking|
+1 bonus

Legion|
+2 bonus

Great Berserking|
+2 bonus

Miasmal|
+2 bonus

Supreme Berserking|
+3 bonus
[/table]

Thorned: A Thorned Blade grows bloody thorns on its hilt which pierce its wielder's hand and grip fast. The wielder takes 1 point of damage each time she draws her Blade, but cannot be disarmed of the tenacious blade.

Lonely: A Lonely Blade cannot be lost. At the end of the day, the Blade finds its way back to its owner come hell or high water, whether the owner wants it to or not appearing with her other equipment or even belted to her waist. If a fight occurs, the Blade returns immediately, as if Called.

Berserking: A Berserking Sword drives its wielder into a wild rage the moment the sword clears the scabbard. This is statistically identical to a barbarian rage (+4 to str and con, -2 AC), but the Blade's rage is indiscriminating and all-encompassing. The wielder will attack whoever is closest, unable to differentiate friend from foe. If two people are equally far away, the player may pick which to attack. When the battle is over, the wielder of a Berserking sword becomes fatigued.

Great Berserking: As Berserking, save that the wielder falls under a greater rage (+6 to str and con, -2 AC). When the battle is over, the wielder of a Greater Berserking sword becomes fatigued.

Supreme Berserking:

Stompy
2010-04-07, 06:49 PM
Revelous Pillager

http://i33.photobucket.com/albums/d92/ErjadTCS/Pillage_by_Rasskabak.jpg

You think you know freedom? You think your job is freedom? You think your honor and your chivalry makes you a better person, a freer person? Brother, let me tell you, I’ve been there. Honor is boring and I’m more alive than you’ll ever be. Bartender, beer! –Martis Thera.

A revelous pillager (or to their own, Freeperson) is someone who couldn’t stand the life of honor or tradition anymore. They tend to view the law not as guidelines to make a society work, but restraints against them, and instead of reconciling the problem; they flat out give it up, for freedom. They trade their unenthusiastic attitudes or their confused theology for a simpler life, one where there are no obligations, one that seeks pleasure over pain, one that enjoys revelry to get the maximum out of life.
In reality, however, the revelry enjoyed by members of this class is nothing short of humanity’s intrinsic evil before civilization took hold. It is the ethics and amoral tendencies that the abyss is infamous for. The revelous pillagers are known for their carefree attitudes, the “virtue” of ignorance, and worse, their insatiable appetites for sadism and destruction. Revelous pillagers slowly confuse the boundaries of revelry, ignorance, and destruction, merging them into a euphoric, unapologetic trail of random destruction.

BECOMING A REVELOUS PILLAGER
Most people who become a revelous pillager gave up an honorable lawful life in favor of simple pleasure. Most are martial types with a flair for the party scene. They flock to this class simply for the fun, or when they just can't handle the stress of love, life, or the economy anymore. A rare fraction were paladins or monks at one point in life, but could not handle the stress associated with the role, and went to pursue pleasurable evil instead.

ENTRY REQUIREMENTS
Alignment: Neutral Evil, Chaotic Evil, or Chaotic Neutral
Feat: Power Attack
Feat: Improved Sunder
Skills: Perform 4 ranks
Skills: Intimidate 8 ranks
Special: Must have caused over 10000gp worth of property damage.

Class Skills
The Revelous Pillager's class skills (and the key ability for each skill) are....
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)

Skills Points at Each Level: 2 + INT

Hit Dice: d10

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +0 | Take it Easy +1, Arson is Fun (1d6, standard)
2nd | +2 | +3 | +0 | +0 | Uncanny Dodge, Improved Sunder Damage (+1d6)
3rd | +3 | +3 | +1 | +1 | Lackadaisical Magic, Sadistic Revelry
4th | +4 | +4 | +1 | +1 | Take it Easy +2, Destructive Conduit
5th | +5 | +4 | +1 | +1 | Improved Uncanny Dodge, Improved Sunder Damage (+2d6), Arson is Fun (2d6, swift)
6th | +6 | +5 | +2 | +2 | Destructive Revelry, I’ve had worse
7th | +7 | +5 | +2 | +2 | Take it Easy +3, Ruinous Exchange
8th | +8 | +6 | +2 | +2 | Sudden Rave, Improved Sunder Damage (+3d6), Sunder Armor
9th | +9 | +6 | +3 | +3 | Sunder Buildings, Arson is Fun (3d6, free action 1/round)
10th | +10 | +7 | +3 | +3 | Perfect Destruction, Perfect Ignorance, Perfect Euphoria[/table]

Weapon Proficiencies: A revelous pillager gains no new proficiencies with weapons or armor.

Take it Easy (Ex): Everybody's looking for the perfect philosophy, which has not worked in, well, forever. Every answer only leads to further fighting and bickering. My philosophy is to forget all that rabble, and do simply what I like to do. Ignorance is bliss.
You may spend 1 hour being entertained, which requires a great performance made by you or someone else (DC 20), and a "suitable" amount of alcohol (at least a gallon of beer, or a bottle of hard alcohol). If so, you get a +1 morale bonus on attacks, damage, skills, and saves for 24 hours. This ability also drops your INT and WIS scores by 2 per point bonus, and leaves you unable to cast spells or manifest powers for the duration. This bonus may be increased to +2 at 4th level and +3 at 7th level.

