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ErrantX
2010-10-30, 10:30 AM
Hybrid Theory II

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Take two base classes and synergize them together AGAIN!

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Giant in the Playground PrC Contest XXIII

The contest begins with the posting of this thread and will run through midnight of Nov 29th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of Dec 8th.

Rules

1) You will be creating an 'original' prestige class. You will take two base classes and select one or more specific class features from them and create synergistic abilities from them. You could take the wild shaping ability of the Druid and blend it with the skirmish of the Scout to create an druidic order of warrior-priests that transform into fast, ambushing animals. A group of fighter monks who have turned their bodies into the ultimate weapon. An order of ranger-knights who channel their smiting abilities with their favored enemies to slay their foes. Any WotC product is available as a source.

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=167302).

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.



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

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
2010-10-30, 10:31 AM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
:
:
:
:
:

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

Hit Dice: dx

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

1st|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

4th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

5th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

6th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

7th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

8th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

9th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

10th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level[/table]

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

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

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

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

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

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

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


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

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
:
:
:
:
:

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

Hit Dice: dx

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

unosarta
2010-10-31, 12:46 PM
A combination of the Ebon Initiate (http://www.giantitp.com/forums/showthread.php?t=163297) and Spirit Shaman.

Deathspirit Necrolyte

http://fc09.deviantart.net/fs71/f/2010/301/f/7/raven_spirit_by_genzoman-d31p1eb.jpg
[1] (http://fc09.deviantart.net/fs71/f/2010/301/f/7/raven_spirit_by_genzoman-d31p1eb.jpg)

I speak with the dead, and beckon their spirits hither. My very life force has taken on the aspects of death. My souls wrenches with the power of untold dead, and my eyes take in the visage of the Greatest Gate. Sing your tortured hymns to me, those who have fallen! Cry your anguish to the sun, and extinguish the rays with your pain! Burn the hope of the living, and scorn the life that you once held. Death makes the strongest stronger, and I am here to drink up your strength!

A Deathspirit Necrolyte is a commander of the undead, fueling them and being fueled by their negative energy. They defile the ground on which they walk, and legions of the dead lesion the earth behind them. They are able to turn their own spirit into a living embodiment of death itself.

BECOMING A DEATHSPIRIT NECROLYTE
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Knowledge (Nature) 9 ranks, Knowledge (Religion) 9 ranks
Feats: Spell Focus (Necromancy)
Special: Netherchannel +2d6; Spirit Guide class feature.
Spellcasting/Invocations: able to cast 2nd level divine spells, able to use lesser invocations, as well as the Call the Waking Dead invocation

Class Skills
The Deathspirit Necrolyte's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (Nature) (Int), Knowledge (the Planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2| Deathspirit, Power from the Gate|+1 level of Divine Spellcasting Class/+1 level of Invocation-using Class

2nd|
+1|
+3|
+0|
+3|Carnal Strength|+1 level of Divine Spellcasting Class/+1 level of Invocation-using Class

3rd|
+2|
+3|
+1|
+3|Legion of the Damned|+1 level of Divine Spellcasting Class/+1 level of Invocation-using Class

4th|
+3|
+4|
+1|
+4|Chill of the Grave|+1 level of Divine Spellcasting Class/+1 level of Invocation-using Class

5th|
+3|
+4|
+1|
+4|Seek the Gate|+1 level of Divine Spellcasting Class/+1 level of Invocation-using Class

6th|
+4|
+5|
+2|
+5|Greater Carnal Strength|+1 level of Divine Spellcasting Class/+1 level of Invocation-using Class

7th|
+5|
+5|
+2|
+5|Nether Overchannel|+1 level of Divine Spellcasting Class/+1 level of Invocation-using Class

8th|
+6/+1|
+6|
+2|
+6|Imbue the Dead Ones|+1 level of Divine Spellcasting Class/+1 level of Invocation-using Class

9th|
+6/+1|
+6|
+3|
+6| Open the Gate|+1 level of Divine Spellcasting Class/+1 level of Invocation-using Class

10th|
+7/+2|
+7 |
+3|
+7| Free the Spirit| +1 level of Divine Spellcasting Class/+1 level of Invocation-using Class[/table]

Weapon Proficiencies: The Deathspirit Necrolyte does not gain proficiency with any armor or weapons.

Spells per Day/Spells Known: At every level, the Deathspirit Necrolyte gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one divine spellcasting class before becoming a Deathspirit Necrolyte, he must decide to which class to add each level for the purpose of determining sells per day.

Invocations: At each level, the Deathspirit Necrolyte gains new invocations known and an increase in caster level as if he had also gained a level in an invocation-using class to which he belonged before adding the prestige class level. (This includes eldritch blast) He does not, however, gain any other benefit a character of that class would have gained. If he has more than one invocation-using class before becoming a Deathspirit Necrolyte, he must decide to which class to add each level for the purpose of determining caster level and invocations known.

Deathspirit (Su): The Deathspirit Necrolyte’s Spirit Guide becomes an embodiment of death. It retains its form, but grows deathly black, and opalescent. It gains a move speed equal to that of its master. It also has a full set of normal actions per round (Standard, Move, Swift, Free). The Deathspirit Necrolyte may channel his Nether Channel ability through the Deathspirit by touching it, allowing the Deathspirit to channel the Netherchannel. It may channel it once per round, but retains this ability for up to three rounds, after which it must be channeled into once again. The Deathspirit Necrolyte may make a ranged touch attack in this way, if he has a Nether Shape invocation that allows him to do so. The Deathspirit may make a melee touch attack against a opponent and deal the damage of the Nether Channel. It gains a bonus to the touch attack equal to the Deathspirit Necrolyte’s base attack bonus, plus his Charisma modifier.

Power from the Gate: The Deathspirit Necrolyte adds all necromancy spells to his spell list, but loses all spells that channel positive energy, and all spells of the healing subschool. If the Deathspirit Necrolyte would gain a spell that have two different spell levels, he takes the lower of the spell levels.

Carnal Strength (Su): Starting at second level, the Deathspirit Necrolyte may consume the undead he controls as a standard action. By having his Deathspirit inhabit the same square as an undead he controls, the Deathspirit Necrolyte may destroy the undead. He heals a number of hit points equal to twice the undead’s Hit Dice. He also gains a number of temporary hit points equal to one half of his effective character level.

Legion of the Damned (Su): Starting at third level, the Deathspirit Necrolyte may ignore any material components of a spell or invocation that would summon, create, or control undead, besides the corpses necessary for the creation of the undead. The Deathspirit Necrolyte’s levels also stack with any he possessed before entering this prestige class that grant Rebuke Undead for the purposes of controlling the undead.

Chill of the Grave (Su): Starting at fourth level, the Deathspirit Necrolyte may send his Deathspirit to inhabit another living creature and fill it with the chill of the grave as a standard action. The Deathspirit Necrolyte may imbue his Deathspirit with a Nether Channel, and if it moves into the square of an opponent, it deals the damage of the Nether Channel without the need for a touch attack. The damage dealt by this attack is one half cold damage, one half negative energy. He also adds his Charisma modifier to the damage. Any creature killed by this damage’s body remains whole, as if under the effects of a Gentle Repose spell.

Seek the Gate (Su): Starting at fifth level, any creature that the Deathspirit Necrolyte kills becomes a zombie after they die, under the Deathspirit Necrolyte’s control. They last a number of hours equal to one half of the Deathspirit Necrolyte’s Charisma modifier.

Greater Carnal Strength (Su): Starting at sixth level, when the Deathspirit Necrolyte uses his Carnal Strength ability, he heals a number of hit points equal to four times the Hit Dice of the undead, and he gains a number of temporary hit points equal to his effective character level. He also heals a number of points of ability damage or drain equal to his Charisma modifier. If he has damage or drain on more than one Ability score, he must choose one ability score to heal. He also gains a +4 profane bonus to any of his Ability scores, for a number of minutes equal to the Hit Dice of the sacrificed undead.

Nether Overchannel (Su): Starting at seventh level, once per day as a full round action, the Deathspirit Necrolyte may create a number of Deathspirits equal to one half of his Deathspirit Necrolyte levels, in addition to the one he already possess. These function exactly like the Deathspirit he already possess, having the same shape and size, and count as if they are already charged with the Deathspirit Necrolytes Nether Channel. They appear anywhere within 30 feet of the Deathspirit Necrolyte. They last 3 rounds, before dissipating, leaving only the original Deathspirit. When the Deathspeaker Necrolyte channels his Nether Channel ability into the original Deathspirit, it also counts as if it were channeled into the extra Deathspirits. It takes a standard action to maintain the Deathspirits, and if at any time the Deathspirit Necrolyte stops maintaining the Deathspirits, they dissipate; however, during this time, it is only a swift action for the Deathspirit Necrolyte channel the Deathspirits with his Netherchannel ability. The summoned Deathspirits may only use a move or standard action per round.

Imbue the Dead Ones: Starting at eighth level, whenever the Deathspirit Necrolyte summons, creates, or controls an undead, he may imbue them with a spell or invocation as a free action. If a spell, they may cast that spell once, after which it dissipates. The Deathspirit Necrolyte also looses this spell, as if it were cast. If it is an invocation, the undead gains use of that Invocation for a number of rounds equal to the Deathspirit Necrolyte’s Charisma modifier. The Deathspirit Necrolyte looses access to the invocation during that time, but as soon as the invocation fades from the undead, or the undead dies, he regains use of it. The spells imbued unto an Undead only last 24 hours, or until the Deathspirit Necrolyte reprepares spells, whichever comes first.

Open the Gate (Su): Starting at ninth level, any creature that the Deathspirit Necrolyte kills comes back as a ghost, under the Deathspirit Necrolyte’s control. It lasts a number of rounds equal to one half of the Deathspirit Necrolyte’s Charisma modifier. He may choose whether to use this ability or Seek the Gate after killing an enemy.

Free the Spirit (Su): Starting at tenth level, if the Deathspirit Necrolyte’s Deathspirit inhabits the same square as an opponent for 2 or more rounds, that opponent must make a Fortitude save (DC 10 + Deathspirit Necrolyte levels + the Deathspirit Necrolyte’s Charisma modifier) or die. If they make the save, the Deathspirit must inhabit their square for another 2 rounds before being able to do so again. This effect is not subject to spell resistance, and is not counted by immunities as if it were a death effect.

PLAYING A DEATHSPIRIT Necrolyte
Deathspirit Necrolytes combine the powers of the darkest death with the spirit world, to power and control undead. They thirst for the negative energy of their creations, and long to draw in their spirits.
Combat: Most Deathspirit Necrolytes either focus on creating undead, or using their Nether Channel ability. A few use both, but because they both use the same actions, it becomes rather hard. Most use the spells they gain from their Spirit Shaman levels in order to buff themselves and allies, as well as their creations.
Advancement: Most prestige classes that advance both invocations and divine spellcasting work very well for the Deathspirit Necrolytes, such as the Enlightened Spirit prestige class, if Nether Channel is counted as equivalent to Eldritch Blast. Otherwise, invocation advancing prestige classes work fine if the Deathspirit Necrolyte uses more of their invocations, than spells, and a divine spellcasting prestige class works if they use more of their spells. Alternatively, simply more levels in either Spirit Shaman and Ebon Initiate are never hurtful.
Resources: Truly, Deathspirit Necrolytes are more often than not alone in the world. Many fear their power, and most do not trust their ability with death, and that alone is enough for most to hate them.

DEATHSPIRIT NECROLYTES IN THE WORLD
”This black phantasm entered the subject’s body. I presume that it were of an ethereal state, to be so able to do so. It then sucked the life from the dead man, his organs shriveling up, and his body became a most peculiar cold. We must know more on this subject.” Killian Thomas, County Coroner in the city state of Peliask.

Deathspirit Necrolytes are feared, and fearsome. Some of the greatest examples of necromancers in the world were once Deathspirit Necrolytes.
Daily Life: Most Deathspirit Necrolytes spend at least an hour or two every day communicating with the spirit world, as well as the world of the dead, which are usually counted as close to the same thing. They generally spend their days either protecting the dead from those who would wish to bring them up from their graves, or else doing that very act. A large number do adventure, as a way to make an income, as well as for the access to death they gain from it.
Notables: Two of the most famous of any Deathspirit Necrolytes were Siriana Mortiphagi, and Gillord Sinmaker. Siriana is best known for eradicating an entire town and turning their corpses into undead, and Gillord for killing her soon after.
Organizations: There are few actual organizations specifically for Deathspirit Necrolytes, however they do tend towards necromantic cabals, and other such havens for the necromantically inclined.

NPC Reaction
Most NPCs view the Deathspirit Necrolytes with the same sort of fear as they view Necromancers, as those who can control and morph death and those who are dead.

DEATHSPIRIT NECROLYTES IN THE GAME
Deathspirit Necrolytes are not as powerful as many Tier 1 classes, losing ninth level spells entirely, and they are those who control undead, which tends to be less powerful than traditional spellcasting.
Adaptation: Really, the “Gates” can be morphed into any sort of deathly motif from any campaign setting. Everything else is pretty much free of any campaign setting specific flavor.
Encounters: Most encounters that the party would have with a Deathspirit Necrolyte would be unfriendly, seeing as most Deathspirit Necrolytes tend to be more evil than good. Besides that, it truly depends on the Deathspirit Necrolyte that they are encountering. Often, for those Deathspirit Necrolytes who control undead primarily, they fight from the shadows, using their Deathspirits to channel Nether Channel.


Sample Encounter
A dark woman waits on the hollow log. The moonlight drips down onto her face, the mask of a crow’s visage covers her face, and at her feet curls a tiny fox, a shadowy black. Her body is covered with feathers, and her hands sport long finger nails. She strokes the little fox. His body uncurls, and he floats up, his red eyes lazily moving towards the party. He speaks in slow susurrations, and low whispers. “They have come, master.”

She looks at the party for but a moment, and then preens her feathers before speaking. “It looks as if I have been found. Well, Kirrsk, it is time to play.”

The fox grins.
EL 13:

Siriana Mortiphagi
Neutral Evil/Female/Human/ (Spirit Shaman 3/Ebon Initiate3/Deathspirit Necrolyte7)
Init +2, Senses: Listen +16, Spot +16
Languages Common
------------------------------------------------
AC 16, touch 12, flat-footed 14 (10+2[Dex]+4[Armor])
[b]hp 75 (13d8+13 HD)
Fort +17, Ref +11, Will +20
------------------------------------------------
Speed 30 ft. (6 squares)
Base Atk +9, Grp +8
Atk Options Nether Channel [touch] +11 (5d6+10)
Combat Gear Masterwork Chainshirt
Spells Prepared
0th—Create Water, Detect Magic, Disrupt Undead
1st—Entangle, Chill Touch, Obscuring Mist
2nd—Command Undead, Spectral Hand, Fog Cloud
3rd—Vampiric Touch, Contagion
4th—Animate Undead, Ice Storm
5th—Unhallow

Invocations Least: Call the Walking Dead, Nether Spear, Allure of the Dead, Breath of the Freezing Night, Desecration Aura, Focused Channel
Lesser: Necrotic Bolt, Call the Restless Dead, The Dead Shall Rise, Ghost Step, Aura of Decay[/i]


Supernatural Abilities Carnal Strength, Nether Overchannel
-----------------------------------------------
Abilities Str 8, Dex 14, Con 13, Int 10, Wis 18, Cha 20
Feats Spell Focus (Necromancy), Tomb Tainted Soul, Corpsecrafter, Bolstered Resistance, Deadly Chill, Destruction Retribution, Nimble Bones
Skills Knowledge (Nature) +16, Knowledge (Religion) +16, Spot +16, Listen +16

Rainbow Servant
2010-11-03, 10:51 PM
MASTER OF MISFORTUNE

http://th07.deviantart.net/fs36/PRE/i/2009/051/5/5/shadow_samurai_by_dinmoney.jpg

"Oops. You must not be feeling very lucky today." Trista Deka, Mistress of Misfortune

Fireside stories mention supernatural fighters whose mere presence brings bad luck to their enemies. Marketplace rumors warn of dark figures who curse their enemies with a word. Grizzled veterans tell of fearsome warriors whose blades struck hard and true, guided by a malevolent force.
Those who find themselves facing off against a master of misfortune will learn all these tales to be true, but few live long enough to pass on their revelation.
Masters of misfortune are a rare breed of warrior who have gained an unusual manner of control over their ki. Unlike practitioners of the sublime way, who strengthen themselves and perform incredible feats, the masters use their ki to empower their weapons and weaken their enemies.
Through the mastery of both positive and negative aspects of their own inner force, they become able to strengthen themselves and even siphon their foes' raw power.

BECOMING A MASTER OF MISFORTUNE

Only characters trained as Hexblades and Samurai may walk the path of the Masters of Misfortune.
Whether they first learn to hex their enemies and are then taught to take advantage of their grim powers in service of another, or begin their careers as noble warriors who are then lead down the road of vengeance to take up darker arts, all must learn to combine the blade with the curse to fully realize their true potential.

ENTRY REQUIREMENTS
BAB: +6
Skills: Bluff 9 ranks OR Intimidate 9 ranks
Class Features: Hexblade’s Curse, Kiai Smite

Class Skills
The Master of Misfortune’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex) and Sense Motive (Wis).
Skills Points at Each Level: 4 + Int. modifier

Hit Dice: d10

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

1st|
+1|
+2|
+2|
+2|Unchained Power; Black Cat’s Strike

2nd|
+2|
+3|
+3|
+3|Greater Curse

3rd|
+3|
+3|
+3|
+3|Vengeful Curse

4th|
+4|
+4|
+4|
+4| Might of the Broken Mirror

5th|
+5|
+4|
+4|
+4| Nightmare Strike; Disaster Shield

6th|
+6|
+5|
+5|
+5| Snake Eyed Killer

7th|
+7|
+5|
+5|
+5| Raven’s Revenge

8th|
+8|
+6|
+6|
+6| Grim Omen

9th|
+9|
+6|
+6|
+6| Dire Curse; Filch Fate

10th|
+10|
+7|
+7|
+7| Flight of the Albatross [/table]

Proficiencies: A master of misfortune gains no proficiencies with weapons or armour.

Unchained Power: The master of misfortune may use his kiai smite a number of times per day equal to his class level plus half his total level in other classes. Additionally, he no longer has a limit to the number of times per day he may use his hexblade’s curse, but it may only be used once per round and any new use of the curse removes the curse from his old target.

Black Cat’s Strike: Once per round when a master of misfortune makes a successful kiai smite against the target of his hexblade’s curse, he may make a feint attempt or demoralize attempt against that enemy as a free action.
If the enemy loses the opposed check they lose any luck and/or morale bonuses to AC and saves they may have. Permanent bonuses are suppressed for 24 hours.

Greater Curse: The penalties caused by the master of misfortune’s hexblade’s curse increase to -4.

Vengeful Curse: Once per round when damaged by the target of his hexblade’s curse, the master of misfortune may make a kiai smite attack against that enemy as an attack of opportunity, assuming he still has at least one use of his kiai smite left for the day, and is capable of making an attack of opportunity.

Might of the Broken Mirror: Whenever an enemy successfully saves against the master of misfortune’s hexblade’s curse, the master of misfortune gains one extra use of his kiai smite ability for the day.

Nightmare Strike: Any kiai smite the master of misfortune makes against an enemy targeted by his hexblade’s curse automatically overcomes any damage reduction that enemy might have.

Disaster Shield: Enemies who attack the master of misfortune must make a will saving throw (DC equals 10 + half class level + Charisma modifier) or lose all luck and/or morale bonuses before the results of the attack are determined. Permanent bonuses are suppressed for 24 hours.

Snake Eyed Killer: The master of misfortune gains True Seeing as the spell against the target of his hexblade's curse.

Raven’s Revenge: If the master of misfortune wastes a use of his kiai smite by not hitting an enemy, that enemy must roll twice for the next saving throw it makes within 24 hours and take the lower of the two results.

Grim Omen: If the master makes a successful kiai smite against an enemy who has saved against his hexblade’s curse, that enemy loses their temporary immunity to the hexblade’s curse.

Dire Curse: The penalties caused by the master of misfortune’s hexblade’s curse increase to -6.

Filch Fate: Whenever an enemy loses a luck and/or morale bonus due to the master's black cat's strike or disaster shield, the master gains that bonus for a number of rounds equal to his charisma modifier.

Flight of the Albatross (Su): Once per day, if dropped (reduced below 0 hp, or otherwise killed - including effects that do not deal hit point damage - for example petrification) by an enemy, the master of misfortune is healed as though targeted by a Heal spell (except this is not a positive energy effect) with a caster level equal to his character level. The enemy whose attack triggered this effect automatically suffers the effect of the master's hexblade's curse, even if temporarily immune to it.
The master also gains the half-fiend template (even if not normally a valid choice for the character) for a number of rounds equal to half his character level. During this time he may not designate a target for his hexblade’s curse other than the enemy who dropped him. If the enemy who dropped him has not been killed when the duration expires, the master of misfortune immediately returns to the state he was in before this ability activated.

PLAYING A MASTER OF MISFORTUNE

Righteous masters of misfortune delight in casting down the mighty and the proud, bringing weakness out of strength, and striking fear into the hearts of those who think themselves fearless.
Those with less pure motives take pleasure in rendering their enemies near helpless, often toying with them before ending their misery.
All are more than simple minded warriors, however. They often use their social skills to insinuate themselves into positions of power, though not rising high enough to become political targets.
Combat: Masters of misfortune prefer to single out the most powerful enemy in an encounter and target them exclusively. Most combats open with a curse, and depending on the individual will be followed with softening at range or a charge into melee. Use your smite early and often – even if you run out you still have your curse to weaken opponents.
Advancement: Almost all masters of misfortune advance in combat oriented classes. Some are willing to sacrifice a little resiliency in order to widen their skill set, advancing as rogues or other stealthy classes.
Resources: As samurai, many masters of misfortune have a connection to a higher authority, whether secular or religious, and have been known to be able to count on their allies for support in their private endeavors – so long as they in turn do the duties required of them by their lords.

MASTERS OF MISFORTUNE IN THE WORLD
"Nothing went right the day after I turned away that beggar from my door. The ale went bad, I burnt all the food, I couldn't bargain with the merchants... " - Damson Vreel, innkeeper

Masters of misfortune make their way in the world mainly thanks to their anonymity. Those who know of them are either wise enough or scared enough to not cause too many problems for them.
Daily Life: Whether travellers on the open road, or warriors with more permanent ties, all masters spend at least some time each day perfecting their control over their powers. Some practise with swords and bows, others meditate upon their unusual gifts, but all work hard to achieve the pinnacle of mastery. Other than that, little is changed in the life of a master.
Notables: Trista Deka was the first to claim the title "Mistress of Misfortune". A mercenary by trade, she cared little for the causes she championed so long as they paid her well. There are many tales of her life, though no-one knows how, when, or indeed even if she died.
Organizations: There are few organizations dedicated to training masters of misfortune, though they can generally find acceptance in crime rings, mercenary guilds and temples of less pleasant deities. One organization that is comprised solely of masters of misfortune is called the Lucky Thirteen. Having long since outgrown their name, their legions of agents can be found nearly anywhere, infiltrating powerful cabals and influential guilds. They can make resourceful allies, or deadly enemies.

NPC Reaction
Most of the population is ignorant of the existence of the masters, thinking them to be little more than bogeymen and dark tales told to frighten children into good behavior. Those who know the truth often have a healthy respect for the masters’ powers, though few will ever trust them completely.

MASTERS OF MISFORTUNE IN THE GAME
The masters provide an alternate take on magically empowered warriors – not merely becoming a wizard with better weapons, but a fighter who uses his innate magic to weaken foes and gain supernatural strength. Their presence in your campaign should not drastically change the nature of combat for either PCs or the DM.
Adaptation: If you do not use samurai in your campaign (and really, who could blame you) you may substitute the kiai smite with any other smite ability, such as smite good or smite evil. If you use alignment in your games, there is precedent for relaxing either or both of the paladin’s and the hexblade’s alignment restrictions.
In this case, you might want to change the flight of the albatross capstone to grant the half-celestial template instead.
Encounters: NPC masters of misfortunes are often employed as secret police or bodyguards of the rich and powerful. An experienced master of misfortune may set himself up as a master dueler, taking advantage of his strengths in one on one combat. It is rare to find a master of misfortune wandering outside civilized lands.

Sample Encounter

In the shadows of the alley, a tall man in dark armor holds a cowering urchin at sword-point.
“Tell me who you’re working for, worm, or those gutter-dregs you call friends will be picking your corpse clean before the night is through!”
The scrawny young man calls out for help, but a blow from the warrior knocks him senseless. The dark knight turns to face the party with a sneer.
“More rebel scum? If one of you surrenders now, I’ll let you live in exchange for information on your treacherous masters.”
Though thoroughly unpleasant, Maldred is actually a legitimate knight of the realm who merely uses his position of power for personal gain. He is currently investigating a string of thefts from the royal treasury. His starting attitude is unfriendly, but if the party is able to win him over he can make a useful, if unsavory, ally.

MoleMage
2010-11-04, 01:31 AM
Draconic Theurge

“Dragons are as powerful as any living thing has a right to be. Coupled with the powers of the gods, they're unstoppable.”

Draconic Theurges are descended from Dragons and combine this with their ability to channel energy to produce powerful elemental effects. Their abilities as sorcerers increase as they gain more power as well.

BECOMING A DRACONIC THEURGE
Almost all Draconic Theurges start out as Sorcerers with Draconic Heritage. Many of them take levels in Paladin, depending on their heritage dragon type's Alignment. A number of others will train as Clerics.

ENTRY REQUIREMENTS

Base Attack Bonus: +3
Class Features: Turn or Rebuke Undead
Feats: Draconic Heritage
Spells: Ability to cast Arcane Spells without preparation.
Skills: 8 Ranks in the skill associated with your dragon heritage.
Special: A character with the Dragonblood subtype need not take the Draconic Heritage feat. They must still select a dragon type which is their forbear and meet the skill requirement based on that choice.


Class Skills
The Draconic Theurge's class skills (and the key ability for each skill) are Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (religion), Profession, and Spellcraft.

As with the Draconic Heritage feat, Draconic Theurges receive an additional skill as a class skill based on the type of dragon they are descended from.

Skills Points at Each Level: 2+Int

Hit Dice: d6

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

1st|
+0|
+2|
+0|
+2|Channel Draconic Energy, Draconic Breath|-

2nd|
+1|
+3|
+0|
+3|Wyrm Smite, Draconic Claw|+1 Arcane spellcaster

3rd|
+2|
+3|
+1|
+3|Scaled Defense +1|+1 Arcane spellcaster

4th|
+3|
+4|
+1|
+4|Draconic Ray|+1 Arcane spellcaster

5th|
+3|
+4|
+1|
+4|Frightful Presence|-

6th|
+4|
+5|
+2|
+5|Scaled Defense +2|+1 Arcane spellcaster

7th|
+5|
+5|
+2|
+5|Improved Wyrm Smite|+1 Arcane spellcaster

8th|
+6/+1|
+6|
+2|
+6|Senses of the Drake|+1 Arcane spellcaster

9th|
+6/+1|
+6|
+3|
+6|Scaled Defense +3|+1 Arcane spellcaster

10th|
+7/+2|
+7|
+3|
+7|Draconic Divinity|-[/table]

Weapon and Armor Proficiencies: Draconic Theurges gain no addtional proficiencies in weapons or armor.

Spellcasting: At every level except first, fifth, and tenth, a Draconic Theurge gains additional spells known and spells per day as if he had also gained a level in a spontaneously casting arcane which they already had levels in. They also gain an increased caster level, but they do not gain any other abilities they would otherwise gain from that class.

Draconic Breath: A Draconic Theurge receives the Draconic Breath feat as a bonus feat, even if he does not meet the prerequisits. If he already has this feat, he may select another Draconic or Divine feat for which he qualifies.

Channel Draconic Energy: Draconic Theurges' power to call on the divine and their power to call on the power of dragons are one and the same. For the purposes of Draconic Feats, Divine Spells count as Arcane Spells of the same level. Finally, their levels of Draconic Theurge stack with other classes which grant turn or rebuke undead for purposes of determining all effects, including uses per day if applicable.

Additionally, the Draconic Theurge can expend a daily use of turn undead or rebuke undead to use the Draconic Breath feat. The effect is treated as if he had spent a spell with a level equal to his Draconic Theurge class level.

Wyrm Smite: If the Draconic Theurge already has another Smite ability from other class levels, this ability replaces it. He can use it once per day per two class levels, plus any daily uses of smite gained from his other class levels. When attacking, a Draconic Theurge can add twice his Charisma to attack rolls, and twice his smiting class levels to damage, and all damage done in that attack is of the energy type of his Draconic Breath.

Draconic Claw: At second level, the Draconic Theurge gains the Draconic Claw feat as a bonus feat, even if he does not meet the prerequisites. If he already has this feat, he gains the Improved Draconic Claw feat (see below). If he already has that feat, he may select another Draconic or Divine feat for which he qualifies.

Scaled Defense: The Draconic Theurge's skin becomes scaly, granting him a +1 bonus to natural armor. As he adapts to moving with his new restricting scales, he also gains the ability to ignore up to 10% of Arcane Spell Failure chance from wearing armor. At level 6 this ability improves to +2 natural armor and 20% spell failure chance, and at level 9 it improves again to +3 and 30%.

Draconic Ray: A Draconic Theurge can expend a spell or use of turn undead to produce a ray of elemental energy dealing damage equal to 2d8 per spell level (if he expends a use of turn or rebuke undead to do this it is counted as a spell with a level equal to his Draconic Theurge class level. This is a standard action which provokes attacks of opportunity.

Frightful Presence: At level 5, a Draconic Theurge is as terrifying to behold in combat as a dragon in his own right. He gains the Frightful Presence ability of a Dragon. Whenever he attacks, charges, or casts a spell, this ability activates. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Draconic Theurge. A potentially affected creature that succeeds on a Will save (DC10+Class Level+Cha Mod) remains immune to that Draconic Theurge's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons (and Draconic Theurges with this ability) ignore the frightful presence of other dragons and Draconic Theurges.

Improved Wyrm Smite: The Draconic Theurge can now ignore up to 10 energy resistance when using any ability which deals the damage type of his Draconic Breath. His Wyrm Smite ability also ignores an additional 10 energy resistance and does half of its damage to creatures with the appropriate energy immunity.

Senses of the Drake: The Draconic Theurge gains Blindsense 60ft and Darkvision 60ft. If he already has either Blindsense or Darkvision, it improves by 60ft.

