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View Full Version : [3.5 Silly PrC] Turning a Bad Habit into Superpowers [PEACH]]



AustontheGreat1
2010-10-28, 01:47 PM
SMOKER

http://fc03.deviantart.net/fs4/i/2004/195/4/2/The_Smoker.jpg
"You smoke? No? Mind if I do?" -Words commonly spoken by Smokers. Picture generously donated by Inkthinker (http://inkthinker.deviantart.com/) on Deviantart.
Not really donated, I mean that artist really has not idea I'm using the work here.


In a world of magic and wonders, a simple habit can easily become an entire way of life; and many times, a way of life can become a sometimes become a source of supernatural power. Smokers are beings that have turned a simple disgusting habit into a fantastic source of power. Their bodies and souls have become infused with the burning smoke they constantly inhale giving them power.

Requirements:
Alignment: Any Non-good
Saves: +5 Base Fortitude Save.
Special: The smoker must have spent the previous year of his life smoking as much as possible and no less than 2 packs of cigarettes per day (or an equivalent amount of whatever substance the smoker chooses to smoke.)

Hit Die: d8
SMOKER
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+0|
+2|
+0|
+0|Addictive Personality, Disgusting Habit, Nic-Fit (1/day), Continued Training

2nd|
+1|
+3|
+0|
+0|Smoker's Lungs, Singed Skin, It Calms Me Down

3rd|
+2|
+3|
+1|
+1|Clouded Image, Second-Hand Smoke

4th|
+3|
+4|
+1|
+1|Cloud of Smoke, Nic-Fit (+4 Str, 1/encounter)

5th|
+3|
+4|
+1|
+1|Body of Smoke[/table]
Class Skills: (4 + Int. Mod.) The Smoker chooses any 6 skills at first level to become class skills.

Class Features
Proficiencies: A smoker gains no proficiency with any weapon or armor.

Continued Training: The smoker’s habit, regardless of how unhealthy it is, doesn’t necessarily conflict with his normal training. At first level, the smoker chooses one of the following options to continue his advancement in other classes.

Martial Training: The smoker continues to gain skill with a blade. If the smoker chooses this option the base attack bonus progression increases to good and the smoker also gains a bonus fighter feat at 1st and 5th level.

Initiators Training: The smoker continues to become a stronger initiator. To choose this option, the smoker must know three maneuvers and one stance. The smoker gains the following progression advancing the smokers maneuvers and stances.

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|0|1|0
2nd|1|0|0
3rd|0|0|0
4th|1|0|1
5th|0|1|0
[/table]

Spellcaster’s Training: The smoker’s command of magic continues to advance: To choose this option, the smoker must be able to cast 3rd level spells. If the smoker chooses this option the base attack bonus progression granted by this class decreases to poor and the will save progression increases to good. In addition, the smoker gains the following spell-casting progression.

{table=head]Level | Spellcasting
1 | +1 level to existing spellcasting class
2 | -
3 | +1 level to existing spellcasting class
4 | -
5 | +1 level to existing spellcasting class[/table]

Thief’s Training: the smoker’s abilities in the arts of stealth and skill continue to increase. To choose this option, the smoker must have at least 8 ranks each in any 4 separate skills. If the smoker chooses this option, the reflex save progression granted by this class increases to good. The smoker may choose 4 additional skills to become class skills at first level and the number of skill points granted at each level increase to (6 + Int. Mod.) Lastly, the smoker gains an additional +1d6 sneak attack damage at 2nd and 4th level.

Addictive Personality: Smokers have addictive personalities and succumb easily to the temptations of drugs and other addictive substances. Smokers receive a penalty to fortitude saves to resist addictions equal to their level in this class. For rules on drugs and addictions see page 41 of the Book of Vile Darkness supplement book.

Disgusting Habit (Ex): Most people see smoking as a disgusting and vile habit and often look poorly on those who indulge in it. Smokers are often mistrusted and disliked and therefore receive a penalty to diplomacy checks equal to their level in this class. However, sometimes smokers can appear dark and imposing and receive a bonus to intimidate checks of the same amount.

Nic-Fit (Ex): When a smoker is deprived of his precious nicotine he can become edgy and easily angered. At first level, a smoker can fly into a frenzy similar to that of a barbarian’s rage. In this state, the smoker receives a +2 increase to his strength score as his anger fuels his actions. However, in this state, he also receives a penalty to his dexterity score as his nicotine deprivation causes his hands to tremble. Additionally, while in a nic-fit, he has difficulty focusing and receives a -4 penalty to all wisdom, charisma, and intelligence based checks, as well as all concentration checks. The nic-fit last for a number of rounds equal to 3 + the smoker’s constitution modifier after which time, the smoker is fatigued. At first level, the smoker may use this ability once a day. At 4th level the strength increase granted by this ability increases to +4 and the smoker may now fly into a nic-fit once per encounter.

Smoker’s Lungs (Ex): Constant smoke inhalation can cause the lungs of a smoker to become weak and damage. The smoker receives -2 penalty to swim checks made to resist non-lethal damage, Constitution checks made to continue running, Constitution checks made to avoid non-lethal damage from a forced march, Constitution checks made to hold your breath and fortitude saves made to resist damage from suffocation. However, he is now immune to any harmful effects resulting from smoke inhalation regardless of the source (such as spells and other supernatural abilities.)

