Mr.Bookworm
2010-07-08, 10:18 PM
Fettered
Most find chains constricting. The Fettered don't. They have seen what comes of allowing yourself to cast your limits aside, and are disgusted by it. The Fettered take their power, their strength, from their code. They may rest easy with the knowledge that no matter how far the world descends into madness, that they and their code will endure.
BECOMING ONE OF THE FETTERED
A Fettered is a follower of a code. From that code, and their devotion to it, they can draw almost unlimited strength.
Becoming one of the Fettered is not something that can be taught. It is an intensely personal journey, one that can only be realized by boundless commitment to a code.
ENTRY REQUIREMENTS
Alignment: Any non-Chaotic
BAB: +8
Feat: Iron Will
Special: Must follow a code of conduct. This may be anything from a simple promise made to yourself, to a set of hundreds of complex rules instated by your church, to a divine compact. No matter what form it takes, you must follow this code without reservations and in whole.
Class Skills
The Fettered's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 4+Intelligence modifier
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Mettle, Fearless
2nd|
+2|
+3|
+0|
+3|Doubtless Grace, Smite 1/encounter
3rd|
+3|
+3|
+1|
+3|Fortress of Principles
4th|
+4|
+4|
+1|
+4|Ultimate Conviction, Smite 2/encounter
5th|
+5|
+4|
+1|
+4|Unbreakable Chains[/table]
Weapon Proficiencies: A Fettered gains no additional proficiencies in any weapons or armor.
Mettle (Ex): At 1st level and higher, a Fettered can resist magical and unusual attacks with the power of their convictions. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Fettered does not gain the benefit of Mettle.
Fearless (Ex): At 1st level, a Fettered becomes immune to fear (magical or otherwise).
Doubtless Grace (Su): The Fettered acts with the sureness only those without doubts can muster. He may add his Charisma bonus as an untyped bonus to his saving throws.
Smite (Ex): By focusing their rage and determination into a single attack, once per encounter at 2nd level a Fettered can make a smite attack. They add their Charisma bonus (if any) to a single melee attack and deal 1 extra point of damage per character level. At 4th level, they gain an additional use of this ability per encounter.
Fortress of Principles (Ex): At 3rd level, a Fettered's all-consuming belief protects their mind from outside intrusion. They gain immunity to all mind-affecting effects.
Ultimate Conviction (Ex): For the Fettered, failure in serving their code is not an option. A number of times per day equal to their Charisma bonus (minimum 1), a Fettered may draw upon their limitless conviction to act in a single moment of perfection. They may treat any single d20 roll as if they had rolled a 20. This does not count as a natural 20.
Unbreakable Chains (Su): Even death can only delay the Fettered. Their chains will drag them from the deepest depths of hell, if necessary. Once per day, if the Fettered is killed, they are instantly restored to life with (Charisma score) HP.
If a Fettered is killed, and is not returned to life within a year, they return to the world of the living as if a true resurrection spell had been cast on them. They return to a whatever location they call home.
If they are killed while in violation of their Code of Conduct, they do not gain the benefits of this ability, and must seek resurrection in the normal fashion.
Code of Conduct: A Fettered follows a Code of Conduct that he holds sacred above all else. If he ever breaks his Code in spirit or letter, he immediately loses all Fettered class features. He may atone by following his Code faithfully for a number of days equal to his class level. At the end of this period, he regains all class features.
Multiclass Note: A Paladin may gain levels of Fettered and still advance as a Paladin.
---
PEACH above all else, please. I'm not very experienced at this, and I need all of the honest criticism I can get.
With that out of the way, this isn't quite finished, beyond the usual editing that I'm sure will happen to the Fettered. There's another 5-level PrC called, as you can probably guess, the Unfettered, who are in many ways mirrors the Fettered. Unlike the Fettered, they have almost no limits, and from that they derive their strength. I'm not finished with it, yet, but it'll be up soon-ish.
Oh, and in case you don't read TV Tropes, these are based on tropes of the same (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheFettered) names (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheUnfettered).