Arson is Fun(Su): Fire is chaos; it is the passion the defies law, the change that topples government, the pretty colors that still awe you to this day.
At 1st level, you gain a fire ray attack, usable at will. This ray is a standard action and requires a ranged touch attack to hit. It has a 30’ range, and deals 1d6 points of fire damage. This is mainly useful for burning things down, and can be used in conjunction with the sadistic revelry and destructive revelry abilities later. The ray becomes a swift action and deals 2d6 fire damage at 5th level, and a free action usable once on your turn with 3d6 fire damage at 9th level.

Uncanny Dodge(Ex): You've learned to not worry yourself about the unknown, which has extended into your combat style as well.
At 2nd level, a revelous pillager retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a revelous pillager already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Improved Sunder Damage (Ex): You can break stuff harder.
At 2nd level, you deal an additional +1d6 damage with a successful sunder attack. This goes up to +2d6 at 5th level and +3d6 at 8th level. This bonus damage is also dealt to unattended objects.

Lackadaisical Magic (Sp): You get the same spells that wizards do, without the boring books. They keep trying to rationalize it, but you know better.
At 3rd level, CHA times per day (minimum 1), you may cast any conjuration, evocation, or transmutation spell from the sorcerer/wizard spell list as a spell-like ability. The maximum level of spell you can cast is equal to your class level/2, rounded down, and your CL for this effect is equal to your class level. You must be taking it easy to use this ability.

Sadistic Revelry (Ex): You find combat more enjoyable now when you see the winning signs on your opponent's face.
At 3rd level, whenever you deal damage to a living thing that has an INT score, you gain a +1 morale bonus to attacks, damage, skills, and saves until the end of your turn. This bonus stacks with other morale bonuses but not itself.

Destructive Conduit(Su): Why should death be sad? Fireworks die and yet they are fun...
At 4th level, whenever you would kill someone, they must make a Fort save (DC = 10 + class level + CHA modifier) or their body explodes into fine dust (which makes the subject harder to resurrect).

Improved Uncanny Dodge(Ex): At 5th level and higher, a revelous pillager can no longer be flanked. This defense denies a rogue the ability to sneak attack the revelous pillager by flanking him, unless the attacker has at least four more rogue levels than the target has revelous pillager levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Destructive Revelry (Ex): You savor destruction like an entire bottle of sake.
At 6th level, whenever you destroy anything worth 1000gp or more, or when a subject fails against your Destructive Conduit ability, you gain a +1 morale bonus to attacks, damage, skills, and saves for 24 hours. This bonus stacks with other morale bonuses but not itself.

I’ve had worse(Ex): You disregard poisons of all types because they are tastier then some of the bad stuff you've drunk.
At 6th level, you have immunity to poison, but you can still get drunk. If you have poison immunity from another source, you gain a +4 untyped bonus to Fortitude instead.

Ruinous Exchange (Ex): You can now sunder seemlessly during pitched battle, being so familiar with destruction.
At 7th level, whenever you would take a full attack action, you may perform an additional sunder attack before resolving the attacks in your full attack.

Sudden Rave (Su): One does not a party make.
At 8th level, CHA times per day (minimum 1), you can spend a standard action to make everyone within 30’ of you make a Will save (DC = 10 + class level + CHA) or they receive the benefits and disadvantages of your “Take it Easy” ability for 1 minute per class level you possess. You must be taking it easy to use this ability.

Sunder Armor (Ex): You can now destroy someone's armor like you can with the rest of their stuff.
At 8th level you may attempt to sunder armor worn by someone else. (The hardness and HP of that piece of armor are in the DMG.)

Sunder Buildings (Sp): You can now devastate the countryside.
At 9th level, once per day, you may use the spell Earthquake as a spell-like ability. The point of origin of the spell must be you however.

Perfect Destruction (Su): You are betrothed to destruction; all your damage will be felt.
At 10th level, your attacks bypass all DR except if it is DR/epic.

Perfect Ignorance(Su): What you don't know can't hurt you, even if it is real and you can see it.
At 10th level, once per encounter, you can ignore the effect of one spell or one spell-like ability in regards to yourself. This ability is usable as a free action, and can be used after you roll a spell's saving throw, and even after the DM announces the consequences of the magic on you. For example, you can walk through a specific forcecage, or not even take damage from a disintegrate spell that hits you even after you roll the save and the DM announces that you are a pile of dust.

Perfect Euphoria(Su): You experience happiness beyond words and your previous imagination.
At 10th level, all numeric morale bonuses you receive from the "Take it Easy" ability are doubled. (The penalties are still there, but do not get doubled.)

Those who once swore to the boring life also gain advantages, as the revelry is sweeter to them as a result:

Abilities for Ex-Monks:
Revelous pillagers who have levels in the monk class (that is to say, are now ex-monks) gain extra abilities the more levels of monk they have.

A failed monk who becomes a revelous pillager gains all of the following abilities that apply, according to the number of monk levels the character has.

1-2
Levels in Ex-monk stack with revelous pillager to determine unarmed strike damage and fast movement.

Your unarmed strikes are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction, as well as dealing damage to incorporeal targets.

Your character uses your CHA score to determine the save DC on the "Stunning Fist" feat (if you have it) instead of WIS.

Your character uses your CHA score to determine the monk's AC Bonus, instead of WIS.

A monk who becomes a revelous pillager can continue advancing as a monk. This can be done even if your alignment is not lawful.