Draconic Divinity: The Draconic Theurge becomes all but Dragon, gaining the Augmented Dragon subtype and immunity to Sleep and Paralysis, as well as Damage Reduction 5/-. Futhermore, they gain the ability to Rebuke Dragons of the same Good/Evil Alignment as their dragon forbears and the ability to Turn all other dragons. They can use this ability 3 times plus their Charisma Modifier per day. Dragons have a cumulative +1 turn resistance against this ability per two age categories.

Furthermore, his great bond to his Draconic heritage causes his Draconic Feats to be more powerful. This ability counts as a Draconic Feat for the purposes of determining the effects of other Draconic Feats.


New Feats
Improved Draconic Claw [Draconic]
Prerequisites: Draconic Claw, Draconic Breath
Benefit: Your claw attack improves its damage dice (Small 1d6, Medium 1d8, Large 1d10) and gains a +1 enhancement bonus per five hit dice your character has (round down, minimum 1). At ten hit dice, it also gains the Flaming, Frost, Shock, or Acidic ability (treat Acidic as the Flaming ability, but dealing Acid Damage).

Hyooz
2010-11-05, 01:13 PM
Soul Reaver

http://img825.imageshack.us/img825/3364/raziel.jpg

”Your soul is dull and brittle. Mine has been tempered by the blackness of death. Be warned – when they clash, yours will be ripped apart.” – Ct’thurga, Necropolitan Soul Reaver of the Mausoleum

A mind blade is a manifestation of a person’s very soul in the form of coherent energy, brought forth by the Soulknife’s will. The Charnel Touch of a dread necromancer is a manifestation of the negative energies her soul has touched. Those who master the ways of both find that the power they have embraced has made their soul uniquely different from those of their contemporaries. Where others’ mind blades might vary in size or shape, the blades of a Soul Reaver have been reforged – fiercer, meaner, and coursing with the negative energies they embraced.

BECOMING A SOUL REAVER
Soul Reavers are not altogether common, but their ranks are not difficult to join. Dread Necromancers who seek to use their minds and souls as unique weapons, or Soulknives who follow the charnel path of the necromancer find themselves with access with new and unique power.

ENTRY REQUIREMENTS
Feat: Tomb-Tainted Soul
Class Feature: Charnel Touch, Mind Blade
Skills: Concentration 8 ranks, Knowledge (Arcana) 5 ranks, Knowledge (Psionics) 5 ranks
Feat: Force of Personality

Class Skills
The Soul Reaver's class skills (and the key ability for each skill) are Bluff, Concentration, Craft, Disguise, Hide, Intimidate, Knowledge (arcana), Knowledge (psionics), Move Silently, Profession, Spot, Spellcraft, and Tumble.
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|
+0|
+2|
+2|Dreadsoul Edge

2nd|
+2|
+0|
+3|
+3|Scourge Soul

3rd|
+3|
+1|
+3|
+3| Soulful Combatant

4th|
+4|
+1|
+4|
+4|Necrotic Manipulation (Defensive), Destruction Attribution (Corporeal)

5th|
+5|
+1|
+4|
+4|Improved Force of Personality, Subtle Scourge

6th|
+6|
+2|
+5|
+5|Necrotic Manipulation (Offensive)

7th|
+7|
+2|
+5|
+5|Destruction Attribution (Incorporeal)

8th|
+8|
+2|
+6|
+6|Vicious Soul

9th|
+9|
+3|
+6|
+6|Ranged Subtlety

10th|
+10|
+3|
+7|
+7|Final Upwelling[/table]

Spells per Day/Spells Known: At every level but 2nd and 8th, the Soul Reaver gains new spells per day as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one arcane spellcasting class before becoming a Soul Reaver, he must choose one to advance at each level.

Dreadsoul Edge (Su): The Soul Reaver still relies on his Mind Blade, though his path is very different from their counterparts. Levels of Soul Reaver stack with levels of Soulknife for the purposes of the Mind Blade class feature. Additionally, the Soul Reaver far from forsakes his necromantic training – levels of Soul Reaver also stack with levels of Dread Necromancer for the purposes of his Charnel Touch and Rebuke Undead class features.

The newly formed weapon becomes a channel for his negative energy abilities. When attacking with his Dreadsoul Edge, he can add his Charnel Touch damage to each attack. Additionally, he can deliver touch spells through his Dreadsoul Edge.

Scourge Soul (Su): The Dreadsoul Edge is a very unique weapon; as sharp and unyielding as any steel blade, but simultaneously ethereal and ghostly, comprised of little more than psionic and arcane energy, bringing the wielder’s soul to semi-physical form. Certainly, the Soul Reaver can cut his opponent with his blade, but the charnel energies suffusing his blade give him the capacity for another, more sinister method of attack.

As a standard action that does not provoke attacks of opportunity make a melee touch attack with your Dreadsoul Edge. If successful, make an opposed Will save against your target. If you win the opposed roll, you can apply any Scourge you know to the foe.

A Scourge is a unique magical ailment, similar to a disease, but instead of afflicting the body, it afflicts the spirit. A Scourge will remain until their duration ends, until dispelled by the Soul Reaver, or when removed by either a Remove Curse spell followed by an effect that will cure diseases, or by effects like Lesser Wish and above. Willingly dispelling a Scourge is a free action.

There are two primary kinds of Scourges – Malignant and Benign. Malignant Scourges are actively and obviously harming a creature – they know there is an adverse magic of some kind affecting them. Benign Scourges may go completely unnoticed after their implantation, unless otherwise noted. Detect Magic spells will reveal a faint necromantic aura around the creature, and a Knowledge (arcana) check DC 20 will reveal the nature of the affliction, but another Knowledge (arcana) check, DC 25, is necessary to know how to remove the effect. The infecting Soul Reaver knows immediately when one of his Scourges ends or is dispelled.

At second level, the Soul Reaver gains knowledge of 2 malignant and 2 benign Scourges. At fifth and eighth level, he learns another malignant and another benign scourge.

Scourges


Malignant Scourges

Scourge of Misfortune: A creature suffering this scourge always seems to be in the wrong place at the wrong time. Spells miscast right at him. Arrows are swept away by the wind and catch him square in the chest. Swords bounce off an ogre’s armor and bite into his flesh. If the scourged is in range of any effect requiring an attack roll not targeting him that misses, that attack is rerolled against his AC. If successful, he suffers as if he was the original target of the effect. This Scourge lasts 1d6 days.

Scourge of Searing: One of the more overt of the curses available, this scourge leaves a minute portion of the Soul Reaver’s edge inside the victim’s, flaring up alongside its father blade. Whenever the Soul Reaver attacks with his Dreadsoul Edge, a creature afflicted by this Scourge takes damage as if he was the target of the attack (this works even if he WAS the target of the attack.) This scourge lasts for 1d6 + Charisma modifier rounds. The cursed creature appears to be burning from within, flames appearing from its orifices and flickering behind its eyes.

Scourge of Spilling: Negative Energy is anathema to life. For good or for evil, negative energy destroys, and within it, life cannot exist – it has two options; flee, or be destroyed. Planting a seed of negative energy within a creature’s soul, this Scourge causes the cursed’s life to flee from within it to the closest possible receptacle. Every round a creature suffering this Scourge begins its turn within 5ft of a creature that is not at full HP, it loses 2 HP/Soul Reaver level + Charisma modifier – the other creature is then healed by that amount. This scourge lasts 1d6+ Cha mod hours.

Scourge of Crushing: This affliction attacks the muscles, inflicting a great burden on the body. The victim’s land speed is reduced to 5ft, and he loses any dexterity bonus he would have to AC (this does not mean he is always vulnerable to sneak attacks and other similar effects – the same conditions for such must still be met.) This Scourge lasts 1d6 + Cha rounds.

Scourge of Feasting: The Scourged becomes a beacon of negative energy, drawing to him the undead of the land. One undead creature is summoned immediately on a random square within 20ft of the victim when the Scourge is applied, and another appears every 1d6 hours. This creature is drawn to the Scourge within the victim, and wants nothing more than to get it out and claim it for its own, so it will attack the victim to the best of its ability for as long as it is physically able. This Scourge lasts 1d6 + Cha mod days. The summoned creature can be any one creature the Soul Reaver is able to summon via a Summon Undead spell.

Scourge of Engulfing: A unique Scourge, in that instead of remaining, festering within the victim, it attempts to immediately overwhelm the soul, temporarily wresting control of the body from its owner and allowing the Soul Reaver dominance for a period of time. A creature that falls victim to this Scourge is affected as if by a Dominate Monster spell for 1d6+Cha mod rounds. A creature whose soul successfully repels the Scourge is immune to all of the Soul Reaver’s Scourges for 24 hours.

Scourge of Fading: The ethereal tugs at the cursed, fighting with the physical body for dominance and control, leaving the scourged in a bizarre state, trapped oscillating between the material and the ethereal. During combat, every round, at the beginning of his turn, flip a coin. If the result is heads, for that round, the creature is corporeal for that round. If the result is tails, it behaves as if under the effect of an Ethereal Jaunt spell (Wizard CL 17). Outside of the rigors and excitement of combat, the Scourge seems to slow, but still lingers. Outside of combat, flip the coin only every hour. This Scourge lasts 1d6 + Cha mod days.


Benign Scourges


Scourge of Keening: Depression overwhelms the scourged’s soul. Every action becomes more difficult. Why bother? It’s just not worth it. The scourged suffers a penalty to all d20 rolls equal to ˝ the Soul Reaver’s class level. The curse is not immediately obvious to the scourged, but the sudden personality shift may alert anyone who knows him. This Scourge ends after 1d6 days.

Scourge of Scrying: A tiny fragment of the Soul Reaver’s soul is left deep within the victim’s, connecting them in an intimate way. By opening his mind and spirit to the call from his far away shard, the Soul Reaver can peer through the eyes of the cursed. At will, but no more than 3 times/day, he can see what the victim sees, as a Scrying spell. This Scourge lasts until dispelled.

Scourge of Scorning: Negative energies course through the scourged’s soul, leaking into the world around him, creating an invisible aura that makes creatures uneasy or violent, and prevents aid from coming to him. While under the effect of this scourge, creatures (excepting the source Soul Reaver) passing within 10ft of the afflicted must make a Will save (DC 15 + ˝ Soul Reaver level + Cha modifier) or be forced to roll a d6, and perform the corresponding action on the table below. This is a mind-affecting effect. Note this only effects creatures who are friendly or neutral toward the scourged creature. This Scourge lasts 1d6 + Cha modifier days.

{table=head]d6 Roll Result|Action


1-2|The creature flees in terror and disgust to the best of its ability for 1d4 rounds


3-4|The creature immediately attacks the scourged, for 1d4 rounds, to the best of its ability


5-6|The creature’s disposition toward the scourged becomes Hostile
[/table]

Scourge of Whispering: Subterfuge is often preferable to outright hostility, and the Soul Reaver has an insidious Scourge at his disposal to accomplish that end. A creature cursed with this Scourge can be targeted by the Soul Reaver at his will with a Suggestion effect no more than 3 times/day. The DC to save against this effect is (15 + ˝ Soul Reaver level + Cha modifier). This Scourge lasts until dispelled.

Scourge of Crumbling: Even mundane objects suffer in the presence of negative energy. With a bit of adeptness, the Soul Reaver can plant a seed that will leak energies subtly into a creature’s equipment, making it vulnerable to physical blows, even dealt by the host. So Scourged, whenever the victim makes an attack with a weapon or shield, the weapon or shield suffers the same damage it deals (this damage does NOT ignore hardness.)

Scourge of Festering: An almost petty curse, this Scourge subtly manipulates the body from deep within the soul, making the creature incredibly vulnerable to disease. Upon suffering this Scourge, the creature must immediately make a fortitude save (DC 10 + ˝ Soul Reaver level + Cha Modifier) or suffer a random mundane disease (see DMG). Additionally, while suffering the Scourge, the creature must make an additional save every 24 hours or suffer another random disease. (If the random choice calls for a disease the creature is already suffering, the creature suffers as if he had had the disease an additional day.) The diseases inflicted by this Scourged can be cured by normal means. This Scourge lasts 1d6+Cha mod weeks.



Shape Dread Edge (Su): When manifesting your Dreadsoul Edge, you can choose to manifest it as weapons other than a shortsword, chosen from the list below. The weapon is always appropriate to your size. You can choose to manifest your Dreadsoul Edge as a: longbow (no ammo is required), a great axe, two shortswords, a longsword, or a longspear. You are always proficient with your Dreadsoul Edge, no matter what form it takes.

Necrotic Manipulation (Su): Everyone wishes sometimes that they could be somehow different, if only for a moment. The Soul Reaver’s unique combination of psionic clarity of mind and necromantic magics allow him some power over his own body. Never for very long, but sometimes, a moment is all you need.

By expending his Psionic focus as an immediate action, the Soul Reaver can fundamentally alter his body to prevent great harm from befalling him. Until the end of the round, he gains one of the following: A Feather Fall effect (Wizard CL equal to his character level), SR equal to (10 + Character level), or DR equal to (Character level - 3).

At sixth level, you learn several ways to use this ability to press your advantage, instead of simply reacting to outside stimuli. When using this ability, you can also choose to do one of the following: double your base move speed, double your reach, gain the Whirlwind Attack feat (even if you don’t meet the prerequisites.)

Destruction Attribution (Su): Undead are very useful creatures in a number of ways. They perform tasks, act as bodyguards, and a dedicated necromancer can turn them into a functioning army. Typically, however, they must remain as a cohesive unit, as the negative energy animating them loses a great deal of potency as they are dismantled. An arm or a wing, ripped from its body cannot be animated – it lacks the capacity for the requisite energies. The Soul Reaver, however, is a wellspring of negative energy, forced to the surface, and with a little doing, can become host to undead appendages to augment his own abilities.

By sacrificing several HD worth of undead under his control, the Soul Reaver can create a sort of graft to affix to himself. At 4th level, he is able to create corporeal grafts using corporeal undead, and at 7th, he learns to use incorporeal undead to craft incorporeal grafts. He can only have one graft of each type active at a time, and must re-craft a graft (paying the time and undead cost) to affix a new one. Creating and activating a graft takes 1 hour/HD required.

Corporeal Grafts
{table=head]Graft|HD Cost|Effect

Wings|10|You create wings from the bones of your undead, and gain a fly speed of 60ft (average)

Reinforcement|5|Using some clever placements and creative reshaping, you bolster your physical capabilities. Gain a +2 graft bonus to Str, Dex, or Con

Grip|5|Bony protrusions over and around your hands and fingers make climbing a breeze. You gain a climb speed of 30ft

Mole Mitts|10|A few adjustments and soon you have arms perfect for digging. You gain a burrow speed of 30ft
[/table]

Incorporeal Grafts
{table=head]Graft|HD Cost|Effect
Blinking|15|Once every 1d4 rounds, you can teleport up to 30ft as an immediate action

Bolster|5|Gain a +2 bonus to Int, Wis, or Cha

Eyes|20|Gain Lifesense (Libris Mortis)
[/table]

Soulful Combatant (Su): Using the power of your mind to manifest your soul as a weapon opens up your basest intuitions to martial applications. Suddenly, lunging for the opening in their form is as natural as blinking your eye or pulling away from pain. You can apply your Charisma modifier to attack rolls.

Improved Force of Personality: You can apply your Charisma modifier instead of your Wisdom modifier to all Will saves.

Subtle Scourge (Su): The ability to pry into a being’s soul is all well and good, but it is not always enough to be able to do so only with a glowing sword in hand. Thus, the Soul Reaver learns to apply a Scourge more subtly.

At melee range, as a standard action, he can apply a scourge with a touch. The opposed will save is still necessary, but the touch attack is subtle, possible to use even in a crowded market without revealing what you are doing. The victim might still feel the touch, but it is not immediately obvious that any magic or similar effect has been used. Additionally, when applying a Scourge with this method, can choose to delay the Scourge taking effect by a number of rounds equal to his Charisma modifier.

When manifesting his Dreadsoul Edge as a longbow, he can use the weapon to apply Scourges at range. This is still an obviously offensive action.

Vicious Soul (Ex): You can add your Charisma modifier to the damage of attacks made by your Dreadsoul Edge.

Ranged Subtlety (Su): You can use your Subtle Scourge ability up to 60ft away – the necessary touch attack becomes a ranged touch attack.

Final Upwelling For some time, the Soul Reaver has been transforming into a better vessel and channel for the negative energies he uses so frequently. Finally, this transformation comes to fruition, and he changes fundamentally into something better and more deadly. He gains the Evolved Undead template twice, even if he doesn't meet the prerequisites.

PLAYING A SOUL REAVER
Your Dreadsoul Edge has become your most potent weapon - certainly your spells are still powerful, but you cannot rely on them the way other necromancers do. Your place is on the front lines, alongside your animated and created undead. Use your Scourges and spells to make yourself even more fearsome.
Combat: Depending on his Scourge selection, a Soul Reaver might focus on cursing as many foes as possible before participating in more classic combat, or jump right in, slinging spells and blades from the get-go. Don't forget your undead, and the grafts you can forge for yourself to prepare for the day ahead. Your psionic focus will be tricky to decide when to expend it: Do you use it as soon as possible to better strike your foes? Or save it for when the need is dire?
Advancement: Choose your Scourges wisely. They all have their place - but what will be most useful to you? A subtle, conniving Soul Reaver will have a different repertoire than an armored division leader. If you choose not to go all the way through the class, initiator classes would help further augment your martial abilities, but more necromancy would keep your spellcasting strong and make your undead legion one to be feared.
Resources: Your spells and undead will be your greatest resources. There are no organizations for your kind, and many (assuming a typical DnD morality world) won't support you if they know where your power comes from.

SOUL REAVERS IN THE WORLD
Don't go down there. He doesn't like it when you go down there.

Soul Reavers are rare types - there aren't that many who follow both the paths of the necromancer and the soulknife. Their weapons are considered fearsome, and their Scourges like the plague. Even in a world where necromancy is generally not frowned upon, the Soul Reaver's direct attacks and interactions with the souls of other beings causes great contention.
Daily Life: Most Soul Reavers will spend some time out of their day investigating and meditating on their Dreadsoul Edge. As a manifestation of their own soul, its every intricacy in every shape it takes reveals an aspect of their core being. Beyond that, their lives are not terrifically altered by taking this path - they will lead their undead and parties to whatever means they seek.
Notables: Cyrus was the first Soul Reaver to come to the world's attention. Far from the first ever, but he led his undead armies against the armies of Nekron, an invading necromancer. His abilities were incredible to the people at the time, and his eventual defeat at the hands of the legendary lich Nekron came as a devastating blow, before he was able to pass on the source and nature of his abilities... and his own undead nature was never revealed.
Organizations: The Knights of the Tempered Spirit are a group dedicated to knowledge of self becoming great power on the battlefield. They are not entirely Soul Reavers, but their unique abilities are welcome within the Knights. Some have hoped to duplicate the Dreadsoul Edge in different forms - a manifestation of one's soul is invaluable to the Knights, as it is a literal presentation of the deepest parts of one's self.

NPC Reaction
People tend to mistrust undead to begin with, but when you begin swinging your soul as a sword and inflicting the souls of others with terrible affects, you might eternally lose the trust of normal folk. Better to hide the true nature of your abilities if at all possible.

SOUL REAVERS IN THE GAME
Many Scourges offer some unique opportunities to Soul Reavers. Especially when they can be applied from far away, and secretly, it could lead to some very unique applications that might cause a great deal of unrest in the world - a world leader infested with the Scourge of Whispering can be a very powerful boon to the party.
Adaptation: It is entirely possible to remove the undead requirement, but an additional requirement might be necessary to maintain balance.

Derjuin
2010-11-06, 03:54 PM
MISCHIEF MAKER

http://fc07.deviantart.net/fs16/f/2007/203/3/2/Mischief_by_imaginedmoments.jpg
Image by Imaginedmoments of DeviantArt

Faeries are the ultimate pranksters. Elusive, charming, humorous – but sometimes sinister. It is difficult to tell the intentions of a faerie. They may simply wish to help brighten a day with a joke. Or they may wish to darken your day. Or kill you outright, in a manner that seems most jovial. Realizing this, one pursuing the difficult title of "Mischief Maker" should temper the guile of a faerie with self-control, or else they become not a maker of Mischief, but a maker of fear, of death. ~ "Noem Chompski", gnomish Mischief Maker

Mischief Makers combine the magical trickery of a Beguiler with the advice and granted power of wizened Fey vestiges. Not all of the Fey vestiges represent famous or individually powerful Fey – some of them represent old groups or manifestations of Fey that have died out, yet refused to let Death claim them.

BECOMING A MISCHIEF MAKER
The first step in becoming a Mischief Maker is to discover the existence of Fey vestiges in the first place; a Beguiler or Binder may know of the "common" vestiges, but discovering their Fey counterparts may be difficult. Once contact with a Fey vestige has been made (either through a Fey binder or other mystic) and the initiate can prove they can summon and make pacts with vestiges, the initiate need only make a pact with the Fey vestige.

ENTRY REQUIREMENTS
Skills: Move Silently 8 ranks, Hide 8 ranks, Sleight of Hand 8 ranks
Pact Magic: Must be able to bind 2nd-level Vestiges
Spells: 2nd-level spontaneous Arcane
Special: Cloaked Casting (+1)

Class Skills
The Mischief Maker's class skills (and the key ability for each skill) are...
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skills Points at Each Level: 8 + int

Hit Dice: d6

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

1st|
+0|
+0|
+2|
+2|Spritepact, Fey Vestiges (1)|+1 Level of Existing Spellcasting Class

2nd|
+1|
+0|
+3|
+3|Silent Spell, Pragmatic Knowledge|-

3rd|
+2|
+1|
+3|
+3|Gift of the Brownies|+1 Level of Existing Spellcasting Class

4th|
+3|
+1|
+4|
+4|Still Spell, Shadowed Casting +1|+1 Level of Existing Spellcasting Class

5th|
+4|
+1|
+4|
+4|Gift of Eternity, Fey Vestiges (2)|-

6th|
+5|
+2|
+5|
+5|Misdirection, Shadowed Casting +2|+1 Level of Existing Spellcasting Class

7th|
+6/+1|
+2|
+5|
+5|Gift of the Unseen|+1 Level of Existing Spellcasting Class

8th|
+6/+1|
+2|
+6|
+6|Shadowed Casting +3|-

9th|
+7/+2|
+3|
+6|
+6|Fey Vestiges (3), Gift of Flight|+1 Level of Existing Spellcasting Class

10th|
+8/+3|
+3|
+7|
+7|Dark Spritepact, Fey Transformation|+1 Level of Existing Spellcasting Class[/table]

Weapon Proficiencies: Mischief Makers automatically gain proficiency with Wydwen's favored weapon, the Ranseur.

Spellcasting
The Mischief Maker spontaneously casts Arcane spells from the Beguiler spell list.

Spritepact
The Mischief Maker is able to access a unique and hidden group of vestiges: the Fey vestiges. No other Pact-maker can access these vestiges, and the ability to make pacts with the Fey vestiges is available only through a special ritual called Spritepact. The ritual is no more or less expensive or intricate than the normal ritual that a Binder would make to summon a vestige – it is simply inherently different. The maximum level Vestige she can summon and bind is equal to her Binder level plus her Mischief Maker level divided by 2. In addition, when making Binding checks, she adds her Binder and Mischief Maker levels to her Binder levels to determine her check.

The Mischief Maker's maximum number of Vestiges she can make pacts with at once is determined by 2 plus her Binder level plus her Mischief Maker level; for example, a Binder 3/Beguiler 4/Mischief Maker 3 can make pacts with 2 Vestiges at once; a Binder 4/Beguiler 4/Mischief Maker 10 can make pacts with 3 at once.

Spritepact allows a Mischief Maker to attempt to summon and make a pact with any of the following fey vestiges:


Stromkarlen, River's Rhymesinger
Huldra, Lady of the Northern Wood
Kelpie, Spirit of the Sinister Sea
Incarnation of Fey Guile
Wydwen, the Biting Gale
Oona, Queen of the Glen
Oberon, King of All Fae
Titania, Queen of All Fae


Because a Mischief Maker has made contact with a select group of Vestiges, she can no longer dedicate most of her pacts to non-Fey vestiges. At any time, a Mischief Maker must have equal or more Fey vestiges than any other vestiges bound; so if a Mischief Maker is able to bind two vestiges, one of them must be a Fey vestige; if she can bind three, two of them must be Fey vestiges. As such, the Mischief Maker should be very careful about which Vestiges she makes pacts with and in what order.

Fey Vestiges
Fey Vestiges work just like normal Vestiges, except they are unable to be summoned by those without Spritepact. A seal must be drawn with a particular symbol at a certain point within the seal's circle.

http://fc09.deviantart.net/fs32/i/2008/203/5/7/Earth_Spell_Runic_Circle_by_Celesta1805.png
Image by Celesta1805 of DeviantArt

The eight symbols around the outer edge indicate which Fey vestige is being called; in order clockwise, they are Stromkarlen's Whirlpool, Huldra's Spell, Kelpie's Leap, Guile's Rune, Wydwen's Storm, Oona's Spirit, Oberon's Pride, and Titania's Crest. Only one symbol should be inscribed on any seal during a Summoning; if more than one symbol is inscribed, the circle will vanish and the spot used to create the seal will be unusable for seal-creation for the next 48 hours.

The seal is also used to complete the ritual to summon the ninth fey vestige, Maleficent; however, instead of a symbol around the edge, a dagger with a broken blade is stabbed into the middle of the seal. The dagger must have at least part of its blade left, so simply breaking the blade off the dagger is not enough to satisfy Maleficent.

The maximum number of Fey vestiges a Mischief Maker can have increases with level; at 1st level she may only bind with one Fey vestige; at 5th and 9th levels, that number increases by 1.

Silent Spell
At 2nd level, the Mischief Maker gains the Silent Spell feat as a bonus feat. If she already has the Silent Spell feat, she may choose to reduce the spell level increase when she applies Silent Spell by up to 1.

Pragmatic Knowledge
At 2nd level and beyond, the Mischief Maker adds her Intelligence bonus to her Binding checks to summon a Vestige.

Gift of the Brownies (Su)
At 3rd level, the Mischief Maker receives a blessing granted by her connection to Fey via her vestiges. Whenever she has a Fey vestige bound, she gains a bonus to Spot and Search checks when inside a building equal to ˝ the maximum level Fey vestige she has bound.

Still Spell
At 4th level, the Mischief Maker gains the Still Spell feat as a bonus feat. If she already has the Still Spell feat, she may choose to reduce the spell level increase when she applies Still Spell by up to 1.

Shadowed Casting (Su)
Beginning at 4th level, whenever the Mischief Maker gains the benefit of her Cloaked Casting ability, she also gains a +2 bonus to overcome Spell Resistance and the bonus granted to Difficulty Class increases by +1. At 6th and again at 8th level, these bonus increases by +1, so +3 bonus against Spell Resistance and +3 Difficulty Class at level 6, and +4 for each at level 8.

Gift of Eternity (Ex)
At 5th level, the Mischief Maker becomes as eternal as her vestiges and as memorable as her pranks: she no longer suffers aging penalties and cannot die due to aging. Her body simply stops aging at the point she is at when she attains this class feature.

Misdirection (Su)
Beginning at 6th level, the Mischief Maker can make use of simple hand tricks and lies twisted with faint magic to complete a spell using what appear to be incorrect verbal or somatic components. When the Mischief Maker casts a spell with either verbal or somatic components (but not both), she can attempt to throw her enemies off by performing a Sleight of Hand check (for a somatic spell) or a Bluff check (for a verbal spell). If she does so, any enemy attempting to identify her spell must beat her Sleight of Hand or Bluff check instead of the normal Spellcraft DC. In addition, any enemy that attempts to identify her spell and fails is caught Flat-Footed against her spell.

Gift of the Unseen (Su)
Beginning at 7th level, the Mischief Maker leaves no trail in any surroundings, and any Invisibility spells she casts on herself automatically conceal all magical auras she may be exuding for the duration of the spell.

Gift of Flight
At 9th level, the Mischief Maker is granted permanent, nonmagical Faerie wings of her choice: dragonfly, bat, moth, or butterfly wings, of any color combination she desires. She flies at twice her base overland movement speed with Good maneuverability. If the Mischief Maker already has a permanent flight speed, or does not have an overland movement speed, she does not gain this ability. A Mischief Maker with the Gift of Flight can't fly while wearing medium or heavy armor, or when carrying a medium or heavy load, or while fatigued or exhausted.

Dark Spritepact (Su)
At 10th level, the Mischief Maker can initiate a Fey vestige's summon via Dark Spritepact. The act of binding a Fey vestige via Dark Spritepact unleashes a new, more sinister ability for each vestige; it also allows the Mischief Maker to summon forth the vestige of Maleficent, Mistress of All Evil. However, all Dark Spritepact rituals require that the Mischief Maker sacrifices blood of her enemy and some of her own blood. Sacrificing some of her own blood inflicts an amount of damage equal to the Vestige's level on the Mischief Maker.

Only one vestige may be summoned and hosted using Dark Spritepact at a time.

Fey Transformation
At 10th level, the Mischief Maker's time spent bound to Fey vestiges finally changes her body into that of a Fey creature. While there are no outward physical signs of a change, her type changes to Fey. She gains a +2 racial bonus to Search, Spot and Listen checks, Damage reduction 5/cold iron, and Spell resistance 13.

PLAYING A MISCHIEF MAKER
Mischief Makers, like Beguilers and Fey, are best played as sneaky characters, those who avoid drawing attention to themselves and striking only when they have the upper hand. That said, Mischief Makers also have plenty of ways to gain the upper hand over there enemies, thanks to the abilities granted by their vestiges and their spellcasting.

Combat: Because Mischief Makers have access to many illusion and enchantment spells, some of their best techniques involve pitting their enemies against each other, or helping control their enemies in one way or another.

Advancement: More Binder or Beguiler levels can advance the Mischief Maker's vestige and spellcasting power; any Prestige Class that builds further on either arcane spellcasting or pact magic is good as well. However, the Mischief Maker's ultimate abilities in both vestiges and class abilities can't be unlocked without attaining level 10 in the class.

Resources: Mischief Makers work closely with the oldest of Fey, and quite possibly will have connections among living fey. They sometimes work together in small bands, antagonizing their enemies.