Singed Skin (Ex): Years of accidental burns and singes have cause the smoker’s skin to become covered with scars and calloused skin. The smoker receives a bonus to his armor class in the form of a natural armor bonus equal to the number of levels in this class the smoker possesses.

It Calms Me Down (Ex): When a smoker feeds his addiction he often feels relax and it allows him to think more clearly. Whenever the smoker is smoking, he receives a circumstantial bonus to all concentration checks and all will saves made to resist mind-affecting effects equal to its level in this class.

Clouded Image (Su): At 3rd level, the smoker can bathe his form in a sheath of smoke. This smoke can sting the eyes, and distort the smoker’s form making his image hazy and difficult to follow. Once per encounter, as a move-equivalent action, the smoker can activate this form, granting himself concealment (20% miss chance.) A True Seeing spell penetrates this effect. The concealing effect last for one round for every level the smoker possesses in this class and may be used a number of times per day equal to the smoker’s constitution modifier.

Second-Hand Smoke (Su): The smoke that suffuses its body leaks from the smoker’s mouth and pores creating a cloud of wispy noxious smoke around him. All creatures adjacent to a smoker must succeed on a fortitude save (DC = 10 + the smoker’s levels in this class + the smoker’s constitution modifier) or begin to cough and choke becoming sickened. This condition end immediately when the subject enters a non-adjacent square. Creatures that succeed on this save are immune to the effects of this ability for the next 24 hours. The smoker may suppress or resume this ability as a free action. Creatures that do not breathe or are otherwise protected from inhaling the smoke are immune to this effect.

Cloud of Smoke (Su): At 4th level, as a standard action, the smoker may take a deep drag of his cigarette (or whatever other object the smoker smokes) filling his lungs with smoke and then exhale a massive cloud of smoke; one that far exceeds the amount taken it. This smoke fill an area with noxious black smoke which blocks vision and causes creatures within to choke. This cloud fills an area 10ft. long by 10ft. wide by 10ft. high. One of the squares filled must be adjacent to the smoker. If the smoker instead chooses to spend a full-round action using this ability, the size of cloud expands to 20ft high, wide, and long. The cloud obscures any and all vision, beyond 5 feet. (including darkvision) of any creatures in the cloud with the exception of the smoker. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). In addition, the cloud chokes creature forcing them to make fortitude save (DC = 10 + ½ the smoker’s level in this class + the smoker’s constitution save.) or become sickened. Creatures who fail this save by more than 10 become nauseated instead. Creatures that succeed on this save are immune to the effects of this ability for the next 24 hours. Creatures that do not breathe or are otherwise protected from inhaling the smoke are immune to this effect. This cloud last for a one round for every level in this class the smoker possesses, though a moderate wind (11+ mph) disperses the cloud in 3 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The smoker may use this ability once a day for every point of his constitution modifier, though only once per encounter.

Body of Smoke (Su): The pinnacle of the smoker’s powers, at 5th level, the smoker may actually become smoke for a brief time allowing harmful effect to pass right through him. The smoker may take the form of smoke once per encounter as an immediate action, and the smoker remains in this form for up to 5 rounds though he may leave it whenever he wishes. This from is identical to the form taken when a creature is under the effects of a Gaseous Form spell, with two exceptions. Firstly, the smoker does not gains damage reduction 10/magic but instead becomes immune to damage from a source that is not magical or treated as magic for the purpose of overcoming damage reduction. Second, the fly speed granted by the form increases to 60ft. with perfect maneuverability.

DracoDei
2010-10-29, 12:05 AM
I think you forgot the pre-requisites... although I could maybe see "One level of any class" as being the sole general pre-req...

I could see this class getting dipped at level 3 for an extra feat by fighters, or at any level by a non-swordsage martial initiator, for an extra readied maneuver.

Eloel
2010-10-29, 12:10 AM
I lol'd at parts, nicely done.


Clouded Image (Su): At 3rd level, the smoker can bathe his form in a sheath of smoke. This smoke can sting the eyes, and distort the smoker’s form making his image hazy and difficult to follow. Once per day, as a move-equivalent action, the smoker can activate this form, granting himself concealment (20% miss chance.) A True Seeing spell penetrates this effect. The concealing effect last for one round for every level the smoker possesses in this class and may be used a number of times per day equal to the smoker’s constitution modifier.

Errr...

herrhauptmann
2010-10-29, 12:43 AM
Yup, needs a little editing.

Maybe that's supposed to be once per encounter, usable "once per point of con modifier" each day.

I think that "Once per encounter, lasts for 1 round per point of con bonus" would be useful as well.

blueblade
2010-10-29, 12:46 AM
cool class. your continued training already has some implied prereqs, I would just formalise those. And maybe y'know Prereq: Smoker?

Glimbur
2010-10-29, 12:06 PM
Change up the save for Second Hand smoke, 10+half level + ability mod is for abilities from base classes. PrC's use 10+level+ability mod, because you can't take as many levels of a PrC as you could a base class and to keep the numbers more useful.

AustontheGreat1
2010-10-29, 12:22 PM
Change up the save for Second Hand smoke, 10+half level + ability mod is for abilities from base classes. PrC's use 10+level+ability mod, because you can't take as many levels of a PrC as you could a base class and to keep the numbers more useful.

Okay, Deal.

DracoDei
2010-10-29, 01:13 PM
Or you can do (HD/2) or (ECL/2)... those work better for making late entry more viable.