3-4
You lose the "still mind" ability.

You now can treat your unarmed strikes as a regular weapon instead of a light one, whenever it would benefit you. (Using this ability does not change your base damage.)

5-6
No new abilities.

7-8
You lose the "Wholeness of Body" ability.

Your character uses your CHA score to determine your will save, instead of WIS.

9-10 You lose the "Ki strike(lawful)" ability.

Your unarmed strikes are treated as chaotic and evil weapons for the purpose of dealing damage to creatures with damage reduction.

11+
A failed monk of this stature immediately gains a revelous pillager level for each level of monk he trades in.

The character level of the character does not change. With the loss of monk levels, the character no longer gains as many extra abilities for being a fallen monk.

Abilities for Ex-Paladins:
Revelous pillagers who have levels in the paladin class (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they have.

A fallen paladin who becomes a revelous pillager gains all of the following abilities that apply, according to the number of paladin levels the character has.

1-2
Smite prude 1/day

Smite Prude (Su):Once per day, a revelous pillager may attempt to smite a lawful or good subject with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per revelous pillager level. If the revelous pillager accidentally smites a creature that is not lawful or good, the smite has no effect, but the ability is still used up for that day.

3-4

You gain the Sadistic Revelry class ability. If you already have this ability, the bonus granted by the ability goes up to +2.

5-6
Smite prude 2/day

7-8
You gain the Destructive Revelry class ability. If you already have this ability, the bonus granted by the ability goes up to +2.

9-10
Smite prude 3/day

11+
A fallen paladin of this stature immediately gains a revelous pillager level for each level of monk he trades in.

The character level of the character does not change. With the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin.

Ex-Revelous Pillagers

A revelous pillager who becomes a prohibited alignment may not progress any farther in levels as a revelous pillager. Ex-revelous pillagers retain all their class abilities. However, because you will never experience the same happiness ever again, an Ex-revelous pillager may no longer receive morale bonuses ever in their career (although they can still take morale penalties). Becoming a revelous pillager again requires no atonement spell, but does require you to be of an appropriate alignment and destroy another 10000 gp worth of property.

PLAYING A REVELOUS PILLAGER
You can’t take anything seriously. Let those philosophers and priests rabble about how humanity should be, you already know how it should be, and it’s a shame they can’t understand. You tend to get excited about destruction, whether it be a goblin village or a castle collapsing. Those who are chaotic neutral are more freedom-oriented, but don’t believe that evil is true freedom, and tend to save the destruction for people that “deserve it”. Those evil revelous pillagers will tend to bully and fight random people, and will become overjoyed when the armed guards show up to play.
Combat: Most combats will see you with a 2-handed weapon, destroying weapons, objects, and people for fun. If you want to go ranged, grab the ranged sunder feat for hilarity. Also remember the Lackadaisical Magic ability (and the UMD skill); it can give you buffs that can enhance you (Bull’s Strength) or help you get next to someone (Fly). Also, the “Arson is Fun” ability can be used for much more than arson after 5th level, where you can use it as a swift action to obtain sadistic revelry.
Advancement: Advancement usually takes the form of martial progression, as this class taxes your INT and WIS, and rewards you for not casting spells. Consider Blackguard, Paladin of Slaughter (UA) or Crusader (ToB) if you have a great CHA score and want a martial class that uses it. Otherwise, consider Barbarian for strength, or Rogue for sneak attack and skills.
Resources: There isn’t an official organization of revelous pillagers, but they do flock to taverns to take it easy. (That tavern may burn down later.) Meeting with other revelers is unpredictable, they may help you, but they may just attack you for fun instead.

REVELOUS PILLAGERS IN THE WORLD
It’s sad how they can preach true freedom when they themselves are shackled by their own passion, needing to delight in the sins of the flesh over and over again to be satisfied. Do you think their cycle of cheap meaningless pleasure is worth it? Will it be worth it when they are judged?- A preacher of the Eternal Light

Those who believe in order will think they are anarchists. Those who believe in good will believe they are fiendish. The common people think they are a myth, put out to warn against the vice of gluttony. It is hard to tell the difference between a revelous pillager and someone who loves the tavern a bit too much, so arrests of them are unheard of before the pillagers cause flamboyant crime.
Revelous pillagers are usually fine at just partying day and night. However, that can get boring too, so they also tend from time to time to turn to criminal activity. They dislike any crime that is quiet and secretive, so they turn to pillaging or terrorism. Common terrorism targets are libraries, mage towers, courthouses, and temples, although anything could feasibly be a target, even the bar they enjoy themselves at.
Daily Life: The daily life of a revelous pillager is spent to take life easy, and to its fullest. This could mean many things, from adventuring, touring and having wild parties in the world, or ransacking caravans and hamlets for fun. Having an everyday job is frowned upon, especially if it is academic in nature.
Notables:
There are no notables, mainly because revelous pillagers do not care for history. Some folks do claim that a once-warlord from a kingdom lost his job when the war stopped, became an adventurer, and went to the layer of the abyss (unwillingly) where the succubi are plentiful. Upon leaving, he wanted to recreate the same happiness he felt there, but wasn't totally successful, which lead to the revelous pillagers. Obviously some other folks dismiss this as an urban myth and not a real occurrence.
Organizations: There are no formal organizations for the revelous pillagers. However, depending on the number, they may form loose-knit organizations if only to party harder and/or persue spontaneous evil agendas. There may be more organization with a unifying religion, but such is rare.