MISCHIEF MAKERS IN THE WORLD
Drat that whipper-snapper, Noem! Always wreakin' his havoc 'round my farm, and callin' it "fun". I tell you what's not fun – dealin' with his fun! He nearly cost me three cows already, and I tell you, cows aren't cheap! If I ever get my hands on that boy, he's never gonna be makin' any mischief in this world again. Shoot, and I don't think that's even his real name, 'Noem Chompski'.

Mischief Makers' timelessness and ability to both have their own kind of fun and keep (mostly) everyone laughing is how they have persevered for so long, even in the face of those that would harm Binders for traficking with otherworldly things. Despite their connection with Fey, they don't always live in Fey villages; truly, most of the time the Mischief Maker is many times larger than any Fey they may run in to! As such, any Mischief Maker that has joined a Fey community tries to find a way to either not enter the town too much, or a way to shrink themselves down small enough to join the community members.

Daily Life: Mischief Makers, true to their name, prefer to spend most of their time making mischief. While they are adventuring or simply running an errand, most like to make the journey fun and exciting for all involved.

Notables: "Noem Chompski", as he likes to be called, is a not-too-old gnome whose love is for tricks and mischief; he was one of the first to find out the ways of the Mischief Maker, besides those Fey that had already known about their ancestors' vestigeship. Noem likes to tread the line between what appears to be good and evil, but wholeheartedly opposes "real" evil: killing, hurting for no reason, and other malignant things. While he may be mean in playing his tricks, he tries not to use them to seriously hurt anyone unless they intend to do so to him first. In particular, Noem enjoys antagonizing a certain farmer that has never really been a nice person to his family.

On the other hand, there is Mariand Blackheart, a vicious jester who uses her magic and charisma to bring havoc to peaceful communities. Kidnapping, stealing, killing, all for a bit of excitement. She uses her bound vestiges to bring about grand prank schemes, often causing great damage to a town and its people before moving along, looking for a new plaything. Several times she has made fools out of those that would try to stop her; while being left a fool would be good enough for her victims, she is unfortunately not quite so merciful. Her usual execution is to lop off a victim's head and carve a smile into their face.

Organizations: The only actual organization dedicated to the advancement of Mischief Makers in the world is the Temple of Merriment, a very small building that is nearly impossible to find, even with magic. The temple is, in fact, a small structure shrunk even further down and then placed inside a hole in the fabric of the universe. Inside the hole, the temple floats calmly, and many experienced Bards, Beguilers and Mischief Makers teach others how to bring smiles to faces, even if the only one smiling is the prankster.

NPC Reaction
Most Mischief Makers are easily identifiable by the marks and odd body changes they seem to have; sometimes an NPC will regard them as an entertainer, and sometimes the NPC will realize just what the character is, and react in a more shifty or paranoid manner, looking for pranks-in-the-making or possible illusions.

MISCHIEF MAKERS IN THE GAME
Mischief Makers make great magical rogues and can perform many of the functions a rogue can, except melee combat. They make good party faces, and can convince or force others to be front-liners for them.

Adaptation: Mischief Makers don't have to associate with Fey – they can associate with any mysterious creature that has an overly powerful (and sometimes sinister) sense of humor. The specific Fey vestiges can also be changed from their original form to something that fits in with a specific campaign.

Encounters: NPC Mischief Makers prefer never to be seen – they let their pranks and spells do the talking. They may spend most of their time casting illusions and creating traps, confounding their foes and misguiding them. They love to be in control of situations, when they know what is going on when and where.

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 +
------------------------------------------------
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

Derjuin
2010-11-06, 03:56 PM
MISCHIEF MAKER PACTS

Fey vestiges are a very special, select group of vestiges that will only answer the call of someone learned in the art of Spritepact (and some, not even then). Fey vestiges generally have four abilities – three available to any who can perform the proper Spritepact, and one more only available to those with Dark Spritepact.

Vestiges

Stromkarlen

Stromkarlen, River's Rhymesinger
Vestige Level: 2nd
Binding DC: 19
Special Requirements: Yes

http://upload.wikimedia.org/wikipedia/commons/1/1c/N%C3%A4cken_och_%C3%84girs_d%C3%B6ttrar_(Nils_Blom m%C3%A9r).jpg
Image from Wikimedia Commons

Legend: Legend has it that Stromkarlen would lure people to their deaths, particularly children and women, in rivers and other bodies of water. However, Stromkarlen was also a being of peace and music, playing the harp and singing with such moving force as to stir even the trees into dance.

Special Requirements: You must sacrifice a bit of blood from a wound (causing 3 HP damage) and a bit of drinking alcohol.

Manifestation: From the alcohol and blood form the outline of a man's face; though it is only made of a few drops of blood and wine, it always appears to be amazingly beautiful. The face smiles as musical notes (either from a harp or a singing voice) emanate from the seal, only heard by the summoner.

Sign: Your voice becomes slightly melodic and remains so until Stromkarlen leaves, and cannot be suppressed.

Influence: Stromkarlen loves music, alcohol and romance; however, it also is tied strongly to water. If there is a party of some sort nearby, you must attempt to win the hearts of some of the partygoers with your musical talents without using magic to enhance it. If there is water nearby, Stromkarlen urges you to say a short prayer near the water.

Granted Abilities: While Stromkarlen is bound to you, you gain the benefit of his musical talent and charismatic ways.

Master of Music: While Stromkarlen is bound to you, you gain a Morale bonus equal to one-half of your Mischief Maker level on any Perform skill check you make.

Vision of Trauma: Whenever you pass by a waterway, Stromkarlen may share with you a vision of someone dying (usually by drowning) in that waterway. He does not, however, share when that death occurs: it could be in the past, happening at the moment, or in the future.

Song of the Nix: You may make a Perform check as a move action to attempt to Charm a nearby person. This ability functions like the spell Charm Person except that it only lasts for a number of rounds that you continue your song, and the save DC to resist the ability is equal to your Perform check. After you finish your song, you cannot begin a new one for 5 rounds. Maintaining the Song of the Nix does not require new Perform checks, however it does require that you expend a move action each turn to continue the song.

Dark Spritepact Ability:
Rapid Mindswaying: Any Mind-affecting ability you use on a foe also afflicts the victim with Confusion as per the spell, except it lasts for only 3 rounds, has no save and only occurs once your Mind-affecting ability has worn off. Once a victim has recovered from Rapid Mindswaying, it becomes immune to the same Mischief Maker's Rapid Mindswaying for 24 hours.


Huldra

Huldra, Lady of the Northern Wood
Vestige Level: 3rd
Binding DC: 23
Special Requirements: Yes

http://fc01.deviantart.net/fs19/i/2007/239/1/f/Huldra_by_hannelin.jpg
Image by Hannelin of DeviantArt

Legend: Legend has it that Huldra attempts to lure men into her web of charm and illusion in order to kill them, and that her dangerous spell can only be broken by noticing the wooden hollow in her back, or by pointing out her tail in any manner that is not of utmost politeness. However, there are many legends and tales of Huldra helping people – usually coal workers, watching their forges and hearths as they sleep. However, her intolerance of rudeness is also legendary – she often expects a meal in return for her watchful eye.

Special Requirements: You must burn a pinch of Tibast and Vandelrot inside the Seal circle.

Manifestation: From the smoke of the burning herbs rises a strong-looking oak, which slowly changes shape into that of a beautiful woman's face. As she smiles, a powerful compulsion can be felt falling over the summoner; however, the face breaks the smile and laughs, and the compulsion goes away. Immunity to mind-affecting attacks does not allow one to summon Huldra without feeling the compulsion.

Sign: You grow either a fox's tail or a cow's tail, of normal length for a grown version of the animal.

Influence: Huldra loves romance, nature and the earth; however, she absolutely cannot show her back to others, for fear of losing her illusion. When you have Huldra bound to you, you feel paranoid when others stand behind you, but in a forest you feel quite at home.

Granted Abilities: While Huldra is bound to you, you gain the benefit of her powerful illusions and charms.

Siren's Visage: While Huldra is bound to you, you gain a Morale bonus equal to one-half of your Mischief Maker level on Diplomacy checks you make.

Spin Glamers: Whenever you cast a Disguise Self spell, the bonus to Disguise checks is increased to +15, and creatures that interact with the illusion take a -3 penalty to their Will save. However, the tail grown by Huldra's sign cannot be hidden by illusions; any creature that notices the tail does not receive a -3 penalty.

Allure: Creatures affected by your Enchantment spells take a -2 penalty to their saves if they are the only creature affected at the time of casting.

Dark Spritepact Ability:
Exhausting Touch: Any melee touch attack you make may also, at your choice, cause the victim to suffer 1 negative level. After 12 hours, the victim must make a Will save or permanently lose a level. If the victim cannot lose a level (for being level 1), your touch instead causes 1 point of Constitution damage that can only be healed by a Restoration, Limited Wish, Wish or Miracle spell.


Kelpie

Kelpie, Spirit of the Sinister Sea
Vestige Level: 4th
Binding DC: 25
Special Requirements: Yes

http://fc02.deviantart.net/fs26/f/2008/114/1/2/Kelpie_by_draco_samhain.jpg
Image by Draco Samhain of DeviantArt

Legend: Kelpie was rumored to lure children and curious people to their death by drowning; they would let a rider leap onto their back, only to find out the Kelpie had adhesive skin; then the Kelpie would leap into the water and drag its victim down. Kelpie was also rumored to be the spirit of the dead, and that those that were drowned by it become one.

Special Requirements: You must spill a cup of water from a natural river over your head and onto the seal before completing the ritual.

Manifestation: The water surges up into the form of a panicked horse, which then settles down and stares intently at the summoner. Though it does not speak, the summoner can feel its desires and intent through the seal.

Sign: Your hair always appears to be wet and heavy, clinging to your head as if you'd just emerged from a river. If you have no hair, you appear constantly sweaty.

Influence: Kelpie dislikes the living, and has a generally bad temperament. Most social interactions it will try to pull you away from, manifesting as a feeling of unease. However, it will urge you on if you are being deceitful in those interactions, especially if your deceit will bring harm to the other person.

Granted Abilities: While Kelpie is bound to you, you gain the benefit of its powerful illusions and form.

Liar's Tongue: You gain a Morale bonus equal to half your Mischief Maker level on Bluff checks.

Adhesive Skin: Enemies that strike you with a manufactured weapon without reach must make a Dexterity check with a DC equal to 10 + your Mischief Maker level or be disarmed. The weapon sticks to you, but does not continue to injure you. Removing the weapon takes a Strength check with a DC equal to 10 + your Mischief Maker level; removing a weapon does not inflict harm on you.

Water Adaptation: You gain a Swim speed equal to 3/4 your overland speed, and you can breathe normally while underwater with no need to return to the surface.

Dark Spritepact Ability:
Kelpie's Strength: You gain a +16 Morale bonus to grappling opponents of Large size or smaller. Each round spent grappling allows you to make two attacks, one with each hand.


Guile

Incarnation of Fey Guile
Vestige Level: 5th
Binding DC: 31
Special Requirements: Yes

http://www.boros-szikszai.com/pictures/53/332_pic.jpg
Image by Zoltan Boros and Gabor Szikszai

Legend: The Incarnation of Fey Guile is said to be the remnant of all the trickery, selfishness and humor of all lesser Fey that have perished since their creation. It is said that when a Fey dies for good, unless it has reason to wish to remain, all its trickery vanishes with it; but if a Fey still desires to live on, and has such a passion to do so that it can best Death, its humor finds its way beyond Death, and coalesces with the Incarnation of Fey Guile.

Special Requirements: The seal to summon Guile must be made entirely in a shaded spot.

Manifestation: Shadows swirl around the center of the seal and rise, forming the countenance of an owl. It is shortly followed by the upper part of its body, two frog-like claws and reptilian-looking wings and scales. As it emerges, wicked thoughts race through the summoner's mind for a moment, before they feel stolen by Guile.

Sign: Your fingers become webbed, your nose changes slightly to hook like the beak of an owl, and your face always seems to be shaded.

Influence: Guile enjoys tricking people - in fact, that's all Guile can do, can think, and it gets great enjoyment out if it. At any chance that you have, you must trick anyone that opens themselves up to it.

Granted Abilities: While Guile is bound to you, you gain the benefit of its conniving and sometimes cruel magic.

Smart Counterspelling: Whenever you counterspell an enemy, you have a 50% chance to not use up your spell.

Applied Magic: You can use any spell on your Beguiler spell list to counter a spell, as long as it is of the same spell level.

Intuitive Combat: You do not generate Attacks of Opportunity from casting spells in melee; enemies also do not gain Flanking benefits against you unless there are more than three enemies around you.

Dark Spritepact Ability:
Hostile Counterspelling: If you successfully counterspell an enemy spell that inflicts damage (HP damage, ability damage or drain, or negative levels), you may forego your chance to keep your spell and instead cast a copy of the victim's countered spell as a free action. The spell is an exact copy of the original - every number is the exact same, even if your Caster Level is higher or lower than theirs.


Wydwen

Wydwen, the Biting Gale
Vestige Level: 6th
Binding DC: 30
Special Requirements: Yes

http://cavotta.com/artists/cavotta/images/mc-mag-wydwen-the-biting-gale.jpg
Image by Matt Cavotta

Legend: Wydwen appears in legend to be a storm-herald, bringing forth storms and with them, her own brand of havoc. She often disappears as quickly as a storm may subside, but not before leaving her mark on the area. She is very seldom seen, and when she is seen, she quickly flees. Wydwen disappeared one time as mysteriously as the storm she'd been gathering dissipated.

Special Requirements: You must cut your hand over the seal and allow a single drop of blood to fall on the symbol of Wydwen's Gale.

Manifestation: As soon as the blood touches Wydwen's Gale, it vanishes and the lines drawn for the symbol begin spinning, whipping up a circular wind. The wind tugs at the summoner's clothing and hair, but no one else's. Suddenly a minute form appears in the storm, holding a ranseur that appears to be made from some insect's stinger. She hovers over the center of the seal and the wind slowly settles down.

Sign: Two small antennae sprout from your forehead, and your skin turns a faint blue color.

Influence: Wydwen is fast and does not like standing around for very long; you get jittery when you stand still for too long. She also disdains laws, especially ones that force you to wait, and urges you to bypass them if they stand in the way of your goals.

Granted Abilities: While Wydwen is bound to you, you gain the benefit of her speed, agility and subtlety.

Quick as Lightning: Your base land speed increases by +5 feet for every 2 Mischief Maker levels you have.

Subtlety of the Summer Storm: You gain a +6 Morale bonus on Move Silently and Hide checks.

Shackled No More: As the spell Freedom of Movement, but the spell lasts only for a single round. Once used, Shackled No More can't be used for another 5 rounds.

Dark Spritepact Ability:
Gale Strike: You may expend a spell slot as a standard action to launch a bolt of force at the target, inflicting 1d6 damage per spell level. Creatures immune to critical hits and sneak attacks are immune to Gale Strike. The Gale Strike has a range of 40 ft.


Oona

Oona, Queen of the Glen
Vestige Level: 6th
Binding DC: 27
Special Requirements: Yes

http://www.wizards.com/magic/images/mtgcom/fcpics/taste/db31_ncbjqkvikf.jpg
Image by Adam Rex

Legend: Oona appears in some myths to be the Queen of the Fae, but in most she is the Queen of the Glen and other boggy areas. She is known as a powerful manipulator of the arcane, the mind and reality. Her association with bogs and other murky areas has led many to believe that those that wander into swamps are either insane, or under her spell. Either way, entering her territory was considered to be certain death for its unwitting victim.

Special Requirements: The seal to summon forth Oona must be drawn in wet mud.

Manifestation: A flower of mud extends from the center of the seal, which blooms into a vibrant, bright blue light. The light slowly turns black, which then recedes into the pale face of Oona. Her eyes are closed when she speaks with the summoner, and others cannot make out what she is saying.

Sign: Your hands glow a blue and black light, and a small, blue rose appears on your forehead. The rose can be hidden by hair, but the light cannot be suppressed.

Influence: Oona enjoys solitude, though she also enjoys the presence of other fey. In the presence of others, she occasionally urges you to perform some minor magic trick. In the presence of Fey, you must act stately and calm.

Granted Abilities: While Oona is bound to you, you gain the benefits of her mighty power over the mind, the arcane, and reality.

Empowered Compulsions: You cast all Compulsion spells at +1 Caster level. This bonus stacks with other caster level boosts.

Spell to Flesh: If you successfully affect a creature with a compulsion, and that creature has spells or spell slots, you may eliminate a single spell of a level equal to or less than the highest spell level you can cast from it. If you do so, you may, as a free action, cast a Summon Monster spell of a level 3 lower than the spell eliminated. (For example, if you eliminate a 6th-level spell, you may instantly cast a Summon Monster III spell). You may only have one creature Summoned in this way at a time.

Cloak of Flora: Whenever you are in any kind of natural terrain, you may make a Hide check with a +4 Morale bonus to become hidden, even if the terrain does not grant cover or concealment.

Dark Spritepact Ability:
Pierce Mind Blank: Any time you would cast a Compulsion against a creature with a magically (or psionically) created Mind Blank effect, make an Intelligence check against the Caster level of the creator of the Mind Blank effect. If you succeed, the Mind Blank effect shatters, but your Compulsion spell is wasted. If you fail, the Mind Blank effect remains and your spell is still wasted.


Oberon

Oberon, King of the Fae
Vestige Level: 7th
Binding DC: 29
Special Requirements: Yes

http://fc09.deviantart.net/fs39/i/2008/330/9/8/Oberon_by_InertiaK.jpg
Image by InertiaK of DeviantArt

Legend: Oberon is the legendary King of the Fae, sometimes named "Auberon". While he is not a strict ruler, he is a proud one. He loves his people, heroes both of the Fey and of myth, and the virtuous. He once tried to make his relationship with Titania deeper using a potion, but only caused her to turn away from him; after seeing the error of his way, he removed the spell and loved Titania. Both he and Titania, however, became lost to time, though they refused to accept defeat.

Special Requirements: You must place a piece of bread soaked in wine on Oberon's symbol, then say a prayer for someone named "Alberich". If you are making pacts with both Oberon and Titania, you must shatter a vial before Oberon will accept your summons.

Manifestation: The wine-soaked bread vanishes, and after a few moments of nothingness, the image of a young and extremely handsome elf appears. Though he says nothing, he dips into a low bow, and when he stands again, a golden goblet appears in his hand.

Sign: The symbol of star, moon and sun appear on the back of your hands and on your chest.

Influence: Oberon is extremely stately and kind, especially to other Fey. In the presence of other Fey, you must act stately, and in the presence of heroic characters beyond your party, you must compliment them nicely. Oberon will also urge you to adhere to the laws of a community, but you will not feel any compulsion to do so.

Granted Abilities: While Oberon is bound to you, you gain the benefits of his grace and arcane might.

Heroes' Feast: As the spell; usable only once per pact with Oberon.

Oberon's Wisdom: You gain a Morale bonus equal to your Mischief Maker level to Knowledge (Nature), Knowledge (History) and Knowledge (Nobility and Royalty) checks.

Oberon's Might: Your Illusion and Enchantment spells have a +2 DC bonus.

Dark Spritepact Ability:
Oberon's Vengeance: If a creature makes a save against an enchantment spell you cast, it must make a second save of equal DC or take 1d6 damage per spell level of the enchantment spell.


Titania

Titania, Queen of the Fae
Vestige Level: 7th
Binding DC: 28
Special Requirements: Yes

http://fc00.deviantart.net/fs40/f/2009/039/e/b/Queen_Titania_by_ScarletHawk.jpg
Image by ScarletHawk of DeviantArt

Legend: Titania was the Queen of the Fae, and ruled side-by-side with Oberon over the faeries of the planes. Early on their relationship was tenuous at best, and Oberon attempted to charm Titania using a potion; unfortunately, the potion's effects backfired, and she fell in love with a weaver of lower class. Oberon eventually reversed the spell, and the two fell deeper into love after that. Despite their love and proud rule, however, they eventually were forgotten to time, replaced by new, less immortal kings and queens.

Special Requirements: Burn a bouquet of either: Thyme and Oxlips, Violets and Woodbine, or various roses in the center of the seal.

Manifestation: From the smoke emerges a winged creature about a foot tall, holding a horn that closely resembles a violet; the creature blows the horn, and a strong wind whips up in the area of the seal, snuffing out the bouquet and blowing away the smoke. The burnt flowers disintegrate into the seal and the lines evaporate, forming a white mist over where the seal was; the mist coagulates into a smooth, beautiful face of a woman.

Sign: Your attire always appears crisp, fresh, and clean, even when trudging through mud.

Influence: Titania feels both pity and sympathy for mortal creatures, and her feelings affect the way you view time, age and mortality. Specifically, you show pity to those of old age, and sympathy for those young of body. While Oberon and Oona are stately, Titania is freer in this domain - as such, she does not command the way you act around Fey. She is also very forgiving, and requires that you forgive those that are sincere in desiring it.

Granted Abilities: While Titania is bound to you, you gain the benefit of her charismatic disposition, intuitive magic and fey composition.

Titania's Toughness: You gain DR 10/Cold Iron, and immunity to Mind-affecting abilities. This Damage Reduction stacks with any other DR /Cold Iron you may have, but not with Damage Reduction that fails to work against any other source.

Titania's Grace: You gain a +4 Morale bonus to Charisma-related skill checks. In addition, you may reroll a Bluff or Diplomacy check you have just made up to two times per pact with Titania; you must keep the second roll, even if it is lower than the first.

Royal Word: As the spell Power Word: Stun at your current Caster level +3. In addition, after the Stun effect wears off, the victim of Royal Word is slowed by 20 ft for a number of rounds equal to your Mischief Maker level. 5 rounds after the victim regains its normal movement speed, you may use Royal Word again. Royal Word does not trigger other Vestiges' abilities that relate to the use of mind-affecting abilities.

Dark Spritepact Ability:
Royal Command: As the spell Dominate Monster, except that it is cast at CL 20 + your Charisma modifier, and lasts for one hour. Royal Command does not trigger other Vestiges' abilities that relate to the use of mind-affecting abilities.


Maleficent

Maleficent, Mistress of All Evil
Vestige Level: 8th
Binding DC: 35
Special Requirements: Yes

http://fc06.deviantart.net/fs15/f/2007/098/a/f/Maleficent_by_Katikut.jpg
Image by Katikut of DeviantArt

Legend: Maleficent is the Mistress of All Evil, said to be the most vile Fey. She has little patience for humor and is very proud. According to legend, she once cursed the daughter of a powerful king to die upon her fifteenth year by pricking her finger upon a spindle; in the legend, other fey were able to mitigate the curse. Maleficent fulfilled the curse herself by creating a spindle on which the daughter would prick her finger. Maleficent was later defeated by a human price with the aid of several other fey; while believed slain, however, her determination to stop the prince at all costs let her live on as a vestige from which the determined, and perhaps moral-less, may summon power.

Special Requirements: Maleficent's summoning must be cast through Dark Spritepact, by stabbing the broken dagger into the center of the summoning seal.

Manifestation: From the dagger in the center of the seal, green flames gently pour forth, until they fill up the seal. Dark energy twists and churns from the flames, and sprouts up. It begins to resemble the shape of a horned woman, but it never quite finishes, staying a silhouette. Maleficent does not speak to the summoner until she has determined whether or not she will make the pact with them.

Sign: You exude harmless green flames that coil around your feet and your clothing and armor. You also sprout two black horns from your forehead that gently sweep up and back. A black crow finds its way to your shoulder, and does not leave until Maleficent leaves.

Influence: You feel insulted if you are excluded from activities that you can participate in; while Maleficent will spur you to take vengeance, you aren't compelled to do so. If the black crow gives you any advice, you weigh that advice higher than any others' advice, just below your own intuition.

Granted Abilities: While Maleficent is bound to you, you gain the benefit of her powerful evocation, transmutation and transportation magic, as well as her Curse.

Lightning Bolt: As the spell. Once used, Lightning Bolt can't be used for another 5 rounds.

Chain Lightning: As the spell. Once used, Chain Lightning can't be used for another 5 rounds.

Wall of Thorns: As the spell. Once used, Wall of Thorns can't be used for another 5 rounds.

Dimension Door: As the Quickened version of the spell, except with a range of 100 ft. Once used, Dimension Door can't be used for another 5 rounds.

Teleport: As the spell. Teleport can only be used once per Mischief Maker level per pact with Maleficent.

Bestow Curse: As the spell. Bestow Curse can only be used once per pact with Maleficent.

Visitation: As the spell Shapechange, except it must be used to assume the form of a Will o' the Wisp. This Shapechange also lasts a number of hours equal to your Intelligence modifier and can only be used three times per pact with Maleficent.

Dragon Form: As the spell Shapechange, except it must be used to assume the form of an Ancient Black Dragon. This Shapechange also lasts a number of minutes equal to your Intelligence modifier and can only be used once per pact with Maleficent.

Owrtho
2010-11-06, 06:28 PM
Beast Sculpted

http://img4.gelbooru.com//images/344/444e2b5b12e3bac1c2f9f4fa9c7f5084e0b914b0.jpg?34770 2

Please, don't mind the cat, it likes to kill those who show too much interest in it.


Many are the harrowed who deal with the beast within. However, in some cases, the beast find their host's body more mailable than others. They become beast sculpted.

BECOMING A BEAST SCULPTED
Those that become beast sculpted rarely seek it out. Most frequently they are ones who would consider themselves thrice cursed. Not only are they possessed by the beast within, but their body is warped by unknown energies, and the beast has figured out how to take advantage of that.

ENTRY REQUIREMENTS
Class Feature: Shadowmental Touch (2d6)†, Feature (Mouth)‡
Skills: Knowledge (dungeoneering) 5 ranks
Feat: Bestial Form†, Aberrant Blood*
† From the Harrowed (http://www.giantitp.com/forums/showthread.php?t=167195) base class by Lord_Gareth
‡ From the Ozodrin (http://www.giantitp.com/forums/showthread.php?p=8551355) base class by Owrtho
* From Lords of Madness by Wizards of the Coast

Class Skills
The beast sculpted's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disguise (Cha), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (All skills, chosen individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each Level: 4 + int modifier

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2The Monster, Shadowmental Touch +1d6, Features, Guise of the Beast
2nd
+1
+0
+0
+3Shadowmental Touch (Melee), Shadowmental Feature (normal)
3rd
+2
+1
+1
+3Shadowmental Touch +2d6, Feature (Beast)
4th
+3
+1
+1
+4Strange Movement
5th
+3
+1
+1
+4Shadowmental Touch +3d6
6th
+4
+2
+2
+5Shadowmental Feature (no base cost)
7th
+5
+2
+2
+5Shadowmental Touch +4d6
8th
+6/+1
+2
+2
+6Shadowmental Path
9th
+6/+1
+3
+3
+6Shadowmental Touch +5d6
10th
+7/+2
+3
+3
+7Shadowmental Feature (worldly form)

Weapon Proficiencies: A beast sculpted gains no weapon or armour proficiencies.

The Monster (Ex): The Monster within the beast sculpted continues to grow. Levels in beast sculpted stack with Harrowed levels for the purposes of The Monster Within ability. In addition, beast sculpted levels stack with ozodrin levels for determining the number of form points available to the beast sculpted, and Harrowed Feats counts as aberrant feats for the beast sculpted, though they may not have their effects suppressed while the beast sculpted is in its worldly form.

Shadowmental Touch (Su): The beast sculpted continues to advance its shadowmental touch ability, gaining an additional die of damage every odd level. At second level is gains shadowmental touch (melee) if it does not already have it.

Features (Ex): The beast sculpted's class levels stack with ozodrin levels for determining what features and augments it has access to, as well as the number of attacks the beast sculpted can make with features and the budding body ability.
At third level, the beast sculpted gains the ability to form the beast feature. See below for details.

Beast: Cost - special see below
Appearance: A strange creature that vaguely is similar to the monster within moves around you.
Required Level: 3 Beast sculpted
Calculating cost: Similar to puppets and lure traps, the beast is composed of other features. Unlike those however, it has built in max cost before features on it begin costing form points, and it must always use up at least half that cost. By default a beast is one size category smaller than the beast sculpted and may have up to 2 times you beast sculpted's class levels plus 1 form point per harrowed level worth of form points features added to it before it begins using your normal form points. In addition you may choose to imbue it with die of shadowmental touch energy. Each dice of shadowmental touch energy you imbue it with grants it an additional 5 form points to use before costing you form points. In addition, the beast counts your harrowed levels as ozodrin levels for which features and augments it has access to. Note that features added to the beast use the beasts default size rather than the beast sculpted's for determining the default size.
Benefits: The monster within has formed a body for itself out of your flesh and its power. This could be seen as both good and bad, for while it grants the monster the ability to act more freely, the increased freedom makes it somewhat more amendable to your choices, as does the split focus it imposes on the monster. You many only have one beast at all times. The beast is, without augments incapable of travelling more than 10 feet from you, though it otherwise able to move freely. Without features or augments granting it such abilities, a beast is blind, deaf, small, and only able to move 5 feet per move action. If given two limb features it gains a move speed of 15 feet, which increases by 5 for each additional limb, though if a limb is used to move, it can't be used to perform other actions that round. A beast shares its senses, hp, and ability scores with you, but does not gain benefits from armour, spells and abilities, or features that improve your stats, though they can be applied to it as if it were a separate creature.
A beast is capable of manifesting even when you are in your worldly form, and may not be suppressed as long as it has at least 1 dice of shadowmental touch energy allotted to it. A beast is capable of performing its own actions each turn though it is limited to a number of natural attack equal to half what your limit (rounded down, minimum 1 these attacks do not count against your feature granted attacks for the round), and has a shadowmental touch ability that deals a number of dice worth of damage equal to the number of dice allotted to it. Whenever a beast is dealt damage, you must make a will save against the beast within (DC 10 + 1 per 4 damage dealt).
While you may freely choose to allot dice of shadowmental touch damage to the beast as a move action, you may not take them back freely. Doing so requires a standard action and a will save against the monster within (DC 14 + twice the number of dice allotted to the beast), or for the monster within to gain control over you, after which point the beast will lose all dice of shadowmental damage allotted to it. If the beast at any point has more dice of shadowmental damage than you do, the monster within has full control over the beast. If you have more, you may control the beast, but for every action you try to make it perform, you must make a will save against the monster within (DC 10 + half class level rounded down + number of dice of shadowmental energy allotted to it).
The beast acts on the beast sculpted's turn. If the monster within has control of the beast, it acts before the beast sculpted.
Special: Whenever you fail a save against the monster within, instead of it outright gaining control over you, it instead causes the beast to gain a die of you shadowmental damage, plus an additional dice for every 1 point per two class levels (rounded down minimum 2) you fail the save by. If you are in your worldly form and the beast is not manifested, this forces you to manifest it. If the beast ever gains all you die of shadowmental touch damage, the monster within gains full control over you.
The features and augments applied to the beast may be changed at any time as a full round action. When the beast has one or more die of shadowmental touch damage allocated to it, it may immediately assign the form points it gains.
If the monster within has control over the beast, you are not able to realocate form points spent on the beast to other features, though they may be reallocated among the features and augments on the beast.
You may not place your own features on the beast.
Augments:
Small Beast: Additional cost -2
Decrease the size of the beast by 1 size category. This augment may be added multiple times to the beast to a minimum of tiny. The effects stack.