So, thoughts, comments, insults, dances?
Most find chains constricting. The Fettered don't. They have seen what comes of allowing yourself to cast your limits aside, and are disgusted by it. The Fettered take their power, their strength, from their code. They may rest easy with the knowledge that no matter how far the world descends into madness, that they and their code will endure.
BECOMING ONE OF THE FETTERED
A Fettered is a follower of a code. From that code, and their devotion to it, they can draw almost unlimited strength.
Becoming one of the Fettered is not something that can be taught. It is an intensely personal journey, one that can only be realized by boundless commitment to a code.
ENTRY REQUIREMENTS
Alignment: Any non-Chaotic
BAB: +8
Feat: Iron Will
Special: Must follow a code of conduct. This may be anything from a simple promise made to yourself, to a set of hundreds of complex rules instated by your church, to a divine compact. No matter what form it takes, you must follow this code without reservations and in whole.
Class Skills
The Fettered's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 4+Intelligence modifier
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Mettle, Fearless
2nd|
+2|
+3|
+0|
+3|Doubtless Grace, Smite 1/encounter
3rd|
+3|
+3|
+1|
+3|Fortress of Principles
4th|
+4|
+4|
+1|
+4|Ultimate Conviction, Smite 2/encounter
5th|
+5|
+4|
+1|
+4|Unbreakable Chains[/table]
Weapon Proficiencies: A Fettered gains no additional proficiencies in any weapons or armor.
Mettle (Ex): At 1st level and higher, a Fettered can resist magical and unusual attacks with the power of their convictions. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Fettered does not gain the benefit of Mettle.
Fearless (Ex): At 1st level, a Fettered becomes immune to fear (magical or otherwise).
Doubtless Grace (Su): The Fettered acts with the sureness only those without doubts can muster. He may add his Charisma bonus as an untyped bonus to his saving throws.
Smite (Ex): By focusing their rage and determination into a single attack, once per encounter at 2nd level a Fettered can make a smite attack. They add their Charisma bonus (if any) to a single melee attack and deal 1 extra point of damage per character level. At 4th level, they gain an additional use of this ability per encounter.
Fortress of Principles (Ex): At 3rd level, a Fettered's all-consuming belief protects their mind from outside intrusion. They gain immunity to all mind-affecting effects.
Ultimate Conviction (Ex): For the Fettered, failure in serving their code is not an option. A number of times per day equal to their Charisma bonus (minimum 1), a Fettered may draw upon their limitless conviction to act in a single moment of perfection. They may treat any single d20 roll as if they had rolled a 20. This does not count as a natural 20.
Unbreakable Chains (Su): Even death can only delay the Fettered. Their chains will drag them from the deepest depths of hell, if necessary. Once per day, if the Fettered is killed, they are instantly restored to life with (Charisma score) HP.
If a Fettered is killed, and is not returned to life within a year, they return to the world of the living as if a true resurrection spell had been cast on them. They return to a whatever location they call home.
If they are killed while in violation of their Code of Conduct, they do not gain the benefits of this ability, and must seek resurrection in the normal fashion.
Code of Conduct: A Fettered follows a Code of Conduct that he holds sacred above all else. If he ever breaks his Code in spirit or letter, he immediately loses all Fettered class features. He may atone by following his Code faithfully for a number of days equal to his class level. At the end of this period, he regains all class features.
Multiclass Note: A Paladin may gain levels of Fettered and still advance as a Paladin.
---
PEACH above all else, please. I'm not very experienced at this, and I need all of the honest criticism I can get.
With that out of the way, this isn't quite finished, beyond the usual editing that I'm sure will happen to the Fettered. There's another 5-level PrC called, as you can probably guess, the Unfettered, who are in many ways mirrors the Fettered. Unlike the Fettered, they have almost no limits, and from that they derive their strength. I'm not finished with it, yet, but it'll be up soon-ish.
Oh, and in case you don't read TV Tropes, these are based on tropes of the same (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheFettered) names (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheUnfettered).
So, thoughts, comments, insults, dances?