NPC Reaction
Quite simply, most lawful or good religions and organizations characterize this class as a cancer, and typically deal with them as such. The common person may have heard of them, but generally doesn’t have much of an opinion of them, thinking that they are simply an urban myth (unless they’ve been with them). The social discontent and poor may regard them as saviors, if only because they are anti-government, and invite most everyone to party.

REVELOUS PILLAGERS IN THE GAME
A revelous pillager plays in the same way a fighter does (with some fun tricks with Lackadaisical Magic and possibly UMD), with an emphasis on sundering. Be warned that depending on the group, sundering too much of their equipment may get the group angry at you. Also, be warned that pillagers in the party may neutrallize the attack power of any BBEGs, if they are weapon oriented. If it is too much of a problem, consider adamantine equipment for them, or consider using plot magic.
Adaptation: The adaptation of this class could be as simple as a group of raiders or as involved as underground organizations, and possibly a religion with many leveled members of this class.
Encounters: The most common encounter is combat, given the nature of this class. Below are combat (and non-combat) suggestions for encounters involving this class.
-Have the PCs guard a caravan, and have revelous pillagers pillage it. (Dealing with the entire bandit camp can follow afterwards.)
-Have a revelous pillager group enact the “endless night”, wherein they host a great party which lasts as long as the sun is not shining. Partygoers are not permitted to leave (but most don’t due to the Everybody Party ability anyway). Have the PCs intervene on one that went bad, one which the city guard can’t handle on their own. Hostages may be involved.
-Have the PCs investigate the slums for anyone preaching and converting for the revelous pillager cause, and deal with them accordingly.
-A prominent monk or paladin is being blackmailed by the revelous pillagers, after secretly resigning from their ranks after seeing the horrible truth about them. The PCs are contacted by this person, who wants to deal with the problem but doesn’t want his superiors to find out.
-Due to high level revelous pillagers and plot shenanigans, one group has found a way to enchant a populace to attend an “endless night” party in the town square. This is worrisome enough, except a prince has gone missing at the same time as well. The PCs (who due to plot reasons don’t become affected) are tasked with finding said person, who coincidentally is at that party. The PCs then must protest him at all costs, which means anything from defeating the organization, destroying the plot reason of the enchantment, or simply keeping the prince out of trouble that night. (Even if the PCs are not tasked with the prince, thieves that resist this effect will have an easy time looting houses and such, and the PCs could just stand in for the guard.)

Items for the Revelous Pillager
Wineskin of Endless Alcohol:
Speaking a command word causes this wineskin to fill with 1 gallon of any common alcoholic beverage, without an increase in weight, once per day. The beverage is specified when the command word is spoken. Any alcohol generated in this way is below average, but still just a potent. These wineskins are favored by revelous pillagers, drunken masters, and by certain dwarves.

Moderate transmutation; CL 9th; Craft Wondrous Item, control water, heroism; Price 9,000 gp; Weight 1 lb.

Feats for the Revelous Pillager
Magical Reveler
Prerequisites: CHA 13+, Take it Easy class ability
No books, gods, or thinking involved, I have this power effortlessly, why not use it to enhance the experience?
Benefit: You may use spells (or powers) while taking it easy, but only if the source uses CHA to determine its save DCs, as well as number of spells (or power points) per day.

Let’s Dance
Prerequisites: Ability to use Bardic music, Take it Easy class ability
I was the entertainment before I became part of the endless night. I will always party harder than you. Neener neener.
Benefit: Morale bonuses from your (and only your) bardic music stacks with the Take it Easy morale bonuses. Bardic music still does not stack with itself.

Masochistic Revelry
Prerequisites: Sadistic Revelry class ability
Combat is ecstasy to you, so much so that you mistake pain for pleasure now.
Benefit: Whenever you take damage, you gain a +1 morale bonus to attacks, damage, skills, and saves until the end of your next turn. This bonus stacks with other morale bonuses but not itself.

Life of the Party
Prerequisites: Take it Easy class ability
That’s not a beholder; that’s my wife!
Benefit: You get a +2 untyped bonus to all Charisma-based skill checks while taking it easy.

Extended Lackadaisical Magic
Prerequisites: Lackadaisical Magic ability CHA 13+
Hey, look at what I can do!
Benefit: You may use your "Lackadaisical Magic" ability 2 times CHA times per day (minimum 2).

Improved Lackadaisical Magic
Prerequisites: Lackadaisical Magic ability, CHA 17+
Hey wizard, use your smarts and write some formula about how I can do this without thought, and how you try to use your smarts and fail!
Benefit: The CL for your "Lackadaisical Magic" ability is now equal to your base attack bonus.
The maximum level of spell you can cast with that ability is now equal to your (class level/2)+1, rounded down.

Design notes:
All the cool kids are making these, so I should too.

Inspiration: This class was majorly inspired by three things

1. Touhou: I was inspired by the two current oni in Touhou, Suika (drinks constantly) and Yuugi (drinks and likes to fight others). Cirno (idiot) may also be present, though to a lesser extent.

2. Chinese philosophy: I was inspired by a Chinese philosopher, Xun Zi (http://en.wikipedia.org/wiki/Xun_Zi), who argued that humanity has the capacity to do good, but humanity at its base has a tendency towards "waywardness", which induged makes people criminals. Being good then requires rules and regulations, as well as conscious effort to not become evil.