Swift Beast: Additional cost 3
The base land speed of the beast is increased by 5 feet. This augment may be added multiple times to the beast. The effects stack.

Large Beast: Additional cost 2
Requires level 4: Increase the size of the beast by 1 size category. This augment may be added multiple times to the beast. The effects stack.

Frightful Beast: Additional cost 4
Requires level 4: The beast gains the ability to give off a frightful aura. As a standard action it may cause creatures with a line of sight to it that it doesn't specifically choose to exclude make a Will save (DC 10 + 1/2 (class level + harrowed level) + Charisma modifier) or become shaken for one minute or until the end of the encounter, whichever comes last. Creatures that succeed on this saving throw are immune to this effect when used by that particular beast for 24 hours. If the Split Persona or Tri Persona augments are added, the beasts may use the ability together to add Charisma modifier to the DC for each additional beast that takes part (If they do so only one save is made).

Travelling Beast: Additional cost 2
Requires level 5: The beast may travel an additional 5 feet away from you. This augment may be added multiple times to the beast. The effects stack.

Inconspicuous Beast: Additional cost 1
Requires level 5: The beast may disguise itself as something else. It gains a +10 bonus to disguise checks at looking like a creature that the features applied could be used to make a puppet of (see the puppet feature in the ozodrin class). If the split persona or tri persona augments are used, each beast must have this augment added separately.

Shadowmental Resistance: Additional cost 2
Requires level 6: The beast gains 1 point of damage resistance against damage of the same type that your shadowmental blast deals. This resistance increases by 1 for each die of shadowmental blast damage allotted to the beast. This augment may be added multiple times to the beast. The effects stack.

Split Persona: Additional cost 4
Requires level 6: The monster within finds that having only one beast is not enough. You have two beasts. While they share the same form point pool, they each require having their own features and augments added (except for the Travelling Beast augment which effects both of them). They may freely change dice of shadowmental touch damage between themselves, though may not split the form points granted by it. Each of the beasts has its own set of attacks, though the amount is 1 less than normal (minimum 1).

Shadowmental Resilience: Additional cost 4
Requires level 7: The beast gains DR 1/-. This resistance increases by 1 for each die of shadowmental blast damage allotted to the beast. This damage reduction stacks with other sources of damage reduction. This augment may be added multiple times to the beast. The effects stack.

Tri Persona: Additional cost 2
Requires level 8 and Split Persona augment: The monster has decided to form yet another beast. This is the same as split persona except you have 3 beasts rather than 2, and their number of attacks per round is 2 less than normal rather than 1 (minimum 1).

Guise of the Beast (Ex): The monster within the beast sculpted has devised a form of its own liking. The beast sculpted has an additional form of allocated form points that it can only assume when the monster within has control over them. This form is more powerful than the beast sculpted is capable of however, and counts harrowed class levels as ozodrin for how many form points it has available. It also counts beast sculpted class levels as ozodrin levels for the unearthly power ability.
Once you gain the beast feature, the guise of the beast merges the form point pool of the beast feature with its own for when in the guise of the beast. It is unable to separate the beast from itself unless using ether the split persona or the tri persona augments as you count as a beast yourself while in the guise of the beast.

Shadowmental Feature (Su): The beast sculpted has learned how to sculpt its shadowmental energy into some features. At second level it becomes able to form mouths, tentacles, spikes, limbs, and fins out of shadowmental energy rather than just its flesh. This does not cost additional form points, but instead requires they forgo one or more dice of their shadowmental touch damage to form the feature. A feature formed of shadowmental energy deals an additional amount of shadowmental damage equal to the number of die forgone to make it. Attacking with a shadowmental feature provokes a Will save against the monster within DC 13 + 1 per die of shadowmental touch damage used to make it (see The Monster Within Harrowed ability for details of if the save is failed).

At sixth level, a feature made of shadowmental energy no longer requires the base form point cost for the feature, though still requires the cost of any augments applied to it.

At tenth level, the beast sculpted becomes capable of manifesting shadowmental features even in its worldly form without having to fully manifest its true nature. Manifesting a shadowmental feature while in your worldly form provokes a Will save against the monster within DC 18 + 1 per die of shadowmental touch damage used to make it (see The Monster Within Harrowed ability for details of if the save is failed).

Strange Movement (Ex): As the ozodrin ability. Your beast sculpted, ozodrin, and harrowed levels all stack for determining your daily distance of strange movement.

Shadowmental Path (Su): When using its strange movement ability, a beast sculpted of at least 8th level is capable of expelling shadowmenal energy into the plane it was on. By expending an extra 5 feet of strange movement and making a will save against the monster within (DC 14 + 1 per 5 feet of movement), you may expel your shadowmental touch energy from the pocket dimension your strange movement takes place in to the normal plane. Creatures occupying any square you would pass through while making your strange movement take damage as if hit by your shadowmental touch. They may make a reflex save (DC 10 + class level) for half damage. If they succeed the save by 10 or more, they may attempt to move up to 5 feet out of the line of effect (this provokes an attack of opportunity) to take no damage instead (if they can't move out of the way they can't do this).

PLAYING A BEAST SCULPTED
Many beast sculpted consider themselves cursed. However, some revel in their power, while others may consider some part of their nature a curse but part of it a blessing. A beast sculpted will likely be a front-line fighter, but may also take a roll in the back blasting, or use the beast to fill a mix of the two roles.
Combat: Often beast sculpted will begin combat by manifesting their true nature. They then will likely use a combination of their harrowed abilities (such as shadowmental touch), and ozodrin features to kill and/or eat their foes.
Advancement: A beast sculpted has a number of paths open to it. It can make use of the ozodrin features infused with shadowmental touch to become a front-line fighter, or become a blaster with its shadowmental touch backed up by features. It also may use the beast like a familiar or summon, building it up to fight for it while filling a support role itself.
Resources: There is very little that a beast sculpted may draw on for support. Both facets of its nature are commonly considered a curse or mark of evil, and thus they are avoided. Still their strength gives them the options open to most that excel in killing.

BEAST SCULPTED IN THE WORLD
Strange bloke came through here the other day. Musta been some kin'a wizard. Was just a feelin a somethin not quite right bout him. An that pet. Ne'r seen an'thing like it. Gave me the willies.

-A barkeep telling customers about a beast sculpted that had passed through

Few care for beast sculpted when they know what they are. Most prefer to avoid them, or hunt them down as monsters.
Daily Life: A beast sculpted spends much of its time hiding what it is. Often this involves pretending to be a wizard, or some similar user of magic to explain the strange beast that clings to you at most times. Some try to find out who they used to be like many harrowed, while others just try to survive.
Notables: Few beast sculpted are well known for what they are. Most that gain infamy are mistaken for monsters or demons. There are some though that have been properly recognized. The Beast of the Katrac Mountains is known to be an ancient beast sculpted. Little is known of it before it gained its title, but those who travel the mountain range do so in fear of the three beasts that are known to sweep down on travellers in a destructive frenzy.
Organizations: There are no organizations made for beast sculpted.

NPC Reaction
Most will not immediately recognize a beast sculpted for what it is. Particularly if it is going out of its way to conceal its nature. However, once recognized the reactions tend to be as follows:
Children and the average towns person will run in fear or otherwise try to shun and avoid you depending on the situation. If there are enough and they feel courageous, they may form a mob to try and run you out of town/kill you.
Soldiers, fighters, mercenaries and the like often view beast sculpted as monsters and will treat them as such, either attacking them, or ignoring them unless attacked or being paid.

BEAST SCULPTED IN THE GAME
Beast sculpted shouldn't have a large impact on how combat happens, though it will allow the character to have extra actions (through the beast feature) and be at risk of attacking allies (due to the Monster Within).
Adaptation: While it does need both the harrowed class and the ozodrin class in the setting, those they can be re-flavoured. Outside of the standard fluff, the beast sculpted could also be considered someone who an entity from the far realm or something similar is trying to use to enter into the material plane (thus the monster within would be the entity, and both harrowed and ozodrin class abilities would be due to its influence).
Encounters: Encounters with beast sculpted can be quite varied. Due to most seeking to hide their nature they frequently travel, but outside that it is fairly open. They may seem to be no more than a strange traveller, possibly with an exotic pet, or pose as a wizard with a familiar. It is possible that they act as a travelling performer using the beast as an act, or have given into the beast and become a scourge upon the land.

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
True Neutral/Female/Human/Harrowed 3/Ozodrin 4/Beast Sculpted 5
Init +2, Senses: Listen +, Spot +,
Languages Common
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AC 11, touch 11, flat-footed (10)
hp 54 (12 HD)
Fort +3, Ref +5, Will +12
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Speed 30ft. (6 squares)
Melee
Base Atk +7, Grp +14
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities Shadowmental Touch (Hellfire) (5d6)†, Strange Movement
-----------------------------------------------
Abilities Str 12, Dex 15, Con 10, Int 14, Wis 13, Cha 21
SQ The Monster Within†,Two-World Eyes (Darkvision)†, Manifest Form‡, Form points (40)‡, Feature (Basic Eyes, Mouth, Tentacle, Limb, Spikes, Fin, Beast)‡, Devour‡, Strange Anatomy‡, Bizarre Grappler‡, The Monster, Features, Guise of the Beast, Shadowmental Feature (normal)
FeatsDark Deal†, Butchery Pact†, Bestial Form†, Aberrant Blood (Flexible limbs)*, Scavenging Gullet*, Improved Grapple, Aberrant Monstrosity (Dragon)‡, Improved Snatch^, Tail Constrict^

† From the Harrowed (http://www.giantitp.com/forums/showthread.php?t=167195) base class by Lord_Gareth
‡ From the Ozodrin (http://www.giantitp.com/forums/showthread.php?p=8551355) base class by Owrtho
* From Lords of Madness by Wizards of the Coast
^ From Draconomicon by Wizards of the Coast

Skills
Possessions

Owrtho

Golden-Esque
2010-11-06, 07:21 PM
Anchorite of Bio-Crystal


http://i218.photobucket.com/albums/cc173/Noxiudis/BlueForYoucopy.jpg

Shrae'Jallen sat alone in silence as he meditated, the scrolls of power spread around his seated body, a constellation of knowledge pouring itself into his hungry mind.

"Deeper," he thought. "The answer must be here!" It had been nearly seven days since he was trapped within the monastery, the sole survivor of the Monastery of the Open Eye. Famous for their search of perfection through the mind, the Monastary quickly became unpopular with nearby countries for their strong emphasis on the Psionic Arts; long since banned in their city-states because of their ties to the Myr'Shaejae; horrible demon-folk. And today, the people sought justice.

Shrae'Jallen shuddered, momentarily breaking his psionic trance as imagines of the past six days floated into his mind, the slaughterings, the beatings, and the murders. Now he was the only one left, a mere novice in the ways of Monk and Manifester alike. (I am doomed,) he thought.

Suddenly, he heard the sound of shaking crystal nearby. Ending his trance completely, Shrae'Jallen opened his eyes completely and gasped. Mindmarrow, his psicrystal was shaking on the floor as if a massive psionic earthquake was rattling it around relentlessly. The crystal sprouted eight needle-like appendages, and once a glorious crimson, transformed into a radiant azure before his eyes. It leapt into the air and hovered at Shrae'Jallen's eye level. And then dug straight into the young man's heart.

* * * * * * * * * *

The arts of the mind have always been attractive to monasteries; the way of the manifesters is often seen as a type of mental exercise and training by many Monks who are more then willing to develop the psionic arts in themselves when able. Under rather extraordinary situations, however, some may find that the paths, when separate, do not lead to the wholeness that the Monk's way of life may yearn for. Such individuals may find themselves as
Anchorites of Bio-Crystal.

Becoming an Anchorite of Bio-Crystal
No Anchorite is ever entirely sure what prompted their change. Was it a perfected state of physical and psionic enlightenment, stress, or the will of their psicrystal itself? Regardless of the reason, these individuals seldom, if ever, question or loathe their new state, often finding that they are closer to perfection then they ever were without the psicrystal. Since psicrystals are considered to be part of a manifester's mind and cognition, many ration that joining two broken halves into one whole makes perfect sense when striving for perfection.

Because of this, only Monk-Psions can walk the path of the Anchorite of Bio-Crystal, for only the Monk has the personal drive for perfection of self while only the Psion has both the knowledge of metacreativity and mental prowess to combine the living and crystal into one.

PREREQUISITES:

Feats: Psicrystal Affinity
Special: Evasion, Flurry of Blows, and Shaper Discipline class features, ability to manifest Crystal Shard and Swarm of Crystals.


Anchorite of Bio-Crystal Class Features


{table=head] Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Special
01 | +0 | +2 | +2 | +2 | Flurry of Blows, Crystal Conglomeration, Personality
02 | +1 | +3| +3 | +3 | +1 to Psion Level, Body of Psychic Crystal
03 | +2 | +3| +3 | +3 | Personality Power
04 | +3 | +4| +4 | +4 | +1 to Psion Level
05 | +3 | +4| +4 | +4 | Crystal Apotheosis
06 | +4 | +5| +5 | +5 | +1 to Psion Level, Personality Power
07 | +5 | +5| +5 | +5 | Mind Merge
08 | +6/+1 | +6 | +6 | +6 | +1 to Psion Level
09 | +6/+1 | +6 | +6 | +6 | Personality Power
10 | +7/+2 | +7 | +7 | +7 | +1 to Psion Level[/table]

Skill Points per Level: 4 + Intelligence modifier

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (any), Move Silently (Dex), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).

Weapon and Armor Proficiency: An Anchorite of Bio-Crystal gains no new proficiencies with any weapons or armor.

Powers Known: An Anchorite of Bio-Crystal's psionic abilities continue to increase in power as they gain levels. At 2nd level and every two levels thereafter, the Anchorite of Bio-Crystal can add their prestige class level to their effective Psion level to determine their power point reserve, their powers known, and their maximum power level. The Anchorite can only add this prestige class's levels to their Psion levels; they cannot select any other psionic class.

Crystal Conglomeration: The Anchorite of Bio-Crystal's most distinguished trait is the fact that the left half of their chest has been completely crystallized. While this may seem to be an affliction to the narrow-minded, the Anchorite knows the true boon of its powers. Immediately after taking their first level in this prestige class, the Anchorite permanently merges with their psicrystal, causing the latter to cease to exist. The crystal becomes one with the left half of the Anchorite's body and offers protection and power to the Anchorite.

As your Anchorite level improves, your Psicrystal begins to bestow powerful boons upon you, as shown on Table: Anchorite Conglomeration Abilities, below. Following the table is a description of each bonus.


{table=head] Anchorite Level | Natural Armor Bonus | Int Increase| Special
01 | +0 | +0 | Alertness
02 | +1 | +0 | Dark Vision
03 | +2 | +1 |
04 | +3 | +1 | Power Resistance
05 | +4 | +2 |
06 | +5 | +2 | Improved Evasion
07 | +6 | +3 |
08 | +7 | +3 | Telepathic Link
09 | +8 | +4 |
10 | +9 | +4 | Telepathic Speech[/table]


Natural Armor Bonus: At 2nd level and every level thereafter, the bio-crystal that covers the Anchorite's body spreads a little farther, granting the Anchorite a +1 natural armor bonus to Armor Class. This natural armor bonus stacks with racial natural armor bonuses, but not with any other sources of natural armor, including spells or other powers.

Intelligence Adjustment: At 3rd level and every two levels thereafter, the Anchorite receives a permanent +1 increase to their Intelligence score.

Alertness: At 1st level, the Anchorite receives Alertness as a bonus feat.

Dark Vision: At 2nd level, the Anchorite gains Dark Vision out to 30 feet. If the Anchorite possesses Dark Vision from another source, increase the distance of that source's Dark Vision by 30 feet instead.

Power Resistance: At 4th level, the Anchorite gains power resistance equal to 5 + their effective Psion level + their effective Monk level + their effective Anchorite level.

Improved Evasion: At 6th level, the Anchorite gains Improved Evasion. This functions identically to the Monk class feature.

Telepathic Link: Starting at 8th level, as a standard action, the Anchorite can select one willing creature within 30 feet of them to share a telepathic link with. This functions identically to the Mindlink power. This effect ends of the target creature is more then 1 mile from the Anchorite, or if the Anchorite power point reserves are completely depleted. Both the Anchorite and the linked creature can end this effect, and doing so does not require an action. This ability is mind-affecting and language-dependent.

Telepathic Speech: Starting at 10th level, you can telepathically communicate with any creature within 30 feet of you, as long as they speak a language. This ability is mind-affecting and language-dependent.


Flurry of Blows: Despite the lumbering size of their crystalline apendage, an Anchorite of Bio-Crystal is able to perform a flurry of blows with frightening speed. The Anchorite of Bio-Crystal's prestige class levels and their Psion class levels stack with their Monk class levels to determine their effective Monk level when making a Flurry of Blows. This ability also applies to the Monk's unarmed damage, but it does not apply to any other Monk class features, such as their Armor Class bonus or the Slow Fall ability.

Personality: Each psicrystal has within it a personality that determines how it interacts and perceives the world. Before merging with their psion, a psicrystal has a limited understanding of the world despite their human-like intelligence because of their lack of a way to perceive their world. After merging to create an Anchorite of Bio-Crystal, however, the psicrystal is able to fully understand the world, and its personality quickly grows and matures into something similar to a second personality. While the former psicrystal has little control over the Anchorite, it remains a potent source of power for a wise Anchorite who heeds its call.

Although the psicrystal is effectively destroyed, the Anchorite retains their psycrystal's skill bonus based on its personality. In addition, the psicrystal can bestow additional special abilities and powers upon an Anchorite that pleases it, while displeasing the psicrystal bars accept to these abilities. Below, each of the psicrystal personalities are listed, as well as their psicrystal bonus, their influence, and the special abilities that the psicrystal grants.

A psicrystal's displeasure functions similarly to a vestige's influence (see the Binder). However, instead of placing a penalty on the Anchorite, the psicrystal blocks access from the personality powers listed below. An Anchorite that displeases their psicrystal must make a Diplomacy check against it; the Dungeon Master determines the difficulty of the DC check, but as a general rule, a mild infraction is leaves the psicrystal Neutral to the Anchorite while a major or serious infraction leaves the psicrystal hostile to the Anchorite (though it naturally can do nothing but deny its boons). As a general rule, the psicrystal bars its Anchorite from its personality power for 1 minute for every 1 the Anchorite failed the Diplomacy check by.

Artiste (+3 bonus on Craft checks)
Influence: An artiste psicrystal is a patron of the arts and hates seeing any form of art corrupted or destroyed. You risk suffering the psicrsyal's displeasure if you destroy or vandalize artwork of any kind or fail to protect or save artwork from such a fate.

1st Personality Power: At 3rd level, your artistic psicrystal enhances your creative processes, allowing you to spend 1 power point in order to gain a +3 bonus to the next Craft check you make. You can spend 1 additional power at 6th level to increase this bonus to +6, and a third power point at 9th level to increase this bonus to +9. This bonus lasts for the entirety of the craft check.

2nd Personality Power: At 6th level, whenever you manifest a metacreativity power, you manifest that power as if you were +2 manifester levels higher or as if you had spend 2 additional power points to augment that power (your choice). At 9th level, you can chose to manifest a metacreativity power as if you were +4 manifester levels higher, as if you had spend 4 additional power points, or as if you were +2 manifester levels higher and had spend 2 additional power points to augment that power (your choice).

3rd Personality Power: At 9th level, you can manifest any metacreativity power as if you knew it, even if it is not on your class list or your manifester level is not high enough to normally manifest that power. If you chose to manifest a power this way, it cannot be augmented (either by paying additional power points or by using metapsionic feats) and it's power point cost is tripled.

Bully (+3 bonus on Intimidate checks.)
Influence: A bully psicrystal enjoys watching the torment of others; especially if their Anchorite is the tormentor. In contrast, they despise the weak and see any refrain from putting such people in their place to be disgraceful. You risk suffering the psicrystal's displeasure if you ever fail an Intimidate check or are successfully demoralized or shaken.

1st Personality Power: At 3rd level, whenever you make a standard attack, a full round attack, or a flurry of blows attack, you can exchange one attack for a single demoralize attempt (see the Intimidate skill). At 6th level, you can instead choose to make a single demoralize attempt as a free action during a standard attack, a full round attack, or a flurry of blows attack; however you take a -4 penalty on all attacks made during the round. At 9th level, you can make a single demoralize attempt as a free action during a standard attack, a full round attack, or a flurry of blows attack without taking any penalty to your attack rolls.

2nd Personality Power: At 6th level, whenever you attack a creature you have demoralized, you can decrease your attack bonus by up to an amount equal to your ranks in Intimidate to deal 2 points of damage for every -1 penalty taken on your attack roll. This effect functions identically to the Power Attack feat except as noted above, and you cannot use Power Attack and this Personality Power at the same time. This damage is not increased if you are using a two-handed weapon and it is only dealt once per round. At 9th level, you deal 4 additional points of damage per -1 penalty taken on your attack roll.

3rd Personality Power: At 9th level, your shaken effects stack, allowing you to increase the penalty of the shaken condition to a maximum of -10. Each stack of the shaken effect retains its own duration.

Friendly (+3 bonus on Diplomacy checks.)
Influence: A friendly psicrystal is amiable and well-mannered. They seek to make friends rather then enemies and avoid confrontations whenever possible. You risk suffering the psicrystal's displeasure if you ever provoke a confrontation or enter combat without have trying diplomacy first.

1st Personality Power: At 3rd level, you can learn Psionic Charm as if it were on the Psion/Wilder Power List. At 6th level, you can learn Psionic Suggestion as if it were on the Psion/Wilder Power List. At 9th level, you can learn Psionic Dominate as if it were on the Psion/Wilder Power List.

2nd Personality Power: At 6th level, you can chose to manifest Psionic Charm, Psionic Suggestion, or Psionic Dominate as a full round action instead of a standard action and pay double the total number of power points (including points spent on metamagic feats and augmentation). If you do, make a Diplomacy check before paying power points or rolling saving throws. The creature gains a bonus or takes a penalty on its saving throw based on its feelings towards you after the Diplomacy check (+4 if hostile, +2 if unfriendly, +0 if neutral, -2 if friendly, -4 if helpful). At 9th level, the bonuses and penalties change to the following: +2 if hostile, +1 if unfriendly, -0 if neutral, -3 if friendly, -6 if helpful.

3rd Personality Power: At 9th level, creatures that are dominated by you are filled with zeal, gaining a +4 insight bonus to Strength and Constitution while affected by Psionic Dominate. In addition, when the dominate effect ends, they are immediately dazed for 1 round after it ends.

Hero (+2 bonus on Fortitude saves.)
Influence: A hero psicrystal is noble and caring. They place the lives of others before their own and they always try to use their powers to make the world a better place according to their ideals. You risk suffering the psicrystal's displeasure if you ever drastically act against your alignment.

1st Personality Power: At 3rd level, you can augment your powers or melee attacks to deal damage aligned with your alignment. You must pay 10 power points to apply this ability to a psionic power or expend your psionic focus to apply this ability to the first melee attack you make during the round. At 6th level, this power point cost is reduced to 5 points and expending your psionic focus applies this benefit to all melee attacks you make during a round. At 9th level, when you use this ability your damaging powers deal 2 additional dice of damage to a target whose alignment differs from your own on one or more axis or make one additional attack at your highest bonus when you attack a creature whose alignment differs from your own on one or more axis.

2nd Personality Power: At 6th level, your presence inspires your allies, granting any allies within 30 feet of you a +2 morale bonus on attack and damage rolls. At 9th level, your presence also grants your allies a +2 morale bonus to their Armor Class and on saving throws.

3rd Personality Power: At 9th level, you gain a +4 bonus to confirm critical threats on creatures whose alignment differs from your own on both axis. This bonus, unlike most, stacks with other bonuses to your critical threat modifier.

Liar (+3 bonus on Bluff checks)
Influence: A liar psicrystal is a compulsive liar, even to their psionic companion. They often speak in riddles and are loathe to give away more information then they receive. Both sneaky and treacherous, you risk suffering the psicrystal's displeasure if you ever speak the truth about yourself to someone whose reputation with you is below friendly. (See Diplomacy).

1st Personality Power: At 3rd level, whenever you deal weapon damage to a feinted creature, you can spend a number of power points up to your Anchorite level to deal 1 additional point of damage to the creature. This effect is a mind-affecting ability. At 6th level, this damage increases to 2 additional points per power point spent. At 9th level, this damage can be dealt to creatures that are normally immune to mind-affecting abilities.

2nd Personality Power: At 6th level, your alignment becomes undetectable by any means and you become immune to any ability that would force you to tell the truth, such as a Zone of Truth spell. At 9th level, you become immune to all compulsion and charm effects and you can alter your alignment to any alignment you please by spending a swift action.

3rd Personality Power: At 9th level, you can spend 1 power point per feinted creature to cause them to stay feinted against you for 1 additional round. This is a mind-affecting ability.

Meticulous (+3 bonus on Search checks.)
Influence: Meticulous psicrystals are cautious beyond compare. They are prone to over analyzing situations and are content to debate with their masters over the proper power for a given job. You risk suffering the psicrystal's displeasure if you ever activate a trap unintentionally.

1st Personality Power: At 3rd level, you gain trapfinding as a Rogue and Search is always treated as a class skill for you. At 6th level, you add your Anchorite levels to your Listen, Search, and Spot skills as an insight bonus. At 9th level, you can take 10 on Listen, Search, and Spot checks even while under stress or in adverse conditions.

2nd Personality Power: At 6th level, you can spend 1 power point to turn invisible, as the Invisibility spell, for 1 round. You can spend up to 1 power point per Anchorite level, increasing the duration of this personality power by 1 round per additional power point spent. At 9th level, this ability is treated as a Greater Invisibility spell instead of an Invisibility spell.

3rd Personality Power: At 9th level, you deal an additional 2d6 points of damage creatures while you are invisible. This applies to both your weapon attacks and to psionic manifestations. This additional damage is treated as critical hit damage and does not affect creatures immune to mind-affecting abilities or critical hits.

Nimble (+2 bonus on Initiative checks.)
Influence: Nimble psicrystals are quick-witted. Their quick thinking allows them to react faster in most situations, and they think poorly of those who are slothful or lazy. You risk suffering the psicrystal's displeasure if you ever are the last to act during a round of combat.

1st Personality Power: At 3rd level, the bonus your psicrystal grants your initiative modifier increases to +4. At 4th level, you can add your Intelligence modifier to your initiative in addition to your Dexterity modifier. At 9th level, once per encounter you can reroll your initiative score. If you use this ability, you must accept the second result, even if it is worse.

2nd Personality Power: At 6th level, you gain a +2 bonus on attack rolls, damage rolls, and to your Armor Class against creatures whose initiative score is lower then yours. At 9th level, this bonus increases to +4.

3rd Personality Power: At 9th level, you gain the ability to act as if you were under a Haste spell for a number of rounds per day equal to your initiative modifier, including the bonuses granted by your nimble psicrystal's personality powers.

Observant (+3 bonus on Spot checks.)
Influence: Observant psicrystals are quite and sagely. They have an omniscent perspective of the world and tend to act beyond the needs of themselves or their masters. You risk suffering the psicrystal's displeasure if you are ever damaged while flat-footed during a surprise round.

1st Personality Power: At 3rd level, you can make Spot checks to find chinks in your foe's armor. As a swift action, you can make a Spot check (DC equals the creature's Armor Class). If you succeed on this check, you can ignore a number of points of armor bonus to the creature's Armor Class equal to your Anchorite level. At 6th level, you can also ignore the creature's shield bonus to the creature's Armor Class. At 9th level, you can also ignore the creature's natural armor bonus to Armor Class.

2nd Personality Power: At 6th level, whenever you are hit by a creature by a melee or ranged attack, you can make a Spot check as an immediate action to attempt to gain psionic insight against the attack. Use your Spot check result as your Armor Class against that attack if it is higher. This ability only applies to one attack and it can only be used once per encounter. At 9th level, this ability applies to all attacks directed against you during the turn this ability is used on.

3rd Personality Power: At 9th level, you can make Spot checks as a free action. You can only make a Spot check that you would normally require an action to make once per round. In addition, you can pay power points to increase your saving throws until the end of the turn by +2 per power point spent. This bonus cannot exceed your ranks in Spot.

Poised (+3 bonus on Balance checks.)
**Coming Soon**

Resolved (+2 bonus on Will saves.)
**Coming Soon**

Sage (+3 bonus on any one chosen Knowledge skill.)
**Coming Soon**

Single-Minded (+3 bonus on Concentration checks.)
**Coming Soon**

Sneaky (+3 bonus on Move Silently checks.)
**Coming Soon**

Sympathetic (+3 bonus on Sense Motive checks.)
**Coming Soon**

Body of Psychic Crystal (Su): An Anchorite's body has a sentience of its own in the form of the psicrystal that has embedded itself in the Anchorite's heart. Able to scaffold from your intelligence, the psicrystal gains the ability to manifest powers you know if you supply it with the psychic energy. At 2nd level, an Anchorite can spend a standard action to store 1 power point within their crystallized limb, plus one additional power point per three Anchorite levels they possess. Their limb can support a maximum number of power points equal to your Anchorite level. The Anchorite's psicrystal can use this energy to manifest either the Crystal Shard or Crystal Storm power. Doing so does not provoke attacks of opportunity and requires no actions on the Anchorite's behalf, but the psicrystal can never manifest more than one power per turn; however, the crystal can manifest its power regardless of whatever actions you take. For example, you can make a Flurry of Blows and the crystal can still manifest one of its powers. even though Flurry of Blows requires a full round action.