3. Desktop Dungeons (a PC game): There is a goddess of destruction, Jhoira Jeyru (sp?) that is followed by random explosions. She gives you bonuses in the game for glorifying her name (killing enemies), as well as enjoying the revelry of combat (taking damage).

Flavor: I'm trying to recapture the essence of this base humanity through the fluff and mechanics. However, DnD requires a more general view of things, and as such I want to tie this philosophy to the "morality" of the Abyss. I believe they are similar anyway. Trying to recapture this feel I felt required me to specialize in these things.

Euphoria: Humanity will do whatever gives it the most pleasure, irregardless of the needs of others.

Ignorance: Obviously if rules, regulations, and teachings make humanity good, than these should be disregarded at all costs. I'm trying to convey a feeling of "rules and thinking are not fun" when designing the class.

Destruction: This is more of a DnD twist then a parallel to the philosophy, but if your following the revelry without concern for others, why not cause things to explode as well? This leads to a barbaric, civilization-destroying ideal, and should lead to a thought process of "they are random evil people thrown in just to get something going" This isn't a bad thing, per se.

I'm also trying to convey a discussion of what freedom truly is via this class. This class would argue that freedom is simply, "I'll do what I want!" However, is freedom being caught in a vicious cycle of sin, addicted to fighting and partying, being a slave to their very own passion?

The last thing I want to convey via fluff is the scale of this that the DM could play around with. The small end of the scale is just simply an individual or a pack of pillagers that go around and harass villagers. The bigger end of this scale is a much more vicious proposition. The credos enjoyed by the Revelous Pillagers becomes a counter-culture, and takes hold anywhere with social discontent. The campaign now deals with fighting a counter-culture, finding Revelers hiding in a society, and fighting a loose organization of Revelers that have no regards to threaten and terrorize lawful churches, jails, courthouses and the like.

Obviously I tried to get the mechanics to fit the flavor, mainly through the capstones, the revelry abilities, and the Take it Easy ability. Lackadaisical magic seems out of place, and was me ranting at DnD 3.5 then flavor, but I still think it works.

If you are reading this, you probably read a majority of this class. I thank you for your time. :smallsmile: -Stompy

PairO'Dice Lost
2010-04-16, 03:08 PM
Cassandric Seer

I told 'em, you know. “It breathes fire,” I said. “What part of 'its teeth are bigger than you are' don't you understand!?” I said. But no, of course they ignored every gods-damned word and got themselves offed anyway.

What a wonder, seeing other times and places. Priests hand down divinely-inspired edicts from their deities, proclaiming what shall come to pass; mages chant over scrying bowls, viewing the whole world from the comfort of their sanctums. Yet there are always skeptics—those who don't believe in divination, for whatever reason, or those who believe diviners to be trying to defraud them—who frustrate and confound seers, ignoring magically-acquired information for whatever reason. Usually skeptics can be laughed off by seers (after all, it is the spellcasters who have the last laugh if their knowledge is shunned!) but occasionally when a diviner is ignored by so many, or on a subject of such great import, that the diviner loses faith in him- or herself. Worse yet, sometimes diviners are heeded but turn out to be mistaken, and drastically so. Seeing the future and being helpless to change it can wreak great damage to one's psyche.

Faced by such a momentous failure, such an oracle often tries to rationalize it: it wasn't my fault they ignored me, they should have known better, I know I'm right and that's all that matters. Most get past this event and continue on with their lives. Some, however, do not: faced with continued skepticism—or even total failure of their predictions—they begin to believe that they are at fault, or that the divinations themselves are at fault, and turn their back on foresight once and for all. In the most extreme cases, these individuals become Cassandric oracles, who not only forsake divinations themselves but inflict the pain of self-doubt, of ridicule, and of guilt on others.

Becoming a Cassandric Seer

ENTRY REQUIREMENTS
Skills: Any three Knowledge skills 6 ranks, Diplomacy 6 ranks
Spells: Arcane or divine caster level 3rd; must know at least one Divination spell of 4th level or higher or be a wizard specialized in Divination or have access to the Destiny, Fate, Knowledge, or Oracle domain
Special: Must have predicted a situation which led to the death of two or more people you know and been ignored, or must have caused (directly or indirectly) the death of one or more people you know due to an inaccurate divination

Class Skills
The Cassandric Seer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + Int

Hit Dice: d6

{table=head]Level|BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5t h|6th

1st|
+0|
+0|
+0|
+2|Shun the Sight|2|1|—|—|—|—

2nd|
+1|
+0|
+0|
+3|Foresight Disruption|2|2|—|—|—|—

3rd|
+2|
+1|
+1|
+3|Curse of Apparent Irrelevance|3|2|1|—|—|—
4th|
+3|
+1|
+1|
+4|Shared Deception|3|3|2|—|—|—

5th|
+3|
+1|
+1|
+4|Curse of Capricious Falsehood|3|3|2|1|—|—

6th|
+4|
+2|
+2|
+5|Willful Deception|4|3|3|2|—|—

7th|
+5|
+2|
+2|
+5|Curse of Total Irrelevance|4|4|3|2|1|—

8th|
+6|
+2|
+2|
+6|Impenetrable Magic|4|4|3|3|2|—

9th|
+6|
+3|
+3|
+6|Curse of Deliberate Falsehood|4|4|4|3|2|1

10th|
+7|
+3|
+3|
+7|What You Don't Know...|5|4|4|3|3|2
[/table]

Weapon Proficiencies
The Cassandric Seer gains no proficiencies in any weapons or armor.

Spells per Day
A Cassandric Seer gains the ability to cast a number of arcane or divine spells. If she was formerly capable of casting divine spells, her newfound distrust in the source of her visions causes her to cast arcane Cassandric Seer spells; if she was formerly capable of casting arcane spells, her doubt of her own arcane powers causes her to turn to divine magic. A Cassandric Seer formerly capable of casting both arcane and divine spells may choose which type her Cassandric Seer spells are; once made, this decision may not be reversed. Her spells are drawn from the Casandric Seer spell list, given below the class description.

A Cassandric Seer can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her spells per day for that spell level. When a Casandric Seer gains access to a new level of spells, she automatically knows all the spells for that level on her spell list; essentially, her spell list is the same as her spells known list. In addition, when she gains a new level of spells, she may add one spell from her prior class's list of any level she can cast to her Cassandric Seer spell list (if she possessed multiple spellcasting classes, she must choose one at 1st level to be her source of new spells); these spells must be from the schools of Enchantment, Illusion, or Transmutation.

To cast a spell, a Casandric Seer must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Casandric Seer’s spell is 10 + the spell’s level + her Charisma modifier. Like other spellcasters, a Casandric Seer can cast only a certain number of spells of each spell level per day; her base daily spell allotment is given on the table above. In addition, she receives bonus spells for a high Charisma score. The caster level for a Cassandric Seer spell is twice her class level. Unlike a cleric or a wizard, a Casandric Seer need not prepare her spells in advance, but can cast any spell she knows at any time

Shun the Sight (Ex)
At 1st level, the Cassandric Seer's decision to turn her back on divination and her rejection of its power manifests itself in her magical abilities. She loses all spellcasting abilities previously possessed. From this point on, she cannot learn or cast Divination spells with any other spellcasting classes, use Divination spell-like or supernatural abilities, use Divination abilities from magic items, or otherwise use divinations in any way.

In exchange, this rejection of divinations gives a Cassandric Seer a modicum of resistance to them. She gains a +4 insight bonus on all saving throws against divinations. In addition, she is automatically aware of any divinations cast on or at her, and is made aware both of what effect is being used and what information about her is gained, if any.

Foresight Disruption (Ex)
If a Divination effect with a chance of failure (such as augury or contact other plane) is cast within 5 feet per class level of the Cassandric Seer, the caster must roll twice and take the worse result. If a Divination effect that allows the target a chance to resist (such as discern lies or scrying) is cast within the same radius of the Cassandric Seer, the target gets a +4 insight bonus on his save to resist. These effects are cumulative.

Cassandra's Curses (Su)
Once per day per two class levels, the Cassandric Seer can inflict her own predicament on others. One creature within line of sight whose name she knows must make a Will save or be cursed in some fashion. While the creature is affected by the curse, any statements it makes are warped by the curse. Only objective, non-trivial statements are warped in this way; purely subjective statements like “I like the color blue” or self-evident statements like “That dragon is red” are heard and remembered normally (though note that “that red dragon breathes fire” wouldn't necessarily be directly observable and thus would be subject to the curse until independently verified). Statements that are phrased subjectively to get around the curse but might still affect others' thoughts or actions such as “I don't think it would be a good idea to do that” are treated as objective statements.

When inflicting the curse, the Cassandric seer may choose to make it affect every statement the target makes, in which case it lasts one hour per class level, or may choose to make it affect only statements on a particular topic, in which case it lasts one day per class level. This curse is not a mind-affecting ability—it magically warps the target's words, rather than forcing listeners to forget, so any immunity to mind-affecting effects possessed by the target or the listeners does not have any effect.

The specific curses available to the Cassandric Seer, and the levels at which they become available, are as follows:
Curse of Apparent Irrelevance (3rd): The target's words are twisted into uselessness. Anyone hearing the target speak believes them to be mistaken or speaking of something that isn't important to the hearer; thus, after 1d4 rounds anything the cursed creature has said is ignored or forgotten. It is remembered that the target said something, and the target's presence, appearance, etc. are accurately remembered, it is only the tone and content of the words that are forgotten. The target's statements are not remembered once the curse is lifted, but it may repeat its words without ill effect.
Curse of Capricious Falsehood (5th): The target's reputation is brought into question. Every time the target speaks, it must make a Bluff check as if it is deliberately lying. Listeners must make Sense Motive checks against the target, and if the Bluff check fails, the listener will believe that the target has tried to lie to it and will react appropriately.
Curse of Total Irrelevance (7th): As the Curse of Apparent Irrelevance, but the curse even extends into the past. Anything the target said in the past that is relevant to a creature's current situation, regardless of its location relative to the target, is deemed worthless or mistaken and is promptly forgotten. When the curse is lifted, any prior statements forgotten through this curse are restored.
Curse of Deliberate Falsehood (5th): As the Curse of Capricious Falsehood, but the target's reputation is irrevocably tarnished. Every time the target fails a Bluff check, listeners are inflamed with anger, their attitude toward the target becoming one step more hostile while the curse lasts and gaining a cumulative +1 morale bonus on checks and attack rolls against the target for the same period.