Despite its impressive abilities, a psicrystal cannot permanently hold on to this psionic energy. The psicrystal immediately loses all psionic power points an Anchorite stores within it after their daily allotment of power points is refreshed, be it from resting, being resurrected from the dead, or any other means by wish a character would regain their daily allotment of power points. An Anchorite cannot store power points from an outside source, such as from a cognizence crystal and no creature other than the Anchorite to which it is bound can store power points within the crystalline limb.

Crystal Apotheosis: As the Anchorite meditates on their newfound power, their psicrystal slowly creeps upon their body and transforms more and more of it into living crystal. By 5th level, this process has mutated the Anchorite's torso into living crystal, granting them additional benefits. The Anchorite gains Damage Reduction 5/magic and has a 50% chance to ignore additional damage from critical hits. In addition, their entire body vibrates with psionic energy, and as a standard action a psionically focused Anchorite can regain 1d4 power points. Doing so ends the Anchorite's psionic focus.

Mind Merge: As more and more of their body becomes living crystal, the voice of an Anchorite's psicrystal rings louder and louder through their bodies until their minds finally merge together, allowing the psicrystal's voice to vibrate clear in the anchorite's mind. At 7th level, this allows the psicrystal to aid the Anchorite in some ways. If the Anchorite fails a Will save against a compulsion, charm, or domination effect, the psicrystal grants them a saving throw at the start of each of the Anchorite's turns, even if they wouldn't normally be allowed a saving throw. In addition, the psicrystal's presence makes sorting the two mind's thoughts from each other, causing all mind-affecting powers to cost 1 additional power point. If this power point cannot be paid, the power fails to activate but no power points are spent. If this additional power point is spent, the psicrystal becomes psionically charge with it as if you had stored the point within the crystal yourself (see Body of Psychic Crystal, above).

** Coming Soon **

Playing an Anchorite of Bio-Crystal

** Coming Soon **

Anchorites of Bio-Crystal in the World


Shrae'Jallen's entire body felt heavy when he awoken. The candles he meditated by had gone out, and the sounds of angry murmuring crept through the desolate halls. He sat up and heard a large clang, looked down, and gasped. His left arm and his entire left half of his chest had turned crystallined; the same azure color that had overtaken Mindmarrow, the very psicrystal that was still visably lodged in the psion's heart.

Shrae'Jallen tried to move his crystalized arm, and found with surprise that it responded even quicker then his flesh-and-blood arm had. As the world spun around him, the song of battle awoke in Shrae'Jallen's heart, and one word psionically repeated itself in the young man's head over and over. (Vengeance.)

NPC Reactions

** Coming Soon **

Anchorite of Bio-Crystal Lore

** Coming Soon **

Anchorite of Bio-Crystal in the Game

** Coming Soon **

The Vorpal Tribble
2010-11-06, 10:12 PM
♫ Ohrwurm ♫
http://oi53.tinypic.com/20pv615.jpg (http://www.youtube.com/watch?v=bd2B6SjMh_w)

There is a song in my head, the most beautiful thing, that's ever been heard. It is the music of my mind, and the dirge of my dreams. It is all that gives sound to my soul. Not even in the heavens above shall I hear better what expresses that which is me. Ever does it change as I grow and learn, age and die. Though it play for eternity I shall never tire of the refrain. - Elaine DeVerinor


Often there is but only a slight difference between love and hate, partner and enemy, parasite and symbiont. Such is the whimsical way with music. What is beautiful to one is but noise to another. This tune might lift one up, while taking another one down. Regardless of personal preference however there are tunes that stick with you, repeating themselves endlessly whether you approve of it or not. For most it is alike to an earwig, burrowing into the brain, but a few are inspired by the tune and connect with it at an emotional level. The strongest of these take the tune and make it their own, growing it in their minds. Instead of harming, it adapts itself to the psyche of their host, and bonds with them. The tune awakens the mind to new heights while the music lives on. Where one ends and the other begins is impossible to determine. The music is the host, and the host is the music. Together they form the beautiful madness that is the Ohrwurm.

Becoming an Ohrwurm
The successful bonding of an Ohrwurm is a rare achievement. Only one who has a personal connection with the depths of their emotions and innate knowledge of their own inner beauty can embrace the musical psychosis without being intimidated or dominated by it. Only one possessing a deep bond with melody and its social twinings can properly understand it.
Seldom do any but those with levels in both Wilder and Bard meet the prerequisites.
What they make of this bond however ranges all scales. Some are hardly more than a psychotic disease carrier, while others tame both themselves and the tune so that it is nothing except benevolent.

Hit Dice: d6

Entry Requirements
Feats: *Disease Immunity (Ohrwurm)
Skills: Autohypnosis 4 ranks, Perform (sing or any instrument) 8 ranks
Special: Bardic Music ability; Wild Surge class feature; Must have contracted the Ohrwurm disease.
* Heroes of Horror, p. 121

Ohrwurm Psychosis
Spread by telepathic contact, Will DC (10 + half HD + Int or Cha modifier), incubation period one day, damage ohrwurm.
Ohrwurm is a psychic malady picked up after telepathic discourse with an exceptionally powerful intellect, leaving a sort of psionic ringing in the mind that disrupts telepathic communication. It is also passed by telepathic contact with one suffering from this affliction, such as the telepathy special ability or mind-affecting spells and powers or similar.
The victim becomes telepathically deaf, unable to send or receive telepathic communication, nor able to use psionic powers with the mind-affecting descriptor.
The secondary effect is 1d4 hours later the ringing forms into a melody lovely yet eerie beyond words that starts to play in the subject's mind. In addition to the previous symptoms, which remain, spellcasting, or concentrating on spells requires a Concentration check (DC = original DC) and the target takes a –2 penalty on initiative, skill checks, and ability checks for the duration. This state lasts for a number of days equal to the Charisma modifier of the carrier.

It can be cured by Psychic Chirurgery, but the manifester has a chance of contacting the malady in doing so (a roll of 1 on a six sided die means it has spread to the manifester). Reality Revision can also cure the Ohrwurm.

{table=head]Level|
Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day/Powers Known

1st|
+0|
+0|
+2|
+2|Bardic Music, Immunity to Depression, Ohrwurm Carrier, Sense the Song|+1 level of existing arcane spellcasting class or +1 level of existing manifesting class

2nd|
+1|
+0|
+3|
+3|Force of Personality, Soothing Thoughts|+1 level of existing arcane spellcasting class or +1 level of existing manifesting class

3rd|
+2|
+1|
+3|
+3|Mindful Melody, Quickened Contagion|+1 level of existing arcane spellcasting class or +1 level of existing manifesting class

4th|
+3|
+1|
+4|
+4|Mindsong Fusion|+1 level of existing arcane spellcasting class or +1 level of existing manifesting class

5th|
+3|
+1|
+4|
+4|Charmsight|+1 level of existing arcane spellcasting class or +1 level of existing manifesting class

6th|
+4|
+2|
+5|
+5|Addictive, Suffusing Euphoria|+1 level of existing arcane spellcasting class or +1 level of existing manifesting class

7th|
+5|
+2|
+5|
+5|Feed the Song|+1 level of existing arcane spellcasting class or +1 level of existing manifesting class

8th|
+6|
+2|
+6|
+6|Beautiful Distraction|+1 level of existing arcane spellcasting class or +1 level of existing manifesting class

9th|
+6|
+3|
+6|
+6|I Only Have Ears For You|+1 level of existing arcane spellcasting class or +1 level of existing manifesting class

10th|
+7|
+3|
+7|
+7|Soul Music|-[/table]

Class Skills
The Ohrwurm's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (arcane, local, psionics) (Int), Listen (Wis), Perform (any, chosen separately) (Cha), Speak Language (n/a), Spellcraft (Int), Psicraft (Int), Use Magic Device (Cha), Use Psionic Device (Cha)
Skills Points at Each Level: 4 + int modifier


http://oi53.tinypic.com/118di78.jpg

Class Features
All of the following are class features of the Ohrwurm prestige class.

Weapon and Armor Proficiency: Ohrwurms gain no proficiency with any weapon or armor.

Spells per Day/Powers Known: At each level except 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained unless specially noted. If you had more than one arcane spellcasting class before becoming an ohrwurm, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Alternatively, at each level except 10th, you gain new powers per day, an increase in manifester level, and powers known as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming an ohrwurm, you must decide to which class to add each level for the purpose of determining powers per day, manifester level, and powers known.
If you have both arcane spellcaster levels and manifester levels upon gaining a level as an ohrwurm, you must choose which class gains the benefit of this ability. You cannot increase both your spellcasting and manifesting levels. At each level that grants this ability, however, you can choose to improve either your arcane spellcaster level or your manifester level. Choosing one way does not restrict you you to the same choice when you gain your next level.

Bardic Music: Ohrwurm music follows the same rules as Bardic Music. Ohrwurm levels stack with bard levels for the purpose of determining how often a character can use bardic music. Ohrwurm levels do not stack with bard levels for determining which songs a bard has access to.

Quickened Contagion (Ex): At 3rd level an Ohrwurm may expend 2 uses of their daily bardic music to enhance the strength of their malady. The incubation time decreases to 1 hour, and the secondary affects to 1d4 minutes. If he expends 4 uses the incubation time is 1 minute, and the secondary effects 1d4 rounds. This enhancement lasts for a number of rounds equal to the Ohrwurm's charisma modifier.

Addictive: At sixth level, if an Ohrwurm spends 4 uses of their bardic music, the next creature that is infected by her particular type of music begins to show a mental addiction to the tune.

After complete recovery of infection, the character can go for a number of days without hearing it equal to 2 x his Wis mod (minimum 2 days), not including time spent sleeping, in trance, or the like. Even a whisper of the song is enough to fend off the addiction, such as from a touch of the Charmsight ability.
For each day the addicted individual forgoes hearing it over this time limit, they must make a Will save against a DC of 15 minus their Cha mod plus 1 for each previous save. If the save succeeds, the character takes 1d2 points of Wisdom damage, but does not have to make a save for another two days.
If the save fails, the addicted succumbs to the song and must put all the effort into seeking and locating the Ohrwurm. They may pause to eat, drink, or fight, but only as long as such pauses are necessary to their pursuit of the song.
This addiction can be cured by any addiction removing spells or affects, as well as the Psychic Chirurgery power.

Immunity to Depression: An Ohrwurm's song keeps her in a continuous state of high spirits. She is immune to all despair effects, such as from that of a Crushing Despair spell, depression affects, those that specifically remove morale effects, and similar.
No effect can remove or lower a morale bonus that affects an Ohwurm, the song reverberating with it. This morale bonus remains until the duration has ended and even then lasts for a number of additional rounds equal to the Ohrwurm's charisma modifier.

Ohrwurm Carrier: You take no penalties from the Ohrwurm disease, and gain the Carrier (http://www.giantitp.com/forums/showpost.php?p=1981539&postcount=2) (ohrwurm) feat except a disease curing ability or spell has no effect on your personal 'infection'. It has become permanently part of your mentality and you cannot be cured of it. Those who attempt to use a mind-affecting effect or contact you with any form of telepathy must succeed on a Will save (DC 10 + half HD + Cha mod) with each effect or each round of telepathic contact, or contract the Ohrwurm psychosis. You are yourself immune to the ohrwurm disease effects of others.

Sense the Song (Su): While psionically focused an Ohrwurm can telepathically hear the song of anyone infected with the disease, even if only in the incubation stage, up to a distance of 10 feet per level of Ohrwurm. This allows them to know the general location and direction, but they still have full concealment in regards to detecting them by Mindsight. The Ohrwurm may expend their psionic focus to pin-point their exact location for that moment.

Force of Personality: You gain Force of Personality (CAd, p. 109) as a bonus feat. If you already possess this feat you may instead choose any Bardic Music or Psionic feat to which you meet the prerequisites.

Soothing Thoughts (Ex): An Ohrwurm may use up a daily use of Bardic Music to adjust their inner song to calm their minds immediately after the results of a Wild Surge or Overchannel are known, negating the chance of Psychic Enervation or taking damage for that single use on your same turn. This use is immediate and the calming tune lasts for 1 round. As such, if you would use your Wild Surge or Overchannel an additional time that round you would automatically be immune to Psychic Enervation.

Mindful Melody (Ex): At 3rd level you may broadcast your bardic music mentally, and it loses the sonic descriptor but gains the mind-affecting if it didn't before. Thus your music is silent except to those you designate, and works underwater, in airless environs, or anywhere you could normally make telepathic contact. This even works on deaf targets. Those you mentally sing to must succeed on their save or contract the ohrwurm disease. You may use up a daily use of your bardic music to remove the disease from your mindsong before it affects the target. You cannot deafen or deal sonic damage through mental bardic music. Unless otherwise stated, it uses the same rules as standard verbal bardic music.
You may expend your psionic focus to gain a +4 bonus to your Performance check when performing mentally.

Mindsong Fusion: At 4th level an Ohrwurm's union of song and mind fully fuse. She may use her Wild Surge to gain a bonus to her caster level. This bonus is the same as she is capable when manifesting. If she would succumb to psychic enervation she loses a number of spells per day whose combined levels equal her CL. For instance a Wilder 4/Bard 3/Ohrwurm 4 who chose arcane progression for a CL of 6 could lose one 3rd level spell, and one 1st level spell, three 2nd level spells, six 1st level spells, or any combination.

Charmsight: At 5th level an Ohrwurm's song can no longer be contained, and begins to reach out beyond the confines of their head, a melody tickling at all nearby minds. She gains Mindsight as a bonus feat, out to the limits of her Sense the Song ability. Instead of sensing creatures with an Intelligence score, the Ohrwurm senses those with a Charisma score. She also no longer needs to retain psionic focus to know which mind she senses is infected. She must however retain psionic focus to pin-point those infected, but no longer must expend it.
As this song is able to be mentally heard by those it touches, an Ohrwurm may choose to silence it for a minute by making a DC 15 Autohypnosis check as a free action. She cannot use charmsight while silencing her broadcasting. She may restore it at any time.
The Ohrwurm malady cannot be spread through Charmsight.

Suffusing Euphoria (Ex): At 6th level an Ohrwurm's song brings her into a state of bliss, granting a permanent +1 inherent bonus on attack rolls, damage rolls, and saving throws. This bonus stacks with others, including the bonuses granted her by Bardic Music and Surging Euphoria. While maintaining psionic focus she also gains immunity to pain and fear.

Feed the Song (Ex): Whenever the Ohrwurm succeeds on a saving throw against an effect that incurs a penalty, or accepts an effect that grants a bonus, she may allow the effect to resonate in her music for up to the duration of the original effect. Once in her target's mind it begins anew, the duration equal to the original effect. If the effect only originally worked against 1 target, it now affects as many as the Ohrwurm can affect through her bardic music within the duration. If the duration is permanent it may be kept resonating within the song indefinitely, applying to every song. If the duration is instantaneous she may keep it within the song for a single round, and it may only be applied to a single indvidual effected by bardic music.

For instance, if the Ohrwurm gains a +2 morale bonus from a Bless spell from another source she can feed it into her music, both gaining its benefits and spreading it to others.
At 8th level she may do the same with any mind-affecting ability focused on her. For instance, if she saves against Mind Thrust, she may spread mind thrust through her song. Of it they succeed on a save against a Fear affect that causes one to become panicked for 4 rounds, she may feed it into her song for up to 4 rounds. Whenever one would become infected, they immediately are panicked for 4 rounds.

She may retain only one effect at a time. At 10th level she may retain up to 2.

Beautiful Distraction (Ps): At 8th level the mental volume of the Ohrwurm distracts all minds around her. This acts as a continuous Catapsi power out to the limit of their Sense the Song ability. Each time those in range attempt to manifest a power they must succeed on a Will save (DC 10 + Ohrwurm level + Cha modifier). Likewise, a caster must succeed on the same save or cast mind-affecting spells at -4 CL.

I Only Have Ears For You (Ex): At ninth level the song inside the Ohrwurm's head drowns out all outside influences. She gains immunity to mind-affecting effects.

Soul Music (Ex): At 10th level an Ohrwurm may spend ten uses of their bardic music to concentrate the totality of their being into their music. The next being successfully infected is affected as by the Mind Seed power, slowly taking on the Ohwurm's personality over the course of a week. XP cost applies. For every additional daily use of bardic music expended the cost is reduced by 100 XP.

In addition, if the Ohrwurm dies while a single being retains the ohrwurm's full personality, the ohrwurm may inhabit the target without requiring a save. If there are multiple infected the Ohrwurm may choose which to inhabit. The target then becomes, in all ways, the Ohrwurm before time of death as if it had had True Resurrection casted on it, the target retaining all the abilities inherent to the creature, plus their physical scores, but nothing gained from the class. The body effectively retains two souls but one mind. If the body dies so are both souls released. The original Ohrwurm may then inhabit another infected with its music. If the body is resurrected the specified soul returns. If the soul is not specified then the one with the highest original HD returns. There is no distance limit, and the Ohrwurm may even travel between planes to join with a new host.


http://oi53.tinypic.com/118di78.jpg

Playing An Ohwurm
You are no longer the person you used to be. You are the person you were meant to be. You heard a song, and it stayed with you, filling the empty places of your heart and mind with melody till you thought you would burst from it. You saw the world in a new light, filled with sound and felt a strength of self and a quickening of mind.

Combat: A Ohwurm powers and spells are enough to deter most would-be opponents, though few realize just how dangerous their music itself is. Most feel it is but a gift to share the musical bliss they experience, and many are hurt and confused when they are run out for being plague carriers.
Advancement: Be it caster or manifester, an ohwurm can master it. If not taking levels in the PrC more bard or wilder levels are normal, allowing them to come closer to song and self.
Resources: An Ohwurm is almost universally shunned when discovered what they are, even by former friends and family. However, once one hears the music it is alike to an addiction, and many exposed to it throw caution to the wind. They will do anything for the Ohwurm for but a brief whisper of that glorious melody.

Ohwurms In The World
That girl was so strange. I thought at first she had had a few too many nips of the bottle, but there was no scent of it about her. It was the music as she drunk on. It was mighty fine, I must say. Find myself still whistling it. Wouldn't mind hearing it again in fact... - Tim "Hops" Bailey, owner of the Gallowglass Tavern

"When you meet one of them, nodding or moving as if to a tune only they can hear, you either run, or run them through. Whatever you do, DO NOT LISTEN! Mark my words, the song will burrow within the ear and feed on yer til madness strikes you dead!" - survivor of the Gala orgy

Most find Ohrwurms fascinating, if not somewhat odd individuals. The faint melody of the tune that they possess enthralls even the hardest heart. Very few know how dangerous and devious the song really is. When they do, the infected are quarantined. Many will do anything to escape and return to the Ohrwurm. Those that don't succumb to madness.

Daily Life: Imagine if you would waking up to the best day of your life. Everything seems brighter, sounds sharper, smells more heavenly. Throw in the warmth of an alchoholic buzz and the thrill of a lover's lips. This is how an Ohrwurm feels all day, every day. Even great personal loss seem to have a silvered lining. Your own personal soundtrack plays in the background, highlighting what is already a perfect day in a long string of perfect days.

Notables: The most famous, or infamous, of Ohrwurms, was Vance Gala. Previously a gentleman of great wealth and reknown, it was not known where he picked up the malady. What is known is that within days he sold all his possessions and began to travel, seeing all the sights of the world. Though singing at opera and social event, his performances had always taken a backseat to business. Now music was his entire life, and as he traveled he spread it. At one point he was invited to perform within Harmon, one of the largest cities in the world. What occurred after was recalled in sketchy detail at best. Perhaps a large number of the inhabitants were latent psychics, or there was a special trait to his song. Regardless, the song spread through the city like a fire. The change it had over the inhabitants was varied and many. A great number went insane from their inability to continue hearing the song, while hundreds of others took off to find the departed bard. It became known as the Gala Orgy, a wildfire plague of lust and love that burned out the minds of its people.

Organizations: Ohrwurms are rarely found together except in uncivilized areas, for when any gather in numbers they are impossible to miss. In only one location is there known to be an uncontested organization. The Vale of Harmony. Here Ohrwurms master the song and their emotions, living in literal harmony with themselves and their surroundings.
Here they meditate to seek even deeper the meaning of the tune and keep it from spreading to others.

NPC Reaction
Ohrwurms are a living drug at best, and a plague at worst. Most don't understand their peril until it is too late, or are too entranced by the music to care.
The few knowledgeable enough of ohrwurms to know the signs will actively run them out, while others may fight for the ohrwurm against them. How the music is presented and how careful the ohrwurm is to prevent infection determines much.

Ohwurms In the Game
Foremost any ohrwurm player must take special precautions to never infect the players, and the ability to do so is available to the ohrwurm. Still, most ohrwurms are an unpredictable component in any team. Powerful and potentially of great use, but to be watched. They are basically a biological weapon ultimately capable of both miraculous and terrifying deeds.
Adaptation: As long as psionics are allowed in the game, there are few games where an Ohrwurm could not find a place easily. Even the Vale of Harmony is fluff that could readily be excluded if need be, or refluffed to be whatever you like. In the end an Ohrwurm is but a gifted yet virulent individual.
Encounters: Those that encounter an Ohwurm are likely to find them fleeing from a town, or their whereabouts being spread from ear to ear by their reverent fans.
They could be found anywhere, being entirely self-sufficient, either keeping away from civilization in the hope of quarantine, or reveling in their company and the chance to spread their joyous music.


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Elaine's Threnody (EL 11)
http://oi55.tinypic.com/29ymd84.jpg

It is a common fact that Ohrwurms are looked on as little more than plague carriers, and in many cases it is just. Their children however, while natural carriers, are able to control the spread, yet are greatly feared. Their beautiful ears are looked upon as a sign of the plague, like the rot of the leper or the tumors of the cancerous.

Some would like to see them forever destroyed and great pains have been taken to eradicate them by ignorant or angered groups. The worst of these attacks was the Harmony Cleansing. Several suicide volunteers were infected with a particularly vicious form of mindfire and traveled to the Vale of Harmony. There many touched their minds and were infected, and from those few it spread throughout the settlement. Many went insane and were forced to be put down. While weak they were attacked from afar, burning arrows starting forest fires and setting homes ablaze. The were eventually fought off, but left were only a percentage of the peaceful valers.

One of the greatest of the warriors was Elaine DeVerinor, a 1st generation okilei whom had never infected another in her life. She watched as her husband, insane from the mindfire, killed their children. Forced to kill him as he came at her with the knife, she then watched as her home burned, becoming the pyre of her family.

As she sat, no longer able to hear the beautiful melody of her loved ones, and only the pained fluting of her surviving people, something almost unheard of occurred. Her song changed.

The songs of her family that had become a part of the familial symphony were silent, and something twisted deep within her. Her mind, flooded with fevered anguish, snapped. A scream echoed through the valley, but nothing compared to the mental explosion. Many of the attackers fell dead, blood seeping from eyes and ears. Taking advantage she led the revolt and chased them from their lands.

While many attempted to rebuild the vale, Elaine would twist in the night, dreams of her children sending agonized melodies coursing through the village. She left shortly after being confronted with others who wished to help calm her mind. She did not want calmed, she wanted revenge.

In disguise she can be found in the town that attacked her people, posing as a traveling healer, spreading both mindfire and ohrwurm amongst the people that come for healing. Many have been blamed, but so far none have begun to suspect the devious DeVerinor. Those infected have become addicted to her song, and will do anything to keep her supply them. As such, they have not given away her secret, and will actively seek to infect any others she directs through sharing of her mindfire tatoos. Those that attempt to gain the secret from them through mind-affecting effects are also infected.

The players that come to the edges of the town are attacked by a cast out hoard of the insane, infected with both diseases.

Elaine DeVerinor
CN Female Okilei Wilder 4/Bard 2/Ohwurm 6
Init +2, Senses: Listen +10, Spot +0, Charmsight
Languages Common, Okilei
------------------------------------------------
AC 17 (+5 armor, +2 dex), touch 15, flat-footed 12, Elude Touch
hp 53 (12 HD)
Fort +4, Ref +12, Will +19
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Deep Crystal Dagger +10 melee (1d4+2 plus 2d6), Bow of Songs +12 ranged or +18 ranged (bardic music) (1d6/x3)
Base Atk +8, Grp +8
Atk Options Bardic Music (Countersong, Fascinate, Inspire Courage +1), Mindful Melody, Mindsong (bittersweet) Mindsong Fusion, Wild Surge +2
Combat Gear +2 Deep Crystal Harmonizing Dagger, Bow of Songs, Bracers of Armor +5
Supernatural Abilities

Psionics: Manifester level 10th. (Power Points per day = 54; Save DC 16 + power level):
1st - Create Sound, Vigor
2nd - Energy Push
3rd - *Mindfire
* From Complete Psionic

Spells: Caster level 5th. (Spells per day: 3/5/3; Save DC 16 + spell level):
0 - Ghost Sound, Lullaby, Mage Hand, Message, Minor Disguise, Prestidigitation
1st - Comprehend Languages, Hideous Laughter, Inhibit, Undersong
2nd - Enthrall, Tongues, Wave of Grief

-----------------------------------------------
Abilities Str 10, Dex 15, Con 12, Int 10, Wis 8, Cha 22
SQ Bardic Knowledge, Charmsight, Elude Touch, Psychic Enervation, Soothing Thoughts, Suffusing Euphoria, Surging Euphoria +1
Feats Carrier (http://www.giantitp.com/forums/showpost.php?p=1981539&postcount=2) (mindfire), Extra Bardic Music, Force of Personality(B), Disease Immunity (mindfire), Practiced Manifester, Scribe Tattoo
Skills Autohypnosis +8, Bluff +15, Diplomacy +24, Heal +6, Knowledge (psionics) +3, Listen +10, Perform (sing) +30, Sense Motive +10
Possessions 74,800 gp of 88,000 gp
+2 Deep Crystal Harmonizing Dagger (19,000 gp)
Songbow - 32,330
Bracers of Armor +5 - 25,000 gp
Circlet of Persuasion - 4,500 gp
Hat of Disguise - 1,800
Psionic Tatoos
- Vigor x2 - 100 gp
Crawling Tatoos
- Cloud Mind x3 - 900 gp
- Mindfire x10 - 7,500 gp
Vest of Legends - 16,000 gp


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Okilei
(Oh-kee-lay)

The Okilei are the children of humans who carry the child to term while the entire time infected with the Ohrwurm psychosis (see below). They share their mother's music in the womb, and for the first several years of life are comforted and sung to by it, but immediately upon birth they begin to form a song of their own. The child appears normal, except for a great enlargement and elaboration of their ears. Willful and filled with a complex and deep-set personality, they are rarely forgotten when met. They are sometimes feared and shunned by others, fearful of their spreading the beautiful psychosis that they hold within.

Personality: If there is anything an Okilei possesses, it's a personality. These range the full human gamut, but tend to be a little larger than life. They aren't so much more emotional than other humans, more that they are in tune with them, literally. Almost all Okilei are emotionally stable, and have a deep love of themselves. It is no obsession nor vanity, they simply know who they are as the best of themselves plays out in musical refrain from the depths of their heart.They are, in their own way, nearly always content, even their despair more of a bittersweet, romantic nature than crushing. The constant play of the song within their heads soothes and comforts.

Physical Description: Okilei vary as much as any human, though they tend to appear younger due to the lack of lines and flaws developed from stress and sadness, conditions almost alien to an Okilei. What truly distinguishes them however is their strange and wonderful organs of hearing.They may grow to several feet long, and develop intricate whirls, convolutions and extrusions. Each child's ear growth differs greatly from every other okilei. Whether these organs aid in the detection of the ohwurm song is as yet unknown. Okilei consider ears, especially those of their own race, the most beautiful physical feature of another.

Alignment: Okilei are rarely evil, being filled with too much beauty and inner satisfaction to succumb to the more base desires. It does occur, but infrequently. They also tend more towards chaotic alignments, valuing freedom greatly. Self-expression is what an Okilei live for. As such, chaotic good is the most common alignment.

Lands: Most Okilei are of the Vale of Harmony a land between two mountain ranges where an oddly musical wind often blows. Birds here are plentiful, and waterfalls roar in the distance. It is not a particularly picturesque location, chosen more for sound than sight. Colonized as a sort of retreat and quarantine by those infected by the Ohrwurm disease, it is alike to many other human settlements, except the music of mind, tongue and instrument can be heard throughout the day and night. Guard capable of dampening their song, or normal humans immune to the song, patrol the roads that lead into the valley to turn away visitors unprepared for the psychic cacophony.

Power Groups: Trying to control Okilei and the ohrwurm infected is, as the old expression goes, like trying to herd cats. Each being so strong of self and independent, it is a great undertaking. As such, diplomacy and the like is needed in almost all things, convincing the people to convince themselves. The individuals to do so are usually the most strong-willed of an already strong-willed people. They are known as the Maestro, who literally organize all the personalities and their music into a great orchestra of cooperation. The result appeals to most of the inflicted, enough so that they allow themselves to be themselves, but also part of the Grand Song.

Beliefs: The beliefs of the Okilei are as various as any human, though many Okilei find no need in celestial comfort. As such, only the devout who seek a deity for other reasons are known in the Vale. Religions that are oppressive or reject personal freedoms do not long last amongst the people however.

Languages: Okilei speak the language of their human parent in general, though also have a sort of orchestral sign-language, using tone and meter in their mental tunes to speak. Most however enjoy vocal speech for its own sake, and use it flavored or accompanied by a mental refrain. Only the Okilei are abel to master this language, even Ohrwurm's not able to decipher the intricate emotional overtones.