In addition to a curse's normal effects, the Cassandric Seer may choose to affect any magical effect dependent on or transmitted through speech used by the target (such as bardic music, utterances, spells with verbal components, etc.), limiting their durations to a maximum of 1d4 rounds in the case of the Curses of Irrelevance or giving them a 50% spell failure chance in the case of the Curses of Falsehood, but in this case the curse's duration is reduced from 1 hour/level to 10 minutes/level or 1 day/level to 2 hours/level.

Shared Deception (Su)
Once per day per point of Intelligence bonus (minimum 1), the Cassandric Seer may grant a touched willing creature the benefits of the divination-foiling aspect of her Shun the Sight ability or may grant a creature or object the benefits of her Foresight Disruption ability, her choice. She retains those benefits while they are so granted, and the target retains them until they are revoked (a standard action on the Cassandric Seer's part). At any given time, a number of creatures and/or objects may be affected by this ability equal to her Wisdom bonus (miniimum 1).

Willful Deception (Ex)
When the Cassandric Seer is subject to a Divination effect, she may make a Bluff check opposed by the divination caster's Sense Motive check; if she succeeds, she may return whatever information she wishes to the divination caster instead of accurate information (showing up as nonevil to a detect evil spell, for instance). This benefit does not extend to any creature to whom she has granted the benefits of her Shun the Sight ability through Shared Deception.

Impenetrable Magic (Ex)
An 8th-level Cassandric Seer can protect her magic from divinations just as she protects herself or her allies. If a Divination spell is cast to detect, pierce, dispel, or otherwise circumvent an Illusion, Transmutation, or Enchantment spell she has cast, one of two results can occur. If the Divination spell is of a lower level than to the Cassandric Seer's spell, it fails to have any effect on her spell; if it is of equal or higher level, she makes an opposed caster level check with the caster of the divination, and the victor's spell takes precedence. In either case, any spells not cast by the Cassandric Seer are detected/ dispelled/revealed normally, and the divination's caster is not made aware that there are spells he failed to detect/dispel/reveal.

What You Don't Know... (Su)
An experienced Cassandric Seer can counteract all forms of foresight or enhanced reflexes, magical or mundane. Once per day, she can surround herself with a 50-foot-radius sense- and prescience-dulling field that lasts for 1 minute. Within that field, all magical and nonmagical effects which grants any of the following are negated for the duration:
a bonus to initiative or Reflex saves
a special sense that lets one avoid danger (evasion, uncanny dodge, danger sense, prescient sense, etc.)
an ability which prevents surprise or otherwise lets one act out of turn (Immune to Surprise, celerity, anticipatory strike, etc.)
an ability which is triggered by creatures' actions (including any immediate actions, Contingent Spells, readied actions, Tome of Battle counters, etc. that react to creatures, so for instance feather fall is unaffected)

Spellcasting Class Levels
Like a paladin who becomes a blackguard, a Cassandric Seer gains benefits from retaining levels in her former spellcasting classes.

{table=head]Levels|Benefits
1-2|The Cassandric Seer adds her levels in prior spellcasting classes to her caster level.
3-4|The radius of the Cassandric Seer's Foresight Disruption class feature is doubled.
5-6|The Cassandric Seer may grant her Willful Deception class feature to creatures affected by her Shared Deception class feature.
7-8|The Cassandric Seer gains an additional curse per day, usable on any of the Cassandra's Curses she possesses.
9-10|When she gains a new level of spells, the Cassandric Seer adds two spells from her former class's spell list to her Cassandric Seer class list instead of one.
11+|The Cassandric Seer may immediately trade in any number of former spellcaster levels to gain an equal number of Cassandric Seer levels, and gains extra benefits commensurate with the new number of spellcaster levels she retains.[/table]

Cassandric Seer Spell List
1st level: alter self, magic aura, erase, pass without trace, inhibitC
2nd level: suggestion, misdirection, phantom trap, whispering wind, wall of gloomA, curse of ill fortuneD
3rd level: confusion, secret page, glibness, spell vulnerability, wave of griefC
4th level: modify memory, greater invisibility, seeming, doomtideD, delay death
5th level: greater command, false vision, mirage arcana, mislead, passwall
6th level: antipathy, geas/quest, sympathy, screen, veil, bestow curse
A—Complete Arcane
D—Complete Divine
C—Spell Compendium

Playing A Cassandric Seer
If there's any class well-suited to wreaking havoc on the social order, it's this one. A Cassandric Seer is as focused on deception and confusion as she used to be focused on knowledge and clarification, so character assassination (no, not that kind of character!) is a favorite pastime and screwing with mages is a plus.
Combat: The Cassandric Seer is very much not a combat-centric class; most of its class abilities aren't usable in combat at all, and apart from the one or two spells of each level gained from prior casting classes, her spell list isn't all that combat focused either. However, when it comes to preparing for combat, she's second to none, able to negate many of her enemies' preemptive and reactive defenses and able to conceal her allies exceptionally well. Also, against other spellcasters, she can curse into oblivion the casting abilities of anyone without Silent Spell and prevent them from buffing or coordinating their allies (thus coincidentally being a perfect counter to bards both thematically and mechanically).

Cassandric Seers in the World
So, for years Minerva's been offering to predict things on my adventuring party's behalf whenever we come into town. I always laughed her off, calling her a fraud and a fool. Well, last week I think she finally snapped; she gave me a funny grin when I laughed at her again, and ever since then it's like I don't exist here. Bottom line? Don't piss off an oracle.