Names: Okilei have no given names, their song far more individual and specific than any name. However, they do enjoy making for themselves intricate names and sounds that appeal to them. They often will use these amongst non-okilei who do not easily hear their song. Many find these names to resemble Sylvan, though more for the inherent beauty in it as there is little to no intersection of the languages.


http://oi53.tinypic.com/118di78.jpg

Okilei Racial Traits
Wis -2, Cha +2: Okilei possess inherently strong personalities but tend to be rather whimsical and flighty.
* Humanoid (Human, Psionic): Okilei are humanoid creatures with the human and psionic subtype.
* Medium: As Medium creatures, okilei have no special bonuses or penalties due to their size.
* Okilei base land speed is 30 feet.
* Ohrwurm Carriers: Okilei are immune to the negative benefits of the Ohrwurm psychosis and are considered to have the Disease Immunity (Ohrwurm) feat (Heroes of Horror, p. 121). In fact, being born with it, it is literally an aspect of their personality. However, they cannot infect another until they have reached 5 HD. At that point the spread of the disease is at their discretion. Okilei have perfect control over their song and require no actions to repress its infectious qualities.
* Born Performer: An Okilei gains a +2 bonus to Perform checks and a +4 bonus to Listen checks. These are considered class skills.
* Emotional Strength: Okilei are a deep feeling people, but their emotions are theirs to control. They gain a +2 bonus to saves against fear effects and other abilities, powers and spells that deal specifically with emotion. Morale bonuses are also doubled for an Okilei.
* Immunity to Depression: Okilei are immune to all despair effects, such as from that of a Crushing Despair spell, depression affects, those that specifically remove morale effects, and similar.
* Naturally Psionic: Okilei gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* Mindsong: Okilei are defined partially by the song within. To others of their people it is as much a part of their appearance as face and form. All other Okilei can hear the song in another at a distance roughly equivalent to their sight and know the general direction of another okilei or one infected with Ohrwurm as one would a distant tune. They may pinpoint the source of the song within 10 feet.
Once per day an Okilei may make a Perform check to affect a single creature out to 10 feet per HD. This creatures must succeed on a Will save equal to their perform check or be affected by the song for 1 round/2 HD unless otherwise noted. The affect is dictated by the okilei's song, which is a facet of their personality. This song cannot be changed. Any bardic music feat may also be applied to this song, including Extra Music. They choose from the following:

Ardent: This music, like its host, is especially passionate. Those that hear the song may manifest a single power, or cast a single spell at +1 level.

Bittersweet: This is the closest an Okilei has to a darkminded or depressed member. Their music is beautiful, yet melancholy and tragic. This music brings tears that causes the Dazzled condition for 1 minute/2 HD.

Contemplative: This music makes it easier to concentrate. The one effected gains a +4 bonus to Concentration checks, and can gain Psionic Focus as a move action. Other sources that provide faster focus do not stack with this ability.

Dreamy: Those that hear this soft, comforting song must succeed on their save or be affected as by the Sleep spell (HD limit equal to Okilei HD).

Eccentric: This music is exceedingly strange and chaotic. If the target attempts to cast a spell or manifest a power they must succeed on their save or a random spell or power is instead triggered at random of the same level and still have prepared or available. There is a possibility of the correct power or spell being used.

Eclectic: Like their music, this individual's personality seems to change from day to day. They may choose a new song from this list each day, though their lack of conviction to the music causes its duration to be halved (minimum 1 round).

Eerie: This music puts one on edge, causing them to become Shaken.

Energetic: This lively music provides a +10 bonus to all speeds and a +1 bonus to all Fortitude checks.

Fierce: Impassioned and aggressive, the target of this music can make an extra attack each round at a -5 penalty.

Inspiring: This music comes from a helpful and encouraging individual, granting their target a +1 competence bonus on skill checks with a particular skill.

Provocative: This music is mocking and somehow insulting to its listener. They can provoke one to focus their attacks solely on them if they fail their save. This acts as the Goad feat (ComAd).

Rash: This music rapidly bolsters and enthuses others, granting a +2 bonus to attack rolls, but the same target also takes a -1 penalty to their AC.

Raw: This music, like its owner, is loud, crude and unrefined. When targeting another with their mindsong their target must make a save or take 1d4 points of non-lethal damage per 2 HD.

Seductive: This music is sultry and rich, filled with sensual overtones. Those that fail their save are affected as by Charm Person. Against non-humanoid targets this music grants the singer a +4 bonus to Cha-based checks.

Soulful: This music enhances resolve and determination. The target may attempt to reroll a save against any affect he is under. He can attempt the roll any time during the mindsong, but may only re-roll 1 save.

Subtle: This music isn't at first noticeable, but slowly builds and works at the target's mind, causing them to take a -2 penalty to Will saves.

Whimsical: This music is odd and somewhat unreal. The okilei producing it gains a 20 percent miss chance against attacks from the target. This 20 percent miss chance is not the same as concealment.

* Automatic Language: Common and Okilei. Bonus Languages: Any (other than secret languages, such as Druidic).
* Favored Class: Bard.
* Level Adjustment: +0

Xzoltar
2010-11-07, 08:32 AM
BATTLE MIND

http://i262.photobucket.com/albums/ii99/lythonv66/psylocke.jpg

Mind is a extension of my arm, in fact its my most powerful weapon and you're about to see it in actiont

A Battle Mind is a individual who have learn martial techniques on the battlefield and have studies how the mind work in school and tomes. The have the power to focus their mind on a way no other psionic beeing can even dream of doing.

BECOMING A BATTLE MIND
When they learn they have the spark, people have to decide if they want to go the scolar route of the psion or the battle way of the Psychic Warrior. But sometime, some can't decide and choose to learn from both disciplines, those gifted enough learn how to blend the two together and start studying the way of the Battle Mind.

ENTRY REQUIREMENTS
Base Attack Bonus: +3
Skills: Knowledge (Psionics) 8 rank, Concentration 8 ranks and Autohypnosis 4 ranks
Feats: Psicrystal Affinity, Psicrystal Containment
Manifesting: Able to Manifest 2nd level powers and acess to one psionic discipline and the powers of the Psychic Warrior list.

Class Skills
The Battle Mind's class skills (and the key ability for each skill) are Autohypnosis (Int), Concentration (Con), Craft (Int), Knowledge- Psionics (Int), Profession (Wis) and Psicraft (Int)
Skills Points at Each Level: 2 + int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Psicrystal Weapon, Combined Studies|-|+1 Psychic warrior level

2nd|
+1|
+3|
+0|
+3|Enhanced Discipline|+1 Psion|+1 Psychic warrior level

3rd|
+2|
+3|
+1|
+3|Psicrystal Customization|+1 Psion|+1 Psychic warrior level

4th|
+3|
+4|
+1|
+4|Enhanced Discipline (Focused)|+1 Psion|+1 Psychic warrior level

5th|
+3|
+4|
+1|
+4|Psicrystal Armor|+1 Psion|+1 Psychic warrior level

6th|
+4|
+5|
+2|
+5|Dual Focus|+1 Psion|+1 Psychic warrior level

7th|
+5|
+5|
+2|
+5|Psicrystal Customization|+1 Psion|+1 Psychic warrior level

8th|
+6|
+6|
+2|
+6|Enhanced Discipline (Unfocused)|+1 Psion|+1 Psychic warrior level

9th|
+6|
+7|
+3|
+7|Psicrystal Entity|+1 Psion|+1 Psychic warrior level

10th|
+7|
+7|
+3|
+7|Battle Minded|-|+1 Psychic warrior level[/table]

Weapon Proficiencies: The Battle Mind dont get any new weapon profiency.

Combined Studies (Su): Your Psion and Psychic warrior level stack for the purpose of your Manifester level for both manifesting classes. Your manifester level cannot go above your total hit dice from the result of this ability. From now on you can use your best mental attribute for manifesting the power of both your Psion and Psychic Warrior manifesting.

Psicrystal Weapon (Su): The Battle Mind learn to use the Psicrystal Containment from is psicrystal to transform it in a psychic blade that act as a Short Sword (1d6 Damage, 19-20 x2 Critical, 10 Hardness, 10 Hit Points) the weapon is considered Psionic and Magic for the purpose of overcoming damage reduction. The Battle Mind may take [Mindblade] feats to improved is psicrystal weapon. The Blade gain a Enhancement bonus of +1 per every 4 Manifester level (maximum +5 at 20th Manifester level). While in this form the Psicrystal can't act on is own and if he ever lose is focus he is return to is psicrystal form.

Psicrystal Armor: The Battle Mind learn to use the Psicrystal Containment from is psicrystal to transform it in a suit of psychic armor that act as a Chain Shirt or Chainmail or a Fullpate (you choose the armor type when your Psicrystal gain the focus). The Armor gain a Enhancement bonus of +1 per every 4 Manifester level (maximum +5 at 20th Manifester level). While in this form the Psicrystal can't act on is own and if he ever lose is focus he is return to is psicrystal form. The Psicrystal can't take the Psicrystal weapon and armor form at the same time by himself, however if the Battle Mind desire so, he can use one of is focus to transform the Psicrystal in both a Weapon and a Armor at the same time. The transformation last as long of both the Psicrystal and the Battle Mind are Focused.

Psicrystal Entity: The Battle Mind learn to use the Psicrystal Containment from is psicrystal to transform it in a Psychic Warrior that act as a Astral Construct (Level equal to your Battle Mind level -1 and under the effect of a power similar to a Schism (http://www.d20srd.org/srd/psionic/powers/schism.htm)). The Psicrystal can't take the Psicrystal weapon, armor and entity form at the same time by himself, however if the Battle Mind desire so, he can use one or both of is focus to transform the Psicrystal in a Weapon, a Armor or a Entity at the same time. The transformation last as long of both the Psicrystal and the Battle Mind are Focused. If the Psicrystal is Destroy while in Entity form he can't take the entity form until the next encounter.

Dual Focus: The Battle Mind gain another instance of Psionic Focus (http://www.d20srd.org/srd/psionic/skills/concentration.htm#gainPsionicFocus), but the DC to ready your second Psionic Focus is increase by +5. Every feat that need you to be focused or that let you expand your psionic focus for greater effect have their effect doubled if you expand both focus at the same time. For example if you expand both focus on Inquisitor feat you gain a +20 bonus instead of +10, while you have both psionic focus ready your speed is increase by 20ft from Speed of Thought. Some of the Battle Mind class feature require one or both psionic focus.

Psicrystal Customization: Every time you gain this ability you choose a feat for your Psicrystal Weapon Form, one for your Psicrystal Armor Form and your Psicrystal Entity form, from the list below. As long as your Psicrystal is in one or more of these form he gain the feat for theses forms. Whenever you recover your power points you may choose to change your Psicrystal Customizations.
- Weapon List: Weapon Focus, Weapon Specialisation, Weapon Finesse, Greater Weapon Focus, Greater Weapon Specialisation, Melee Weapon Mastery, All [Mindblade] feats.
- Armor List: Deflective Armor (RS), Energize Armor (CP), Greater Heavy Armor Optimization (RS), Heavy Armor Optimization (RS), Invest Armor (CP), Armor Specialisation (PHB2), All [Mindarmor] feats.
- Entity List: All [Fighter] Feat. All [Construct] Feats

Enhanced Discipline: The Battle Mind continue is studies of is chosen discipline and gain various abilities depending of witch one he have choose to focus one. The Enhanced effect is in effect at all time and the Focused effect is active while he have at least one Psionic Focus, finally the Unfocused effect is active when he have no focus readied.

- Clairsentience
Enhanced; As a Free action once per round you gain a +1 insight bonus per 5 Manifester level that you can apply to any attack, damage, saving throw, or skill check you make, you can choose to use this bonus after rolling if you wish. .
Focused: You are under the effect of the Sensitivity to Psychic Impressions (http://www.d20srd.org/srd/psionic/powers/sensitivitytoPsychicImpressions.htm) power.
Unfocused: You are under the effect of the Psionic True Seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) Power.
Battle-Minded: Once per round you can manifest the Fate of One (http://www.d20srd.org/srd/psionic/powers/fateofOne.htm) power without using any power points.
- Metacreativity
Enhanced; When you manifest a Power with the (Creation) subtype you reduce the augmentation cost by -1 per 5 Manifester level (cannot be reduced below the base cost power)
Focused: You may use the effect of the Psionic Fabricate (http://www.d20srd.org/srd/psionic/powers/fabricatePsionic.htm) power at will while focused.
Unfocused: Each time the Battle Mind is struck by a Weapon, a Psychic Weapon of the same type manifest and attack the wielder once before vanishing. The Weapon attack with a BaB of +1 per Manifester level and use the primary manifesting attribute of the Battle Mind instead of Strength.
Battle-Minded: Everyday you create one Astral Seed (http://www.d20srd.org/srd/psionic/powers/astralSeed.htm) (if you still had one in existance, this one vanish), instead of growing in 10 day, it take 24 hour to grow your new body.
- Psychokinesis
Enhanced; The Battle Mind may convert 2 Pts of Energy Damage per Manifester level he deal with is Psionic Power to instead deal Force damage.
Focused: You are under the effect of the Specified Energy Adaptation (http://www.d20srd.org/srd/psionic/powers/energyAdaptationSpecified.htm) power (you choose the Energy type when you gain your Psionic Focus).
Unfocused: You received a Damage Reduction of 1/- per 5 Manifester level.
Battle-Minded: You are under the constant effect of a Reddopsi (http://www.d20srd.org/srd/psionic/powers/reddopsi.htm) power versus any hostile power.
- Psychometabolism
Enhanced; You gain a Fast Healing of 1 per 2 Manifester level.
Focused: You are under the effect of the Chameleon (http://www.d20srd.org/srd/psionic/powers/chameleon.htm) power.
Unfocused: Every round you inflict 1 of Damage per 5 Manifester level to every hostile creature within 30ft.
Battle-Minded: You can use Fusion (http://www.d20srd.org/srd/psionic/powers/fusion.htm) at Will with your Psicrystal or Psicrystal Entity form.
- Psychoportation
Enhanced; You gain +10ft to your base speed per 5 Manifester level.
Focused: You are under the effect of the Levitate (http://www.d20srd.org/srd/spells/levitate.htm) power.
Unfocused: Every Extraplanar creature that Strike you in Melee suffer the effect of a Psionic Banishment (http://www.d20srd.org/srd/psionic/powers/banishmentPsionic.htm)
Battle-Minded: You can become Ethereal at will as the Ethereal Jaunt (http://www.d20srd.org/srd/psionic/powers/etherealJauntPsionic.htm) power.
- Telepathy
Enhanced; You gain Telepathy 10ft per Manifester level.
Focused: You are under the effect of the Read Thoughts (http://www.d20srd.org/srd/psionic/powers/readThoughts.htm) power.
Unfocused: You are under the effect pg the Cloud Mind (http://www.d20srd.org/srd/psionic/powers/cloudMind.htm) power that can affect 1 person per 5 Manifester level.
Battle-Minded: You gain the constant effect of a Mind Blank (http://www.d20srd.org/srd/psionic/powers/mindBlankPsionic.htm) power that even affect spells and powers of divine origine. Finally every time your Mind Blank protect you from one such power the target suffer the effect of a Mind Thrust (http://www.d20srd.org/srd/psionic/powers/mindBlankPsionic.htm) power manifest with as many power points as you have Manifester level.

Battle-Minded: The Battle Mind have reach the Pinacle of is power and as such is two power known list fused together. He also combine is two Power Points Pool to form one. Every time he gain a level increase for is Psion manifesting class, he also gain a level increase for is Psychic Warrior class. He also gain the Battle-Minded power of is chosen Discipline.

PLAYING A BATTLE MIND
The Battle Mind love combat in the front line even if he's not as strong as a Fighter, he compensate by the vast amount of psychic power at is disposal.
Combat: The way a Battle Mind fight depend a lot on is discipline, but it usally involved is Psicrystal in some kind of form.
Advancement: Most Battle Mind continue their training with psionic, a lot of them continue with the Illithid Slayer prestige class.
Resources: Depending is the Battle-Mind is a self tought or from a organisation its ressource can vary a lot.

BATTLE MIND IN THE WORLD
A Battle Mind seem to be able to fight all day long without beeing out of ressources. !

Fighter or Psion, must can't find what a true Battle Mind is, some prefer to fight in melee, other to use their psychic power and reserve their combat abilities as a surprise.
Daily Life: Most Battle Mind search for battle that let thm express their true power, one of both mind and weapon. They often hunt other psionic creature such as Illithids.
Notables: Maruti is the leader of a troops of Battle Mind Elan called Zhankar. She is devoted in hunting Illithids all across planes and dimensions.
Organizations: Most Battle-Mind belong the the Elan organisation known as Zhankar, devoted to protecting Elan interest across the multiverse, they are often hunted by Illithid who want to discover their secrets with the mind.

NPC Reaction
Most npc are going to react to a Battle Mind the same way they do for a Psychic Warrior.

BATTLE MIND IN THE GAME
A Battle Mind usally fullfill the melee or blaster type archetype, some do both, so other try to be everything at once.
Adaptation: Having no real tie t any organisation, the Battle Mind can easly fit in any world where psionic exist.
Encounters: A typical encounter with a Battle Mind will involve a lot of Fighting in close combat.

Sample Encounter
Maruti may be encountered while travelling to kill Illithids.
EL 19: Maruti is hunting a band of Mind Flayers that have kidnap another Battle Mind, they want to study their victime, Maruti is ready to do anything to save her friend and she may think tha the party of PCs are on her way and must be defeat if she want to continue her rescue operation.

Maruti
LE, Female, Elan, Psychic Warrior 2 / Psion 3 / Battle Mind 10 / Illithid Slayer 4
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
Powers Knowns (ML 18, PP 324)
7th: xxx, xxx, xxx
6th: xxx, xxx, xxx
5th: xxx, xxx, xxx, xxx, xxx, xxx, xxx
4th: xxx, xxx, xxx, xxx, xxx, xxx, xxx
3rd: xxx, xxx, xxx, xxx, xxx, xxx, xxx
2nd: xxx, xxx, xxx, xxx, xxx, xxx, xxx
1st: xxx, xxx, xxx, xxx, xxx, xxx, xxx, xxx
Supernatural Abilities
-----------------------------------------------
Abilities Str 14, Dex 10, Con 14, Int 22, Wis 12, Cha 8
SQ
Feats
Skills
Possessions

NEW FEATS

Improved Psicrystal Armor
Requirement: Psicrystal Armor
Effect: When you Psicrystal adopt this form he gain +2 level worth of Amor ability chosen from this Armor Enhancement list below.

Improved Psicrystal Weapon
Requirement: Psicrystal Weapon
Effect: When you Psicrystal adopt this form he gain +2 level worth of Weapon ability chosen from the Weapon Enhancement list below.

Greater Psicrystal Armor
Requirement: Improved Psicrystal Armor
Effect: When you Psicrystal adopt this form he gain +2 level worth of Amor ability chosen from this Armor Enhancement list below.

Greater Psicrystal Weapon:
Requirement: Improved Psicrystal Weapon
Effect: When you Psicrystal adopt this form he gain +5 level worth of Weapon ability chosen from the Weapon Enhancement list below.


Armor Enhancement List
Enhancement Cost (+1): Landing, Floating, Light Fortification, Quickness, seeing, Silent Moves, Slick
Enhancement Cost (+2): Acid Resistance, Cold Resistance, Electricity Resistance, Fire Resistance, Power Resistance (13), Spell Resistance (13)
Enhancement Cost (+3): Ectoplasmic, Invulnerability, Moderate Fortification, Gleaming, Power Resistance (15), Spell Resistance (15)
Enhancement Cost (+4): Improved Acid Resistance, Improved Cold Resistance, Improved Electricity Resistance, Improved Fire Resistance, Power Resistance (17), Spell Resistance (17)
Enhancement Cost (+5): Heavy Fortification, Power Resistance (19), Spell Resistance (19)


Weapon Enhancement List
Enhancement Cost (+1): Defending, Dissipater, Flaming, Frost, Ghost Touch, Keen, Lucky, Mighty Cleaving, Power Storing, Psychokinetic, Shock, Sundering, Vicious.
Enhancement Cost (+2): Anarchic, Axiomatic, Collision, Flaming Burst, Holy, Icy Burst, Mindcrusher, Psychokinetic Burst, Shocking Burst, Supression, Unholy, Wounding
Enhancement Cost (+3): Bodyfeeder, Mindfeeder, Soulbreaker
Enhancement Cost (+4): Brilliant Energy
Enhancement Cost (+5): Coup de Grace, Vorpal


DESIGNER NOTE'S
> [Mindarmor] and [Construct] Feats are type of feats that exist in my campaign world, you may add any feat that improved Armor, Mindblade, Golem, Construct and Warforged to theses lists.

Eloel
2010-11-07, 11:46 AM
Combining Swashbuckler with Ninja
NINJA PIRATE ZOMBIE ROBOT

http://losstarot.org/artwork/sketchbook2/NinjaPirateZombieRobot1.jpg

Yarr, brains!
A Ninja Pirate Zombie Robot (hereafter referred to as NPZR) trains in the ways of high-seas and stealth, mastering and channeling taint in itself on the training.

BECOMING A CLASS NAME
Usually a warforged becomes a NPZR when they're exiled due to their taint. There are some Warforged who choose to be a NPZR, trying to keep away from society to not spread their taint.

ENTRY REQUIREMENTS
Race: Warforged
Feat: Tomb-Tainted Soul
Special: Sudden Strike +2d6,
Insightful Strike

Class Skills
The NPZR's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently
(Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).

Skills Points at Each Level: 6 + int

Hit Dice: d8

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

1st|
+0|
+0|
+2|
+0|Ninja Pirate, +1d6 Sudden Strike
2nd|
+1|
+0|
+3|
+0|Zombie Robot

3rd|
+2|
+1|
+3|
+1|Ninja Zombie, +2d6 Sudden Strike

4th|
+3|
+1|
+4|
+1|Pirate Robot

5th|
+3|
+1|
+4|
+1|Ninja Robot, +3d6 Sudden Strike

6th|
+4|
+2|
+5|
+2|Pirate Zombie

7th|
+5|
+2|
+5|
+2|Ninja Pirate Zombie Robot, +4d6 Sudden Strike
[/table]

Weapon Proficiencies: A NPZR retains all proficiencies it already had, and gains no new proficiencies.

Ninja Pirate (Ex):
Whenever on a ship, a NPZR gains his Intelligence modifier (upto his class level) as a bonus on his AC, his Initiative and his Hide and Move Silently checks.

Zombie Robot (Ex):
A NPZR of second level only takes half damage (and healing) by anything that specifically targets constructs. He also gains +4 to his saves against non-damaging spells that target constructs.

Ninja Zombie (Ex):
Whenever a third level NPZR successfully hits with a Sudden Strike, he gains temporary hit points equal to the number of dice he has in Sudden Strike. (e.g, if he has +4d6 Sudden Strike, he gains 4 temporary hitpoints) If the strike kills the target, he instead gains twice that as temporary hitpoints. These temporary hitpoints stack with each other, but has a total count. At any point, you can't have more temporary HP than you have HD due to this ability. These temporary hitpoints dissipate after 1 hour after you last use this ability.

Pirate Robot (Ex):
A NPZR of 4th level gains the ability to sense treasure within 50ft per class level (or his ship, if that's bigger and he's on the ship). He can sense the direction of every single valuable metal (including but not limited to: gold, platinum, adamantine, cold iron) piece as a swift action. If he uses a full round action to concentrate on it, he can pinpoint all such pieces for an instant. The metal need not be in the shape of a coin, it can be of any size and shape.

Ninja Robot (Sp):
At 5th level, a NPZR can change color to fit the environment. Once per class level per day, a NPZR can use Superior Invisibility as a Spell-Like Ability. This Superior Invisibility lasts a # of rounds equal to the character level (not class level) of the NPZR.

Pirate Zombie (Ex):
A NPZR of 6th level can't be killed by normal means. He still gets disabled by falling to -1 damage, but he doesn't die by hitpoint damage. If he's dealt Good damage, he loses this ability for 1 round.

Ninja Pirate Zombie Robot (Su):
At 7th level, a NPZR gains a gaze attack upto 60ft. Enemies that fail a DC HD+Int Modifier Will save are stunned for 1 round. Unlike normal gaze attacks, using a standard action to direct this gaze attack results in 2 beams targeting the intended target, each being a ranged touch attack (with 200ft maximum range, getting a -1 penalty to attack roll for every 20ft after the first). The enemy must save against each beam seperately, or be stunned for 1 round per hit. (So, failing against both means being stunned for 2 rounds)

PLAYING A NPZR
A NPZR loves to strike first, and strike unseen. When he's seen, a NPZR tends to retreat and wait for a more opportune moment.
Combat: In a NPZR's typical battle, the NPZR will sneak to an enemy (detecting it by the gold on it), do a surprise attack on him, win initiative and full-attack him. Usually, the enemy dies by then. In case he doesn't, and he's not stunned by the gaze, the NPZR's AC bonus and temporary HP will help him survive the first round of attacks, after which he retreats into hiding, looking for an opportune moment to restrike.
Advancement: A NPZR has many options after he's done with this class. Furthering Ninja or Swashbuckler classes are always an option, though Dread Commando and Dread Pirate PrCs are also options for the NPZR.
Resources: A NPZR can only rely on himself and his crew, because he tends to be an exile, either by choice or by force.

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

Fable Wright
2010-11-07, 06:53 PM
Knight of the Forbidden Gate

http://fc01.deviantart.net/fs16/i/2007/183/e/0/G_E_N_E_R_A_T_I_O_N_by_ravenousdarkhart.jpg

My mind is the gate.
Through it, madness unbidden
Comes forth, seeping doom.

My lance is the key;
A focus to restrict it,
And to grant passage.

I, The Gatekeeper,
Control the flow of madness,
Though it controls me.

-Elissa, Scion of the Mad,
Knight of the Forbidden Gate


Ages ago, when the Elder Elves first came to pierce a hole from this realm to the far realms, they doomed themselves. By drawing the attention of the denizens of that realm, they opened a permanent gate between the worlds. It cannot be sealed, for as long as knowledge of the far realms exists, it is linked to our multiverse. However, most contact with the far realms had ceased. Most who know of it attribute it to spectacular feats of magic, and the race sacrificing itself in order to seal the portal. This was a lie. The race was wiped from the multiverse by their curiosity, and the beings from the far realms came into our worlds in greater and greater numbers. The thing that truly closed the portal was the establishment of the Order of the Knights of the Forbidden Gate. They were normal humans and elves who had been touched by the far realms; they retained their sanity, for the most part, and lived. But in their brains, a cyst connected to the far realms was created, and these poor souls were used as secondary gates. However, people with these cysts within them eventually built up a resistance to the powers. By focusing their will, they were able to restrict the flow of energy from the far realms. Eventually, a group of these people who had managed to control the flow of energy, called True Xenotheurges, got together. They wanted to seal the gate to the far realms once and for all, but their individual wills were barely able to contain the small portal within their own minds. After much deliberation and experimentation, they realized a startling fact- that they didn’t have to bear all of the madness seeping into their minds by themselves. Rather, they were able to turn objects into foci to store the energy from the far realms. The bigger the object, in general, the more energy it was able to contain. It was decided that they would use lances, being amongst the largest weapons that could be wielded, to be the standard weapon for the organization. Able to finally restrict the flow of energy from the far realms from within their own minds, they used their newly-found abilities to store the powers of the aberrations in their lances, weakening the connections between the beings and the multiverse itself. Over time, the denizens of the far realms were unable to maintain a connection with the plane once they were on it, and it became harder and harder for them to cross through the portal. Eventually, they were unable to maintain a presence in the multiverse altogether, and soon lost interest.

The Order remained though, albeit in reduced numbers. The threat had passed, and many of its members returned to their old lives. However, some of them remained as stewards of the knights. A certain number of knights always had to remain in the world in order to prevent the portal from ever reopening. Speaking through dreams, the stewards found promising new recruits, and trained them in the art. They would pass on the techniques, and the lore of the Order. Through these new trainees, the order would be maintained even after the death of the elder members. Ideally, this way, the Order would be preserved, and the multiverse kept safe, in addition to allowing new ideas and abilities to influence the Order. One such innovation was the idea of creating additional foci. While a knight might only ever have one lance-focus, it was possible for them to attain additional foci. Eventually, they found that they were able to use other animals, even people, as foci. However, the most efficient creature was the dragon. Most other beings would go insane after just a few days after being converted into a focus, but dragons had the same willpower as the knights. Over time, the Order adopted the idea of using dragon companions as additional foci, although not so much as the lance was. Even with this added later of protection, motes of energy would occasionally seep through into this multiverse, although the knight’s combined will is enough to block out the largest entity of the far realms.

However, in practice, the Knights were actually mentally damaged. Although the foci negated the brunt of the impact, many of the Knights would, over time, become mentally unstable. Many avoided this fate, but most members broke down at some time or other. Their connection to the portals earned them a perilous position: they were able to control the flow of energy to and from the far realms. This connection worked in two ways: They could keep the energies and creatures out of the world, or they could invite them in. The more the Order drew upon the will of any particular Knight, the larger the entity that knight could draw through. They obtained the position of gatekeeper, able to determine what can and cannot cross the boundaries between the far realms and this realm. With their lance-foci, they were able to pierce into the fabric of nature, allowing energy and entities to enter the world. They also were equipped to block them. The gate between this world and that of the far realms is entrusted in the hands of a group of mentally unstable warriors whose numbers dwindle every year, who constantly allow more and more energy from the far realms to enter the multiverse as their faith in their original principles begins to fade.

May the Gods help us all.

Becoming a Knight of the Forbidden Gate
One being chosen to become a Knight of the Forbidden Gate is an extraordinarily rare event. Those who are connected to the Far Realms, such as those with the curse of Xenotheurgy, and have the will to combat it's powers, rather than submitting to them, are often called into service. Those who have proficiency with the lance, the chosen weapon of the Order's Knights, and the ability to use it while retaining speed, mobility, and defence are also chosen, as they have the skill needed to face the horrors of the far realms in single combat. Those who are chosen by the Order receive messages through their dreams; teaching them how to control the power of the far realms, or how to square up against them in single combat. Those who heed these dreams and become proficient with both the lance and powers of the far realms are drafted into the service of the Order as Knights of the Forbidden Gate.

ENTRY REQUIREMENTS
Feats: Iron will
Skills: Jump 6 ranks, Knowledge (The Planes) 4 ranks, Knowledge (arcana) 4 ranks
Special: Subverted Insanity 1/day, Lancet + 2d6, Must own a Lance
(Note: The first two requirements are class features from the Xenotheurge (http://www.giantitp.com/forums/showthread.php?t=122103) class and the Limit Dragoon (http://www.giantitp.com/forums/showthread.php?t=168962) class.)
Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (DEX), Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Intimidate (CHA), Jump (STR), Listen (WIS), Knowledge (arcana) (INT), Knowledge (dungeoneering) (INT), Knowledge (history) (INT), Knowledge (the planes) (INT), Ride (DEX), Search (INT), Spot (WIS), Survival (WIS), Tumble (DEX), Use Magic Device (CHA).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Limit Breaks/Xenotheurgy

1st|
+0|
+2|
+0|
+2|Lesser Breaks, Catalyst +1 |+1 Xenotheurge level/+1 Limit break level

2nd|
+1|
+3|
+0|
+3|Pierce +1d6, Open the Gate (Amoebic Crawler)|+1 Limit break level

3rd|
+2|
+3|
+1|
+3|Catalyst +2, Mutation, Surge of Madness, Reduce the Gates|+1 Xenotheurge level/+1 Limit break level

4th|
+3|
+4|
+1|
+4|Greater Breaks, Pierce +2d6, Between the lines|+1 Limit break level

5th|
+3|
+4|
+1|
+4|Catalyst +3, Store the Madness, Restrict the Aether|+1 Xenotheurge level/+1 Limit break level

6th|
+4|
+5|
+2|
+5|Pierce +3d6, Mutation, Open the Gate(Kaortic Hulk)|+1 Limit break level

7th|
+5|
+5|
+2|
+5|Dark Breaks, Catalyst +4, Close the Gate|+1 Xenotheurge level/+1 Limit break level

8th|
+6|
+6|
+2|
+6|Pierce +4d6 Space between the seconds|+1 Limit break level

9th|
+6|
+6|
+3|
+6|Catalyst +5, Mutation, Reverse the Gate|+1 Xenotheurge level/+1 Limit break level

10th|
+7|
+7|
+3|
+7|Gate of Madness, Pierce +5d6, Open the Gate (Nightseed)|+1 Limit break level[/table]

Weapon Proficiencies: A Knight of the Forbidden Gate does not gain any proficiency with any weapons or armor.

Class Features:
Breaks/Murmurs: A Knight of the Forbidden Gate adds his class level to his Limit Dragoon level for the purposes of determining the maximum number of limit breaks they know, the highest level limit break they can use, their effective limit dragoon level for the purposes of calculating the damage and duration of their limit breaks, and the maximum size of their limit gauge. In addition, a Knight of the Forbidden Gate adds ˝ their class level (rounded up) to their Xenotheurge level for the purposes of determining the highest level breach that the Xenotheurge can use, their effective level when determining damage and other effects caused by breaches or incursions, and the number of murmurs and disturbances possessed by the character.
Catalyst: At first level, a Knight of the Forbidden Gate bonds with one lance that he owns. This lance must be a +1 or higher magic item. The Knight may, during a ritual that lasts for 24 hours, choose to bond with his lance and imbue his weapon with magical properties. At the end of this ritual, the Knight sacrifices an amount of XP and grants the weapon a magical enhancement bonus and/or special abilities, as seen on the table below. At any time, they may choose to imbue more properties within their lance. In this case, they must pay a number of experience points equal to the difference between the points already paid and the number of experience points needed for the next augmentation of the lance. (For example, if a Knight of the Forbidden Gate wanted to increase the bonus of his weapon from +2 to +3, he would pay 200 exp points; 360-160 points.)
{table=head]Class level | Weapon Bonus | Minimum XP cost
1st|+1|40
2nd|+1|40
3rd|+2|160
4th|+2|160
5th|+3|360
6th|+3|360
7th|+4|640
8th|+4|640
9th|+5|1000
10th|+5|1000
[/table]
However, the powers come at a cost. As this lance is the focus to control the energy from the far realms, each day that the knight does not have it, each active murmur that the Knight possesses is increased by one, and he suffers a cumulative -1 penalty to all will saves each day he does not have access to his lance. These penalties stop accumulating when he reacquires his weapon, and the penalty to will saves is reduced by one every 24 hours after he regains control of his lance. If the lance is destroyed, each active murmur possessed by the Knight’s level is increased by 3. When this occurs, the Knight may choose to bond with a different lance.
In addition, while his lance is within 5ft of him, for each die of lancet or pierce a Knight possesses, they gain a +1 bonus to their Xenotheurge level for the purposes of determining the maximum level of breaches they can use and for the purposes of calculating their effective Xenotheurge level when determining damage and other effects caused by breaches or incursions.
Breaks: At first level when taking this class, a Knight of the Forbidden Gate gains direct mental access to the far realms. While his lance absorbs most of the massive tide of energy, it can leak through his defenses in a moment of weakness. Whenever a Knight uses a limit break, he makes a fortitude save (DC = 10 + Murmur level + Breach level). If he succeeds, he resolves the ability as normal. However, if he fails, in addition to the normal effect of the limit break, he uses one lesser break, selected from the list below. He may only select a lesser break from a murmur he has active.
At fourth level, when he uses a limit break of third level or higher, if any of his active murmurs is level 3 or above, instead of selecting a lesser break from those murmurs, he uses a greater break instead.
At seventh level or higher, when he uses a limit break of fifth level or higher, if any of his murmurs is level 5 or above, instead of using a medium break from those murmurs, he uses a dark break instead.
While empowered, as per the True Xenotheurge ability, he suffers a -4 penalty on this save, and each break gains additional powers, as noted in their entries.
Pierce: At 2nd level, the Knight of the Forbidden Gate learns his signature power- the ability to pierce a hole in the fabric of reality. When they make a lancet attack, they add number of pierce dice on the above table to the number of lancet dice they may use in an attack. In this manner, pierce dice are completely identical to lancet dice. However, they have another property: whenever the Knight would make a lancet attack, he may instead make a pierce attack. This is, in all ways, identical to a lancet attack, except that they may ‘use’ a number of dice, up to twice their pierce dice, but no more than the sum of their pierce and lancet dice, on this attack. Upon using the attack, they choose one active murmur. They use that murmur’s pierce ability (From the list on the next post). However, they must make a will save (DC 10 + breach bonus + murmur level), or increase the murmur level by one. Even if you succeed, your breach bonus increases by 1. However, this power is hard to control. When a Knight of the Forbidden Gate would make a lancet attack without a pierce effect, they must make a will save (DC 10 + breach bonus), or be forced to make a pierce attack using a number of dice equal to the number by which they failed the DC. E.g., Rose the Knight of the Forbidden Gate made a lancet attempt, but failed her will save by 5 points. She makes a pierce attack using 5 dice.
Open the Gate: At 2nd level, you gain the ability to open a small portal to the far realm; just large enough for stray thoughts to come in. 1/day, you can summon 1d4+1 amoebic crawlers (Dragon Magazine #330, page 32). You gain an additional use of this power at 6th and 10th levels. However, when you use this ability, you must make a will save (DC 14+breach bonus), or increase the level of one murmur of your choice by one.
At 6th level, 1/day, you can summon a Kaortic Hulk (Dragon Magazine #330, page 35). You gain an additional use of this ability at 10th level. However, when you use this power, you must make a will save (DC 16+breach bonus), or increase the level of one murmur of your choice by one.
At 10th level, 1/day, you can summon a Nightseed (Dragon Magazine #330, page 36). However, when you use this ability, you must make a will save (DC 18+breach bonus), or increase the level of one murmur of your choice by one.
Mutation: At second level, and every 3 levels thereafter, a Knight of the Forbidden Gate selects one of the mutations from the following list. This choice may not be changed later.

Steel-Winged: Your dragon companion gains 2 HD, and their fly speed is reduced by 20ft. However, they gain a +4 armor bonus to armor class, and 2 natural primary attacks. These deal 1d6 points of slashing damage + ˝ their strength modifier. This damage increases to 1d8 + Str mod damage if the dragon is medium sized, and 2d6+1.5 x str mod if they are large. In addition, you gain a +4 armor bonus to armor class, and a pair of vestigial steel wings. Whenever you would take falling damage, calculate it as if you had fallen 20ft less than you actually did. In addition, each round, you may spend a number of limit points no greater than 10x your class level. You gain a fly speed equal to the number of points expended in this way for 1 round.
Psionic Soul: Your dragon companion gains 1 HD. In addition, it gains a psionic manifesting progression as a psion of a level equal to ˝ their HD +2. In addition, they gain arcane spellcasting as a wizard of ˝ their HD +2. Whenever they cast a spell, they may spend a number of power points equal to or less than ˝ their HD. Their caster level, for the purposes of that casting, is increased by the number of power points expended in this way. In addition, you gain 1 power point, and you gain a +2 bonus on will saves when psionically focused.
Form of Madness: Your dragon companion gains 2 HD and the pseudonatural template (C. Arc p. 160). In addition, they gain 2 secondary natural tentacle attacks. These deal 1d3 points of bludgeoning if the creature is small, 1d4+ ˝ their strength modifier if medium, and 1d6+ their strength modifier if they’re large. In addition, you gain a pair of secondary natural tentacle attacks that deal 1d4+ ˝ strength modifier points of bludgeoning damage. This damage increases to 1d6+ your strength modifier damage if you have the powerful build racial trait.
Bloated with Power: Your dragon companion gains 3 HD and increases by one size category. They gain +4 STR and +2 CON, and a +2 bonus to natural armor. You gain the powerful build racial trait.
Untouched by Magic: Your dragon companion gains 2 HD. In addition, you and your dragon companion gain spell and power resistance equal to 15+ your class level, and a +2 bonus on all saving throws against spells, powers, spell-like abilities, and psionic-like abities.

Surge of Madness: Once per day, at third level, you may choose to gain the benefits and drawbacks of empowerment for one round.
Reduce the Gates: The Knight of the Forbidden Gate, at 3rd level, has learned how to reduce the potency of spells that summon extraplanar beings. They gain an aura that causes all spells that summon monsters from a list based on spell level (e.g., summon monster spells, summon nature’s ally spells, summon undead spells), they summon creatures from the list one level lower than the actual spell slot used (e.g., if Tardek the Sorcerer attempts to cast Summon Monster 3 within this aura. Rather than selecting a monster to summon of the Summon Monster 3 list, he summons a monster from the Summon Monster 2 list). A Knight of the Forbidden Gate may activate or deactivate this aura as a swift action.
Between the Lines: At 4th level, a Knight of the Forbidden Gate has learned how to apply the non-Euclidean geometry of the far realms to this world, for a brief moment. Once per day, they may use Dimension Door, as the spell, on themselves.
Store the Madness: At 5th level, a Knight of the Forbidden Gate has learned how to store the insane whispers within his mind into his lance. Once per day, he may choose to store a murmur level in the lance; the murmur level is decreased by one, and there is one murmur stored in the lance. For each murmur stored within the lance, it suffers a -1 penalty on all attack and damage rolls, as the energy from the far realms corrupts its structure. At any time thereafter, a Knight of the Forbidden Gate may choose to extract a murmur level from there; he adds one level to the murmur he originally took it from. If that murmur is not active, he instead increases the level of any murmur he possesses by one. Only one level/3 class levels can be stored in this manner.
Restrict the Aether: At 5th level, the Knight of the Forbidden Gate has learned how to reduce the number of creatures allowed into this world. They gain an aura that causes all spells that summon multiple creatures to only summon one creature of that kind. For example, if Tardek the Sorcerer tried to summon 1d4+1 Celestial eagles with his summon monster 4 spell, it instead only summons 1 Celestial eagle. This does not affect spells that summon swarms of creatures. Activating or deactivating this ability is a swift action.
Close the Gate: At 7th level, a Knight of the Forbidden Gate learns how to prevent any extraplanar beings from entering the world. They gain an aura with a radius of 10ft/class level. Within that radius, no creatures can be summoned or called, and each creature within the area is affected by a Dimensional Anchor spell. This aura may be activated or deactivated as a swift action.
Space Between the Seconds: At 8th level, the Knight of the Forbidden Gate has learned to see time as an object, and is able to move through it as one of the creatures of the far realms can. 1/day, as an immediate action, the Knight of the Forbidden Gate may take a full round of actions.
Reverse the Gate: At 9th level, the Knight of the Forbidden Gate has learned not only how to block the extradimensional travel of creatures, but also how to reverse it. At will as a move action, a Knight of the Forbidden Gate may use Dismissal, as the spell, at a caster level equal to twice their HD.
Gate of Madness: At 10th level, a Knight of the Forbidden Gate becomes a Warden of the Gate, and, as such, most of the energy of the far realms that attempts to seep into the plane berates against their minds. The Knights have trained for a long time to prevent this sanity from breaching their consciousness, but when it can find a foothold, the world around it is devastated. Whenever any murmurs of a 10th level Knight of the Forbidden Gate reach 7th level, the madness finds a foothold into the plane. As normal, when reaching murmur level 7th, a Knight of the Forbidden Gate releases all active incursions they possess, as normal, but in addition, they release each Dark Break they have access to, and an area around them with a radius of 10ft/class level gains the Highly Morphic and Wild Magic planar traits for as long as the murmur is 7th level or higher. The Highly Morphic area around the Knight may be controlled with a DC 25 will save, similar to the manner in which Limbo can be controlled (See the effects of the Perinarch spell for more details). Finally, the Knight gains the ability to ignore the effects of the high murmur level, to an extent. When the Knight enters murmur level 7, rather than suffering the normal effects of the murmur, they may make a DC 15 will save (with a cumulative +1 DC each successful save made in this manner) to resist the effects of the murmur. If they fail, they suffer the effects of the murmur level, as normal, but they may choose to make another will save to resist the effects of the murmur for one additional round. However, while suffering the effects of the murmur, they take a -5 penalty on this save.
Playing a Knight of the Forbidden Gate
As a Knight, you have a huge variety of options at your disposal. Not only do you have a large array of abilities that limit the number, and power of, opponents that are summoned into combat against you, you also have less obvious powers of spacial manipulation. By using powers such as Between the Lines, moving your dragon companion into flanking squares, and manipulating your opponent's movement with your pierces and breaks, you command an amazing amount of control over the battlefield. However, your powers also apply out of combat, allowing you to sneak past guards and manipulate others.
Combat: Despite the wide variety of powers offered to the Knight of the Forbidden gate, several similarities that universally apply to almost all scenarios. Most Knights generally use a pierce attack at the beginning of combat if they have the opportunity. Against multiple opponents, it not only does it allow the Knights to center themselves amongst their opponents to optimize the placement of their breaks, but it also allows for them to hit their opponents with devastating effects. Following this, most Knights use a break that would debilitate opponents, and then using the generated effects to the best of their ability. Against single opponents, they usually use beneficial breaks amongst their allies right before facing the opponent, given time to prepare, before hammering the opponent with the most devastating pierces they possibly could.
Advancement: Most Knights, after entering the Order, continue developing the powers that are granted by becoming a Gatekeeper. However, some Knights choose to develop powers from other sources, such as developing more control over their murmurs through leveling up in the Xenotheurge class. Others choose to develop their lancet capabilities through the Limit Dragoon class; while pierces do not require jumping higher distances, by increasing their lancet damage, they increase the maximum level of breaches they can use, and their dragon companion gains a larger possible array of powers.
Resources: Unfortunately, Knights of the Forbidden Gate have a very limited number of resources they can draw on. The Order, for the most part, is rather unsupportive; they train new recruits and set them loose in the world; the only thing that matters to them are maintaining the number of Knights there are in the world. They don't invest their resources on keeping existing Knights alive, as most of them kill themselves off whether or not the Order tries to keep them alive. Most Knights, too, have their own agenda, and don't care to socialize with other members too often. The more of them are in an area, the more likely it is that creatures and agents of the far realms will attempt to kill them. Other organizations are hesitant, at best, to allow Knights into their ranks; Knights are usually self destructive, though in varying quantities, and have bizarre powers that cannot be predicted or controlled by normal members of the organization. Most Knights can only rely on themselves, or in rare cases a small group of allies that will accept them, despite the nature of their powers.

Knights of the Forbidden Gate in the World
It was jus' a regular night, y'see, when he came along. He looked real dangerous-like, his eyes and posture angry, an' he looked a bit crazy, y'see. He walked into the bar, all tipsy-like, and glared at ev'ryone there. This kinda guy ain't good for business, y'see, so I nodded to the mage. He nodded back, an' I knew he thought th' same thin'. He started up the usual summons, y'see, to get out the bouncers. They're big bruisers, y'see, and there'r alot o' 'em. But, somethin' was wrong. Only a cuppla weak-sauce bouncers came, no' th' usual brutes. He made short work of 'em, and next thing I knew I was in a fist-fight with the mage, in a giant bar brawl. When I came to, he was gone.

-Disgruntled tavern owner

Knights of the Forbidden Gate aren't usually greeted with a warm welcome. They usually walk along the outskirts of society; weird things happen around them, their attitudes can change at the flip of a coin, and they're not usually the most mentally stable people. Most people can recognize this, and shun the Knight. Only a couple of people, usually completely insane adventurers or kind people with a heart of gold would bother going anywhere near them. Most Knights don't encounter people like this, and they just roam the wilderness by themselves, hoping to contain the madness inside them with minimal collateral damage. And because they almost always get kicked out of all the best bars.
Daily Life: Most Knights of the Forbidden Gate don't have a normal daily routine. They do what they feel like every day; usually just roaming about the wilderness, looking for something interesting. Others just do what they want, or join forces with the Order in an attempt to find or train new recruits. In all cases, their survival and self-destruction are amongst their top goals, as their conscious mind wants to survive at all costs, and the whispers of the Far Realms influence their unconscious minds to be self-destructive.
Notables: There aren't any real notable Knights; many are too short-lived for that, and they avoid humanity too much to actually influence most events. The most influential Knight at the current time is Elissa, Scion of the Mad, the current head of the order. Although most Knights are not often remembered, the events they cause are generally remembered without them. Such events have names like "The Fall of Daeren Fortress", "Night of the Finely Minced Corpses", and "What in the Nine Hells Happened Here?" (The last one refers to a particularly odd incident in which most of a large town was rearranged like an even more twisted Frank Gehry building, with the inhabitants looking like the mutant offspring of a cyborg and a tendriculous. No one is quite sure what happened.)
Organizations: Knights of the Forbidden Gate usually are shunned from almost all organizations; they are generally deemed completely insane, and a menace to society. The Order of the Forbidden Gate, the organization that trains new Knights, generally attempts to dissociate itself from it's members, and it functions more like a recruiting center for new Knights than an actual organization.

NPC Reaction
Most people, when meeting a Knight of the Forbidden Gate, avoid them if possible, and spend as little time with them as one would spend as much time with them as they would any crazy person wandering the roads alone with a freaky-looking dragon circling above them. People who know about the Knights would probably view them with some respect, before running into the night, screaming, using any means to get away from them. Doubly so for any summoners who know their identity. Given their reputation as barely-sane people, this opinion is not completely undeserved, despite the (albeit small number of) mostly sane Knights, who can actually be loyal and powerful allies.

Knights of the Forbidden Gate in the Game
Knights of the Forbidden Gate bring additional aspects to a campaign setting with their unique powers. While it's unlikely that the character might actually cause the Far Realms and the multiverse to interact, they offer a character a wide variety of roleplaying opportunities, and a fickle player could completely change his character's personality every few weeks, giving him a wide variety of personas to play as, without having to change characters every day. On the other side, the character might play as the same person, perhaps with sightly different characteristics, most of the time, and roleplay as mostly the same character. Knights in the game, aside from being an interesting roleplaying opportunity, bring new mechanics to the game that can lead to more dynamic combats; many of the Knight's breaks have a radius around them, and placement of the Knights and characters in the party may become a critical aspect in combat, as well as the number of opponents and positioning of them. Overall, they are a very versatile class, and offer an almost unparalleled amount of versatility in their abilities.
Adaptation: Knights of the Forbidden Gate might not actually be people who prevent the Far Realms from entering the multiverse; perhaps they seek the world together, and their ability to blur the boundaries between places can interfere with summoning magic. However, Knights don't actually have to channel energy from the Far Realms; they might draw energy from some other fickle, dangerous power source, like the Fey or the Abyss, rather than some place outside of reality itself.
Encounters: Most Knights would be encountered in the wilderness, although they can be encountered anywhere. They are, for the most part, wanderers who do whatever they feel like, and as such often explore the world, and could be encountered anywhere from exploring the inside of an overgrown temple in a forgotten jungle, to attacking caravans in a barren desert.

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

Fable Wright
2010-11-07, 06:55 PM
Pierces and Breaks, Part 1

Abomination of Nature
Pierce: As your lance scars a path in the multiverse to the far realms, the vibrant, alien life’s energy seems into your mind through your lance, called by the murmurs in your head. As it strikes, the energy within is released, the foreign life mixing with nature, and the newly formed life wraps around the largest source of the energy: the person who you just saturated with alien energy that came from your lance.
Vines entangle the person you hit with your Lancet. They must make a strength check (DC 10 + ˝ class level + murmur level) each time they try to move, or they are rendered immobile for the round. This ability lasts for 1 round/lancet dice used and may be negated by a successful reflex save.
Empowerment: Each round, the vines deal 1d4/murmur level points of damage to the subject.
Lesser Break: As you release the energy that you gained from the damage you maintained, some of the animated energy of the far realms seeping out with it. As the energy comes out, it seeps into the natural life in the world, causing seedlings to grow, and wrap around solid objects containing the energy. In other words, every living being in the area.
A 5ft/limit break level area becomes filled with plants, as the energy nourishes seeds in the area and causes them to grow. However, given the nature of the energy, the plants in the area become animated, twisting and turning, grappling the feet of people in the area. All creatures in the area of large size or smaller move as though their base land speed were 5ft less than it is. This ability lasts for 1 round/2 class levels.
Empowerment: The plants grow spikes and burrs, dealing 1d4 points of damage/murmur level each round to creatures in the area, and creatures in the area move at half speed, as their feet become injured.
Greater Break: As you release greater amounts of energy, the plants, growing to large size, need to protect themselves from others, and to extract the energy sustaining them faster. The obvious adaptation: Spikes.
All plants within 10ft/limit break level grow larger, seeds sprouting and growing to large size in just seconds. The entire area counts as if it were covered in light undergrowth. In addition, spikes flourish on each of the plants, dealing damage equal to 1d4/murmur level damage to all creatures in the area. In addition, creatures must make a DC 10 + murmur level strength check each round or be unable to move. This ability lasts for 1 round/class level.
Empowerment: The spiky undergrowth becomes even more animated than before. Creatures who cannot move each round take an additional 1d4 points of damage/murmur level, and suffer a cumulative -2 penalty each round on the strength check to move.
Dark Break: The energy flooding out of your body takes on the form of a massive wave of plants. They grow to massive proportions, and tear into the flesh of the creatures there, nourishing themselves not only with the energy you released, but also the flesh of the beings trapped within the area.
The wave of aberrant energy causes massive growth and animation of the plants in the area. Everything within 20ft/breach level counts as heavy undergrowth as plants and seeds sprout and grow to ridiculous sizes, causing creatures in the area must make a DC 15+murmur level strength check or be unable to move each round. In addition, each creature takes 2d4 points of damage/murmur level each round. This ability lasts for 1 minute/class level.
Empowerment: Each round, creatures in the area must make a fortitude save or get poisoned by the plants (1d4 dex damage initial and secondary).
Blasphemous Avenger
Pierce: As you scar a gash to the other realms, the murmurs of violence in your head call to the power in the far realms, having it seep into you. As the lance pierces into your foe at the end of your arc, the power takes form: Energy and power is transferred from the target, seeping into you, as the energy of the far realms floods into him. As you pull back your lance, the power he had dissipates, but yours remains.
For each die of lancet used, the person you hit takes 1 point of strength damage, and you gain a +1 bonus to strength for a number of rounds equal to your class level unless they succeed on a fortitude save.
Empowerment: The person hit must also take constitution damage equal to ˝ the amount of strength damage they took from this ability (rounded up). You gain a bonus to constitution
Lesser Break: As the energy is released from you, you begin to see things in a different light. The geometry of this world has gaps that you can now see. Gaps that you can easily exploit…
For 1 round/murmur level, you get a +1 bonus on all attack and weapon damage rolls.
Empowerment: You gain an additional bonus on all attack and weapon damage rolls equal to ˝ murmur level (Rounded up).
Greater Break: As the energy begins to flow, the Euclidean geometry of the world begins to peel back, and the True Geometry of the far realms begins to assert itself over natural forces, twisting bodies in ways they were never meant to be possible…
Whenever a creature within 5 ft/limit break level of you takes weapon damage, they must make a fortitude save or take an additional 1d6 points of damage, as the energy of the far realms starts to rearrange their weakened anatomy into a non-Euclidean mass. In addition, they take a -1 penalty to strength and take an extra 1d4 damage per round for a number of rounds equal to the murmur level. This ability 2 rounds/breach level.
Empowerment: Whenever a creature deals damage with a melee weapon within range, they gain a +2 bonus to strength for 1 round/murmur level.
Dark Break: The savage might of the far realms itself emits from you, rapidly absorbed by the creatures within. The energy causes them to instantly adapt to the alien space, and enhances their fighting. However, they cannot comprehend the far realms. The power that was given to them, coupled with their confusion, makes for a dangerous combination.
All creatures within 10ft/limit break level gain a +4 bonus to strength and dexterity, a +2 bonus to will saves, and a -2 penalty to armor class for 3 + their constitution modifier rounds. This bonus stacks with all other bonuses to strength and constitution. At the end of this effect, they are fatigued until they rest for 10 minutes. In addition, everyone within the area must make a will save (which does not include the bonus to will saves normally granted by this ability). If they fail, they are confused, as per the spell, for the duration of their rage. You may choose to be exempt from this ability (If you do, you don’t get the effects of the rage, and you are unaffected by the confusion effect.)
Empowerment: When you use this ability, you automatically get the effects of the rage, but are immune to the confusion effects. In addition, if creatures would attack you as a result of the confusion effect, they instead attack a target of your choice. Finally, you are affected by a sanctuary effect (DC = save for this ability), except that you are only protected against attacks of confused creatures.
Called From Nothing
Pierce: As you leap into the air, and pierce the planes with your spear, the idea strongest in your mind, your lance, is filled with the power of the far realms. The murmur in your mind grows louder and louder, shaping the power pouring into you into a solid form: That of a lance. Twisted in form, and strangely alive, it soars out into another foe, piercing them in the manner that you strike your target.
You get to make a second lancet attack in this round. When you use this pierce, you create a second lance that attacks a target on its own. It has a strength score equal to 10+ your strength modifier, and a base attack bonus equal to your own. It deals damage as a non-magical copy of your weapon, and it deals lancet damage equal to half the lancet dice you use.
Empowerment: You create a third lance, identical to the one produced by the non-empowered copy of this pierce.
Lesser Break: The energy from the far realms emanating from you seeks a form and function. Molded by your subconscious mind, it adds on to the things you trust your life to, enhancing their powers to kill others and defend you- at a cost.
The energy molds on to your weapons and armor, encasing them in aberrant steel. For 1 round/level, you get a +1 armor bonus to AC and on all weapon damage rolls, but a -1 penalty on attack rolls and an additional -2 armor check penalty.
Empowerment: You gain an additional +1 armor bonus to AC and on all armor damage rolls per murmur level, but an additional -1 penalty to attack rolls, and a -1 penalty to armor class/2 murmur levels (round down).
Greater Break: The energy emanating from you seeks a purpose. The strongest thing you focus on, your weapon, is the form it takes. But, as you cannot wield the weapon that it forms, it launches them at your opponents, to mimic the movement you cause in your weapon. However, this does not exhaust the power released; it manifest the weapons of others, too…
Every creature within 10ft/breach level immediately makes an attack against any target within 30ft. Attacks made in this way are treated as if the attacker had strength 10, and had the base attack bonus of the attacker, and the used weapon was nonmagical.
Empowerment: All attacks made this way deal an extra 2d6 points of damage, as the energy from the far realms accelerates them towards their target.
Dark Break: The sheer amount of energy allows it to be shaped by the conscious mind, and not just the unconscious. The energy spreads, and gathers in the minds of all nearby, pushing to be released, but limited by the amount of energy the conscious mind can contain.
Each round, for 1 round/class level, everyone within 10ft/breach level creates an object, as per major creation as a free action. Alternatively, they may just manifest the ambient energy in the form of a bolt of force, dealing 3d4 points of damage to any target within 30ft. Created objects last for 1 minute/level.
Empowerment: Objects created may be created out of any material, within some limits. The created object may be worth no more than 3,000gp. It may be magical. However, it may not be used as a material component for spells and abilities. In addition, all bolts of force deal 6d4 points of damage.
Distant Presence
Pierce: As you bore a hole through into the far realms, you take advantage of its powers. As the energy floods into your lance, you give it form as you accelerate, covering massive distances in no time. When the lance finally pierces your foe and floods them with the energy, the power and speed of your fall flows into them, launching them a long distance away.
When you hit your enemy, the kinetic energy that you stored while in the fall is released, and knocks the opponent back. They must succeed on a fortitude save (DC 10+class level + lancet dice used) or be knocked back 10ft/lancet die used. If they hit a solid object, their path stops there, and they take no damage.
Empowerment: The kinetic energy has a recoil effect. You move 5ft/pierce die used in a direction opposite the opponent you hit.
Lesser Break: As you release the energy of the far realms into the world, the non-euclidean geometry begins applying itself to this world’s structure. As a result, the word seems… fractured, with jagged lines of energy crossing the area, and by striking at a fracture, you can hit foes your sword would never be allowed to reach normally.
The reach of all melee weapons within 10ft/breach level doubles. This ability lasts for 1 round/class level.
Empowerment: Creatures within the area cannot be flat-footed, as they can see in all directions.
Greater Break: As the energy from the far realms enters the area, it seeks purpose. As people try to bring themselves to circumvent their opponent’s defenses, trying to be in multiple places at once, the energy allows them to do so, creating dream-like reflections of the attackers all around their opponents.
Each being within 10ft/breach level of the character is treated as flanked while within the area. However, every creature in the area may also choose to, as a standard action each round, use mirror image, as the spell, as a sorcerer of their HD.
Empowerment: Any creature within the area that used the mirror image ability may choose to attack as if they were in the same square as any of the illusionary beings they made. However, ifa creature attacks an illusion, the creature who created the illusion takes damage equal to half the damage dealt to the illusion.
Dark Break: The sheer energy released from the far realms takes on a menacing power: Every being has the ability to strike every other being. By focusing, any attack a creature makes within the area may be redirected to strike any other area. By sheer force of will, they can strike at any creature…
Everyone within 10ft/breach level of the caster may, whenever they make an attack, make a will save. The creature who made the attack may choose to have the attack deal damage to any creature or object within a number of feet equal to 5 x the result of the will save.
Empowerment: Creatures who successfully attack another creature by using this break deal bonus damage equal to their will save to the creature they hit.
Endless Evolution
Pierce: As you open a hole between the material plane and the far realms, your lance and you become infused with the adaptability of the far realms. Shaping a new body with your mind, your form changes rapidly, and by the time the lance pierces your foe, you have become a true Monster.
You gain 1 ability from the following list per 2 points of lanced dice used (Rounded up). They last 1 round/class level. You may take the same ability twice, unless otherwise noted.