Cassandric Seers are rarely known as such; there's no monolithic organization of disenfranchized and disillusioned diviners. However, “oracles gone bad” certainly get noticed on occasion, and Cassandric Seers or not, they tend to be lumped together with other mad priests and crazy mages.
Notables: As one might guess from the name, the first diviner who developed the Cassandric Seer's abilities was a priestess named Cassandra. She foresaw the destruction of her home city and attempted to warn the city's leaders about it, but despite contacting extraplanar beings for information, scrying on enemy leaders, and summoning archons to verify her testimony, she wasn't heeded. When the city was attacked through treachery and destroyed as she had predicted, she fled to the city's last standing temple. She railed at the gods for failing her, for hardening the elders' hearts, and for being so vague with their guidance. As invading forces were about to capture her and the rest of the clergy, she suddenly manifested arcane powers and was able to hide herself from detection until she left the city. From that day on, she traveled from temple to temple, discrediting oracles with her new powers and making the lives of the mages who'd invaded her city miserable.

NPC Reaction
Cassandric Seers don't immediately give the impression of being anti-diviners, but if their exact capabilities are known, they obviously become highly distrusted. This never becomes a huge issue for most of them, as they can simply discredit any who would malign their reputation. Otherwise, they're regarded much as bards, beguilers, and other classes with “sneaky” spell lists.

Cassandric Seers in the Game
This prestige class can be a lot of work for a DM, because the centerpiece of the class (Cassandra's Curses) can be so vague and hard to adjudicate. What exactly is “important” information? How do NPCs react when they forget everything a cursed person says? However, if a DM can handle this well, the Cassandric Seer provides a very flavorful addition to a setting.
Adaptation: While the flavor of the curses is fairly specific, it's based on a real-world mythological figure rather than an in-game person or organization, so it can easily fit into an existing campaign with little to no adaptation.
Encounters: A Cassandric Seer can provide an excellent ally for PCs against divination-savvy foes...or an excellent foe for popular PCs, turning all of their allies against them without the PCs realizing what's going on. They can fill many different roles, as almost all priests and arcanists use divinations to some degree and Cassandric Seers oppose divinations in all of their manifestations.

boomwolf
2010-04-19, 04:37 AM
Antimage

http://Picture URL

I have seen the true face of magic. I have studied and mastered it, and I say-NO MORE!
-Redcape Travin, the first Antimage

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
BAB:+4
Skills: spellcraft 8 ranks
Feats: (undecided. probably mage slayer and skill focus spellcraft.)
Spellcasting: Must know at least 3 specialised anti-magic spells, one of them must be third level or higher. (exsamples are antimagic field, dispell magic, the unsmmon X line(new spells, see below), brake enchantment and such.)
Special: Must obsy to the Code of the Antimage (see abilities) perior to taking his first level.

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: d8

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

1st|
+0|
+0|
+0|
+2|Code of the Antimage, Dispelling Expert +1

2nd|
+1|
+0|
+0|
+3|Spell Resistance 5, Spellsteal

3rd|
+2|
+1|
+1|
+3|Dispelling Expert +2, Backlash Magic

4th|
+3|
+1|
+1|
+4|Spell Resistance 10, Aracne Vision

5th|
+3|
+1|
+1|
+4|Dispelling Expert +3, Improved Spellsteal

6th|
+4|
+2|
+2|
+5|Spell Resistance 15, Improved Backlash Magic

7th|
+5|
+2|
+2|
+5|Dispelling Expert +4. Devour Magic

8th|
+6|
+2|
+2|
+6|Spell Resistance 20, Greater Spellsteal

9th|
+6|
+3|
+3|
+6|Dispelling Expert +5, Greater Backlash Magic

10th|
+7|
+3|
+3|
+7|Spell Resistance 25, Touch of Cancellation[/table]

Weapon Proficiencies: An antimage gain no new proficiencies.

Code of the Antimage an Antimage must never cast a spell for any pourpose other then directly countering, dispelling, supressing, detecting or protecting against another magic. if he ever brakes this code he losses all class abilities until he gains an atonement. defending against magic can be used in the form of spells that grants spell resistance or save bonus and nothing else without braking the code.

Dispelling Expert (Ex) An antimage is exeptinally good at dispelling magic. he gains a +1 bonus to all dispell checks, this bonus increase by 1 on every odd level. (+2 at third level, +3 at fifth and so on.)

Spell Resistance (Su) A second level Antimage begins to become immune to spells as his sispelling techniquies become almost natural. his spell resistance starts at 5 at second level and grows by 5 every even level. (10 at forth, 15 at sixth and so on.)

Arcane Vision (Su) A forth level Antimage is under the permanent effect of Arcane Sight. his hatered simply allows him to see magic all around him.

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
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

ErrantX
2010-04-21, 01:57 PM
*BUMP*

Just reminding you all, 9 more days til the contest is out.

Lots of these entries aren't finished either, so please let's get this going!

-X

ErrantX
2010-04-30, 12:17 PM
Bump for the last day of the contest!

-X

ErrantX
2010-05-01, 05:02 PM
Voting thread is up! (http://www.giantitp.com/forums/showthread.php?p=8412056)

And the winner of the contest is... Hyooz and the Scion of the Storm! Congrats Hyooz! Excellent class! :smallbiggrin:

-X