Claws: All hands you posses now can make claw attacks that deal 1d6 points of slashing damage. For each additional time this is selected, the die size is increased by 1 (d6 -> 1d8 -> 1d10). You also gain a +2 bonus to strength for each time you select this power.
Arms: You gain another arm. You may use this arm to wield a weapon or make claw attacks. Any attacks gained with extra arms are treated as secondary attacks, and do not incur penalties for multi-weapon fighting. You gain a +5 racial bonus on all skill checks based on manual dexterity per each extra hand grown.
Tail: You gain a tail, which may be used as a secondary attack that deals 1d8+˝ str mod bludgeoning damage on a successful hit.
Head: You grow an extra head, shaped like that of a predator. It has a bite attack that deals 1d6+˝ str mod piercing and slashing damage on a successful hit. In addition, you gain scent out to 15 ft/extra head grown.
Leg: You grow an extra leg. This leg gives you a +10ft base land speed, and a +4 racial bonus on jump checks. You also gain a +4 racial bonus to avoid being tripped.
Wings: You grow a pair of wings. You gain a fly speed equal to your base land speed. For each additional time you select this, you gain a +30ft fly speed.
Carapace: You gain natural armor equal to your base will save. This may only be selected once.
Spines: You gain the ability to shoot out spines as a primary ranged attack. Each spine deals 1d6 damage + your strength modifier, and have a range increment of 30ft. Each time you select this, you may increase the damage die by one size, or increase the range increment by 15ft.

Empowerment: You gain the powerful build ability, and all weapons you possess (including weapons gained from this power) deal damage as if you were large. Additionally, you gain +1 strength/2 lancet dice used for the duration of this power.
Lesser Break: As the energy from the far realms leaks from you, the trickle of energy grants your body a bit of an amorphous quality, as your organs constantly rearrange each other and your body slightly reshapes itself to aid in your attacks.
For 1 round/breach level, you gain immunity to critical hits.
Empowerment: Your form mutates further, as your weakened frame cannot resist. You gain the pseudonatural template (C. Arcane) for 1 round/class level.
Greater Break: As the energy flows from you, it seeks to enhance the life around it. Flowing from you, it manifests in a seemingly random form in each creature there, evolving and enhancing the life around you.
Each creature within 10ft/breach level gains one random mutation from the list above. This lasts for 1 round/class level.
Empowerment: Each creature within 10ft/breach level gains an additional random mutation/murmur level. This ability’s duration increases to 1 minute/class level.
Dark Break: The energy within you grows stronger and stronger, flooding out in a giant wave of progress. The energy of the far realms experiments with creatures, offering them different choices on how to progress, experimenting and evolving their bodies.
Each creature within 10ft/breach level gains 3 random mutations from the list above. Once each round, they must select one mutation to keep, and they lose the other 2 mutations and gain two random mutations. This ability lasts for 1 round/class level.
Empowerment: Each creature gains an additional number of mutations equal to the murmur level, and each person may select which mutations they get. They may change this selection once per round as a swift action, if they choose to.
Eternal Anathema
Pierce: As you open a gate to the eternal madness of the far realms, the energy seeps into your lance. It is both an unstoppable force, and mobile one, one that pierces all defenses. Focusing on this aspect, as you pierce your foes, your lance, shattering their defenses, gathers the fragments of their failed safeguards and uses them to augment your natural defenses, at the expense of their mobility.
For each point of lancet you use, you deal 1 point of dexterity damage to your opponent and your natural armor bonus increases by one point unless they succeed on a will save. This ability lasts for 1 round/class level.
Empowerment: Your opponent’s base land speed decreases by 10ft, and they may no longer fly through nonmagical means for the duration of this ability. In addition, your base land speed increases by 10ft/murmur level for the duration of this power.
Lesser Break: As the energy of the far realms seeps out with your concentration, the energy augments your defenses, hardening the shell of the vessel that allows the energy to seep into the world, keeping the gate that allows the power of the far realms to seep into the world alive…
Your natural armor increases by 1 point. This lasts for 1 round/class level.
Empowerment: You gain as additional natural armor bonus equal to the murmur level.
Greater Break: The energy of the far realms, eternal and potent, seeps out of your flesh and encases the world in a shell. The air becomes thick and hard, like the carapace of a beetle, constantly being crushed by movement. Yet, it absorbs blows, making it easier to survive, at the price of reduced mobility.
All creatures within 10ft/breach level of you suffer a -4 penalty to dexterity, and their base land speed is reduced by 10ft. However, each creature in the area gains natural armor equal to the murmur level. This lasts for 1 round/class level.
Empowerment: All creatures in the area additionally gain DR X/-, where X is the murmur level.
Dark Break: The energy of the far realms seeks to preserve life in the multiverse, if only as a curio. Seeping into the air is the tough, potent energy of the place, reducing speed to almost zero, and making creatures almost impossible to seriously injure.
Every creature in the area gains regeneration X, where X is the murmur’s level. However, creatures still die after they reach 10 HP. Additionally, all movement speed in the area is reduced to 5 ft, no creatures may make an attack of opportunity, and all creatures in the area automatically fail any reflex saving throws. This ability lasts for 1 round/breach level.
Empowerment: When creatures in the area would die, they instead enter a coma-like state and become completely indestructible. However, they may be returned to normal through a Restoration or Greater restoration spell.
Fading Whispers
Pierce: As the boundaries between the far realms and the multiverse begin to fade, the energy seeping through the leak empowers your lance. As you fall to your foe, whispers in your head speak of fading reality. As you pierce your foe, your lance serves as a bond between the two of you- sealed by the power of the far realms, you shall both fade together- but in different ways.
When you hit your target with this pierce, you and they begin to fade. Starting the round they are hit, whenever they try to take any action, there is an X% chance that the action will have failed, where X is the number of lancet dice used. Any uses of the ability are expended as if used, and the action is wasted. Additionally, whenever an opponent attempts to attack or harm you in any way, there is an X% chance that you are unaffected by it. Each round, the target makes a will save. If they fail, double X. If they succeed, halve X. If X ever becomes greater than 100, you become incorporeal and your lance is treated as a ghost touch weapon, and the opponent is immediately killed, simply ceasing to exist. They may not be brought back by any means short of a Greater Resurrection. This ability may last a number of rounds no greater than your class level.
Empowerment: This ability lasts an additional number of rounds equal to 1/2 the number of lancet dice used.
Lesser Break: As the energy flows out of you, a trace of the far realms seeps out with it, causing parts of you to fade in and out while the null energy mixes with that of the material plane. In fact, you the energy makes it hard for you to be seen at all, unless the opponent really focuses on you…
For 1 round/2 class level, you gain the ability to disappear from people’s consciousness. Whenever someone tries to attack you, make an opposed will save with a -10 penalty. If you win the check, you gain partial concealment against the opponent for the duration of the attack. This may only affect an opponent once each round.
Empowerment: If you win the opposed will save, you gain total concealment for the duration of the attack, and this may affect an opponent a number of times each round equal to the murmur level.
Greater Break: As the energy dissipates into the area around you, things begin to flicker in and out of reality, if for but seconds. An otherworldly fog covers the area, causing outlines to fade and forms to blur together.
For 1 round/class level, all characters within 10ft/breach level gain partial concealment. In addition, they gain a bonus on hide and move silently checks equal to twice the murmur level, and they take a penalty to spot and listen checks equal to twice the murmur level.
Empowerment: All creatures within the area gain total concealment, and creatures gain the hide in plain sight extraordinary ability while within the area.
Dark Break: As the energy surges out from you unbidden, the world fades completely. You see nothing, hear nothing, and can touch nothing- but you can sense that everyone else in the area can’t, either.
Each creature within 10ft/breach level becomes blind, deaf, and incorporeal for 1 round/class level. Each creature is entitled to a will save against each of the individual effects (for example, one might succeed on the first save, but fail the other two, and be able to see, but be deaf and incorporeal).
Empowerment: Each creature affected by this ability becomes ethereal, and you may select which saves match up with each affliction (for example, if you succeeded on one save, and failed the other two, you may choose to be corporeal, blind, and deaf, or able to see, but incorporeal and deaf).
Generous Madness
Pierce: As you open a rift between this world and the far realms, you feel the power carried within it attempting to strengthen you, enhancing the powers of the one foolish or desperate enough to open a link to it. Storing this energy within your lance, you pour it into your foe. And then you offer those around them a choice- do they protect their friend, enhancing the person’s powers, or leave them to take the blow themselves?
Each creature within 10ft/lancet die used of the struck creature may choose to reduce the lancet damage dealt to the creature by 1d6 points. If they do, they take 2d6 points of damage, which may not be reduced by damage reduction or regeneration. Creatures may choose to take the damage multiple times, but if they would die due to damage caused to them, the damage dealt by lancet it not reduced. The number of lancet dice prevented may not decrease by a number more than the number of lancet dice used. Creatures that prevent damage in excess of this do not take damage, nor prevent any further damage.
Empowerment: For each lancet die prevented in this manner, you heal 1d6 points of damage.
Lesser Break: As some of the energy of the far realms leaks out, its madness grants you a moment of utter clarity; you glimpse moments into an ally’s future, and know how you can help them change it.
You may select one ally within 30ft. They gain a +2 bonus on the next attack roll, skill check, or saving throw that they make within the next round.
Empowerment: You may affect a number of additional creatures equal to the murmur level to be affected by this ability.
Greater Break: As the madness of the alien energy seeps past your mind’s safeguards, it seeps into other’s minds, invigorating them and letting them make the most of their action, allowing them to accomplish two actions at once…
Each creature within 10ft/breach level gains an extra standard or move action (their choice) on their next turn.
Empowerment: Each creature within the area gains an additional standard or move action each round for an additional number of rounds equal to the murmur level.
Dark Break: As the madness floods into the world, it bypasses the minds of creatures directly, merging their subconscious minds into one great mass, and linking their bodies into one. Allies suddenly become one entity- a hivemind.
Each creature within 10ft/breach level forms a hivemind with each of their allies. Creatures within a hivemind may not be flanked, may telepathically communicate with each other, and act on the same initiative. In addition, when any creature in a hivemind affected by a mind-affecting ability, each creature in the hivemind rolls a will save. The highest result is used as the result for all creatures. However, if it fails, all creatures in the hivemind are affected by the ability. Finally, creatures within the hivemind may take 1 point of damage as a free action in order to heal an ally 1 point of damage. This ability lasts for 1 round/class level.
Empowerment: You may give one suggestion, as the spell, to each hivemind in the area. They are all affected by the same suggestion. This suggestion may not be obviously harmful for any creature in the area, or else this ability will automatically fail. The suggestion lasts for as long as the hiveminds are active.
Half-Heard Secrets
Pierce: As you allow energy to seep into the multiverse from the far realms, secrets known and unknown whisper throughout it, a bastion of knowledge, but to learn from it would be insanity. It is a font of absolute knowledge; no being would be able to learn all of its secrets. Its very presence in the mind creates a great distraction to the target. Bearing that in mind, as you plunge your lance into your foe, you release all of the knowledge into their mind, filling their heads with the insane murmurings and distracting secrets, causing them to overload from the knowledge.
The creature injured by this pierce has some of the mad knowledge of the far realms directly inserted into their minds. As a result, they gain a bonus on all knowledge checks made equal to 4 x the number of lancet dice used. However, the knowledge distracts them and hinders them in combat, causing them to take a penalty on all attack rolls and concentration checks they make equal to the number of lancet dice used. They may negate the entire effect with a successful will save.
Empowerment: You gain insight from the scraps of knowledge from the far realms that you can handle. You gain a bonus on all attack rolls and skill checks equal to ˝ the number of lancet dice used, but you take an equal penalty on all reflex saves.
Lesser Break: As the energy and knowledge of the far realms leaks out into your mind, you learn the location of anything you can think of, it but for a second, before the energy leaves. In this time, your mind learns the location of nearly everything you can think of- but only the knowledge of the location of one object is remembered from this brief contact with omniscience.
You immediately learn the location of one unattended, nonmagical object that you have personally seen.
Empowerment: You immediately learn the location of one magical creature or object. This ability counts as a scrying divination effect.
Greater Break: The far realms’ energy saturates the air, granting knowledge of the past, present, and future within the presence of a force so outside of time. Thus, creatures in the area gain knowledge in what the future holds in store for them- all possible futures. The sheer number of possibilities assaults their minds, driving them slowly insane, though blessing them with great insight.
All creatures within 10ft/breach level gain a +2 insight bonus on all skill checks and attack rolls for a number of rounds equal to your class level. However, each round, creatures within the area must make a will save or act confused for the round.
Empowerment: Creatures within the area gain an additional insight bonus on all skill checks and attack rolls equal to the murmur level, and the duration of all confusion effects increases by that many rounds.
Dark Break: The sheer insanity of the far realms floods into the area, driving all beings within the area insane while the sheer amount of knowledge assaults their minds. They act in random, irrational patterns, but they succeed in what they do; the knowledge guiding them grants them insight into how to best utilize their insanity.
All creatures within 10ft/breach level are confused, as the spell, for one round/class level. In addition, they gain access to a random murmur, and may manifest breaches as a Xenotheurge of their HD for the duration of this ability. You may choose to exempt yourself from this ability.
Empowerment: Each creature in the area may manifest a breach as a swift action once/round. They manifest the breach as if they were not confused, but otherwise act confused.
Insidious Pact
Pierce: As you take your lance and strike against the fabric of the material plane, you understand what bargain you strike as you use this power- you are making a pact with forces that may destroy our multiverse, hastening its destruction with each breach and each pierce, in order to destroy your foes. Keeping that knowledge in mind, you strike your foe- and make a similar pact with him.
When you strike your foe with this ability, you offer him a pact- he may choose to increase any of his ability scores by any number of points, so long as the total number of points gained does not exceed the number of lancet dice used. You may augment your stats with a number of points equal to double the number of points they used. The creature hit is not aware of the consequences of making this pact, however. The bonus to stats last for a number of rounds equal to your class level, or until the creature you hit with lancet dies, whichever comes first. At any time in the duration of this ability, you may increase your ability scores by a number of points equal to or less than the number of lancet dice used. However, the person who you struck this pact with may augment their abilities by twice this number of points.
Empowerment: You can choose to take one point of ability damage to any stat to deal two damage to any of the target’s stats at any point during this ability as a free action. You may use this ability a total number of times equal to the number of lancet dice you used for this ability.
Lesser Break: The energy from the far realms is, itself, imbued with a form of consciousness. As the energy flows out of your mind, it offers a primitive form of deal: It will grant you temporary power, in exchange for a bit of your lasting power.
For one round/murmur level, you take 1 point of damage, and you gain a +1 bonus on all attack rolls, damage rolls, and skill checks, and a +1 deflection bonus to AC.
Empowerment: Each round, you may choose to take an amount of damage less than or equal to the murmur level. If you do, you gain an additional +1 to all of the bonuses granted by this ability.
Greater Break: As the energy from the far realms seeps out of your mind, filling the area, it desires to empower itself. And so, it drains the vitality of all the creatures present, with the side effect of empowering them, if but for a short time. This relation forms a sort of pact between the energy and the beings present- they may offer it more of their vitality, in exchange for a greater power.
Each round, for a number of rounds equal to your class level, each creature within 10ft/breach level takes damage equal to the murmur level. In exchange, they may gain a number of the following benefits equal to the amount of damage they take- gain a +1 bonus to attack rolls for the round, a +1 deflection bonus to AC, 2 temporary hit points that last for the duration of the effect, or a +1 bonus on all damage rolls for the round. In addition, a creature may choose to take an additional number of points of damage no more than your class level, and gain one of the above benefits for each two points of damage they take in this manner. Damage dealt by this ability may not be reduced by damage reduction or regeneration. Nonsentiant creatures never increase the amount of damage they would take.
Empowerment: Each round, creatures in the area may choose to take one point of ability damage in order to gain a +3 bonus to that ability for the duration of this effect. This power takes a swift action for each creature to activate.
Dark Break: As the energy pours from you as ink does from a spilled vial, it carries the insanity, power, and cunning of the entities of the far realms. As it seeps into the minds of the creatures there, it plays a game with them, at the expense of their power.
Each round, for one round/class level, each creature within 10ft/breach level must choose a number of hit points to sacrifice, minimum the murmur level. The creature who sacrifices the highest amount of health in this way may choose to deal damage equal to ˝ the amount of damage they took to each creature in the area (including themselves). In the case of a tie, either one may choose to cause this damage. Nonsentient creatures always sacrifice a number of hit points equal to the murmur level. This damage may not be prevented by means of damage reduction or regeneration.
Empowerment: Each round, when a creature loses hit points, they may choose to deal damage equal to half that value to each creature in the area (including themselves).
Path of Entropy
Pierce: As you weaken the fabric of the universe and let the dark energy of the far realms to leak into your lance, you feel its presence. It’s timeless, powerful, and unstoppable. All will turn to dust before it, and it will wear against the material of the very planes itself. With the power stored within your lance, you pierce your foe with it, flooding their defenses with the power that cannot be stopped, aging them and overwhelming them, until there is but nothing left.
With the power of entropy, you begin to wear away at your opponent’s defenses. You deal sunder damage equal to half of your limit break damage to each item that the creature is wearing (including weapons, armor, and shields). This damage ignores hardness. In addition, the creature’s natural armor (if any) is reduced by a number of points equal to half the number of limit break dice used, to a minimum of zero, as the forces of decay cause the protective membrane to decompose. The natural armor is restored at the rate of one point/day, and a restoration spell immediately removes all damage from natural armor. Both effects may be halved by a successful fortitude save.
Empowerment: You deal damage equal to your full lancet damage to each piece of equipment the target is wearing.
Lesser Break: As the energy of entropy enters this multiverse, solids outlines begin to fade, things merging with each other, mingling, and weakening as they age and fade in the process…
For one round/class level, the hardness of all objects within 10ft/murmur level is halved.
Empowerment: Each object within 20ft/murmur level also takes damage equal to your class level (Fortitude half).
Greater Break: Entropy, breaking the boundaries between this world and the far realms, causes all things to fade. However, when merged with the energies and mutations of the far realms, objects don’t just fade… but change, as well. As the far realms reconstruct that which has fallen to the ravages of entropy, drastic altercations are made.
For 1 round/murmur level, each object within 10ft/breach level’s hardness is decreased by one and takes damage equal to your murmur level. This damage is not reduced by hardness. In addition, each round, give each object damaged in this way damage gains one random power from the list below. If you roll the same power twice, this ability has no effect on the object for the round. These abilities last for 1 round/murmur level after the effect fades.
Tendrils: The object is coated with slimy tentacles. Weapon with this power take a -1 penalty, as it is now coated with slimy tentacles and is difficult to grip. If this affects a piece of armor, it gives a +2 bonus on grapple checks.
Eye: This object has a giant, glaring, bloodshot eye glaring at you. Weapons with this power get a +1 bonus on all attack and damage rolls, as the weapon guides itself with its improved vision, and armor with this power grants the wielder a +2 bonus on all reflex saves, as it alerts the user to get out of the way ahead of time. In addition, a creature with a piece of equipment affected by this power gets a +2 bonus on all intimidate checks.
Fangs: This object is covered in fangs. All objects with this deal 1d4 points of damage to their bearers each round, but weapons with this power deal an extra 1d4 points of damage on a successful hit, and creatures with armor deal an extra 1d4 points of damage on a successful grapple check.
Non-Euclidean Geometry: Objects with this power don’t follow the normal laws of geometry, and have enhanced powers. Weapons with this ability adds 1d6-3 (This may be negative) to their attack rolls, and armor grants an extra 1d8-4 (This may be negative) deflection bonus/penalty to AC.
Jagged Maw: This object has a jagged line running across it, which opens and reveals a maw of toothy teeth. All weapons deal 1 point of constitution damage on a successful hit. If a creature wearing armor with this ability enters a grapple, and makes a successful grapple check, instead of resolving the damage normally, the creature is shunted into an extradimensional stomach. While in there, they take 2d4 slashing and bludgeoning damage and 1d4 points of acid damage. They may exit the area with a grapple or escape artist check (DC = the result of the grapple check that sent them there) once per round as a standard action. Other objects deal 2d4 points of damage to the creature that holds them every round.
Lashing Tentacle: The object either has tentacles growing out of it, or becomes a writhing strip of flesh. All weapons affected by this power gain reach. All armors grow 1d4-1 tentacles that each have a 10ft reach and deal 1d4 points of bludgeoning damage on a successful hit. These may be used as secondary attacks. All other objects are rendered useless.

Empowerment: Each creature in the area also undergoes this mutation; each round, they take 1d4 points of damage/murmur level and gain one random power granted by the Endless Evolution pierce attack.
Dark Break: Such a tidal wave of energy pours from you, it takes on the physical aspect of entropy: A small amount of mass from the amoebic sea. This vile energy corrodes all it touches, and leaves horrific images in the minds of those stranded in it.
For one round/murmur level, each object and creature within 10ft/breach level takes 1d6/murmur level points of damage. This damage cannot be negated by any means, including regeneration. In addition, each creature within this area makes a will save. If they succeed, they are frightened for 1 round. If they fail, they are panicked for 1 round/level. You are immune to this fear effect.
Empowerment: The energy is so great that not only does the amoebic sea find passage, but so do actual denizens of the far realms. Each round, 1d4+1 amoebic crawlers are summoned into random squares within the area of this effect, and they last for 1d4 rounds each. They act as they wish, disregarding any commands the character might give them.
Reflection of Nightmare
Pierce: As you allow the dread energies of the far realms to seep into your lance as you tear at the edges of reality, the dread and fear enter it, isolating it from the outer world. As you pierce the weak membrane of flesh surrounding your foe, the dread energy pours into them. And it fulfills their worst nightmare. They are immediately alone. In their mind, they are trapped in a prison, watching their greatest fears assault them, and yet they are unable to do nothing. The energies within them are powerful, but fragile.
Flooding your foes with the fear of being unable to do anything, they are paralyzed for 1 round/2 lancet dice used (Fortitude negates). If any damage is dealt to them in this time, this effect immediately ends. They are treated as flat-footed against the attack, and they may not be the target of a coup de grace attack. In addition, if they are dealt damage while paralyzed, each creature within 10ft must make a will save or be frightened for a number of rounds equal to the number of lancet dice used. If the target is dealt no damage, after they recover from the paralysis, they are panicked for a number of rounds equal to the number of rounds equal to the amount of lancet dice you used (Will negates).
Empowerment: If they take damage while paralyzed, the effect continues for 1 more round before ending.
Lesser Break: The energy of the far realms leaks into you, hinting ominously at horrific futures, terrifying you, but the fear it creates helps you be aware, helps you survive through the living nightmare you experience with it.
You are shaken, and gain a +4 bonus to strength and dex.
Empowerment: You are frightened, and gain an additional +2 bonus to strength and dex.
Greater Break: The energy from the far realms seeps outside of your consciousness, awakening the fears of those who haven’t seen true terror. They, rather than being empowered by their haunted visions, are terrified of them.
Each creature within 10ft/breach level must make a will save or be frightened for 1 round/murmur level. Even if they succeed, they are shaken for 1 round.
Empowerment: Each creature in the area is panicked for one round/murmur level if they fail the save, and frightened for 2 rounds if they succeed.
Dark Break: True terror pours from you, entering the world, in strong enough a form that it can physically sustain. The nightmare becomes real to them, and to you…
Each creature within 10ft/breach level is affected by the Phantasmal killer spell, and are panicked for 1 round/murmur level if they fail the save. Even if they succeed, they are shaken for 1 round.
Empowerment: The partially real entities become solid. Each creature who fails their initial will save summons one Kaortic Hulk. This creature attacks them, but after this, does not respond to any orders. They also attempt to kill anyone who attempts to give them orders.

Zom B
2010-11-07, 10:51 PM
http://i53.tinypic.com/qn1xxc.png

http://i53.tinypic.com/5wk0w2.jpg

"We march. Inexorably, inexhaustibly, inescapably, we march, on and on, through and beyond the triumph and the trials, through and beyond the gates of Hell itself. For what else is there in life, but to journey, to march, when all else is gone and only the steady footfalls forward distract us from what we left behind?"

The war drummer is a leader of men via the rhythms and tympani of the drum. Through his use of different beats and drum rolls, he can direct troops while providing courage and emboldening them. The war drummer learns to mesh together his bardic and marshal abilities, creating battle standards that carry with them the power of his bolstering abilities and creating a wider range for his auras.
Marshals and bards find a great synergy with one another, as both have the same strengths and similar methods. As such, it is no uncommon occurrence for one of these classes to take levels in the other, and the path of the war drummer is, from there, a natural progression.

BECOMING A WAR DRUMMER

ENTRY REQUIREMENTS
Class Ability: Access to major marshal auras.
Class Ability: Bardic Music class feature
Skills: Perform (Drums) 8 ranks
Spellcasting: Must be able to cast 1st level arcane spells.

Class Skills
The War Drummer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (All, taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)

Skills Points at Each Level: 6 + Int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting|Auras
1st|
+0|
+2|
+0|
+2|Bolster, Cadence (+5), War Drummer Music|—|+1 level of aura-using class
2nd|
+1|
+3|
+0|
+3|Leadership|+1 level of existing arcane casting class|+1 level of aura-using class
3rd|
+2|
+3|
+1|
+3|Battle Standard (minor)|+1 level of existing arcane casting class|—
4th|
+3|
+4|
+1|
+4||—|+1 level of aura-using class
5th|
+3|
+4|
+1|
+4|Cadence (+10), Auric Thrum|+1 level of existing arcane casting class|+1 level of aura-using class
6th|
+4|
+5|
+2|
+5|Battle Standard (major)|+1 level of existing arcane casting class|—
7th|
+5|
+5|
+2|
+5|Drums in the Deep|—|+1 level of aura-using class
8th|
+6|
+6|
+2|
+6||+1 level of existing arcane casting class|+1 level of aura-using class
9th|
+6|
+6|
+3|
+6|Cadence (+15)|+1 level of existing arcane casting class|—
10th|
+7|
+7|
+3|
+7|Sustaining Meter|—|+1 level of aura-using class[/table]

Weapon Proficiencies: The war drummer does not gain any additional weapon or armor proficiencies.

Bolster (Su): A war drummer with 9 or more ranks in Perform (drums) can bolster the resolves of others with his drumming. The war drummer and all allies who can hear him gain 2 temporary hit points per class level of the war drummer, which lasts for as long as the war drummer plays and for 5 rounds thereafter. During the performance, all allies gain the benefit of the Diehard feat.

Cadence (Su): A war drummer with 9 or more ranks in Perform (drums) can perform a steady drum rhythm that sets the speed of himself and his allies. Allies who hear the war drummer perform gain the given bonus to their movement speeds for as long as the war drummer plays and for 5 rounds thereafter. During this time, affected allies gain a bonus equal to the war drummer's charisma on constitution checks made to continue running and to avoid nonlethal damage due to a forced march.

War Drummer Music: War drummer music follows the same rules as bardic music. War drummer levels stack with bard levels for determining how often the character can use war drummer music or bardic music. War drummer levels do not stack with bard levels for determining what bardic music the war drummer gains from his levels in bard.

Spellcasting: At the given levels, the war drummer gains new spells as if he had gained a level in an arcane spellcasting class he belonged to before taking levels in war drummer. He does not gain any other class abilities associated with levels in the spellcasting class.

Auras: At the given levels, the war drummer gains new minor and major auras (and increases to his major aura bonus) as if he had gained a level in marshal. He does not gain any other marshal class abilities.

Leadership: At 2nd level, the war drummer gains Leadership as a bonus feat, if he does not already have it.

Battle Standard (Su): A war drummer with 11 or more ranks in Perform can create an illusionary battle standard that appears over his head by expending one of his daily uses of bardic music. The war drummer and all allies with Intelligence 3 or greater within 60 ft. are affected by any one minor marshal aura or any one of his bardic music abilities that affects allies that the war drummer knows. The battle standard lasts until the war drummer decides to change or cancel the effect, or he becomes dazed, unconscious, stunned, paralyzed, or if the effect is forcibly cancelled.
The battle standard does not interfere with the war drummer's ability to use his auras, either minor or major, and do not count towards how many he can have active at a given time. The standard emits light similar to a torch in a 20 ft. radius and dim light for an additional 20 feet.
At 6th level, he can instead project a major marshal aura, so long as he has 14 or more ranks in Perform.

Auric Thrum (Su): Whenever a war drummer that is 5th level or higher activates a major aura, he can expend one of his daily uses of bardic music in order to add his charisma bonus to the aura's effects instead of the major aura's usual bonus. This bonus lasts until the aura is cancelled or changed.

Drums in the Deep (Su): A war drummer with 15 or more ranks in Perform (drums) can perform a slow, yet fear-inspiring drum beat that instills dread and horror into foes that hear it. To be affected, the enemy must be within 60 feet of the war drummer and able to hear his drumming. They receive a Will save to resist the effect (DC 10 + war drummer's class level + war drummer's Cha modifier). For each enemy, subtract its Hit Die from the war drummer's and consult the following table.

{table=head]Difference|Effect
+10 or more|Foe is paralyzed
+1 to +9|Foe is panicked
-5 to 0|Foe is frightened
-6 or less|Foe is shaken[/table]

The effect lasts for as long as the war drummer performs and for 1 round thereafter. This effect is a mind-affecting fear effect.

Sustaining Meter (Su): A war drummer with 18 ranks in Perform (drums) can perform a steady tempo that sustains the life in his comrades. Allies (not including the war drummer) who hear the war drummer perform take damage as normal, but do not fall unconscious or die as a result of this damage. When the song ends, the effects of the damage occur instantaneously.
The rhythm of the sustaining meter is such that it overwhelms other drum-beats. An ally affected by sustaining meter cannot attempt any abilities that require ranks in Perform (drums).

PLAYING A WAR DRUMMER
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..

WAR DRUMMERS 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.

WAR DRUMMERS IN THE GAME
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Sample Encounter
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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

Lord_Gareth
2010-11-12, 07:05 PM
Sisters Treacherous

"Heatbreak kills as swift as a blade and silent as winter."

- Order motto

The Sisters Treacherous are a loosely-affiliated order of warrior-women that draw magical power from a metaphysical force they recognize as Treachery. Only somewhat related to one another, the Sister have an odd, uneven reputation; one sows discontent and discord in an evil kingdom, causing chaos more harmful than tyranny ever was, while another patrols the streets of a city tirelessly, ever-hunting for traitors and thieves. They are nervously welcomed in most cities and towns as mercenaries and some even achieve enough to be hailed as heroes, but how can anyone trust someone so intimately related to betrayal?

Becoming a Sister Treacherous
The Sisters Treacherous are always on the lookout for recruitment, possibly because their requirements are so stringent. Female paladins disenchanted with their codes of honor and rogues that want something greater to fight for than money are especially attractive to them, but most often a Sister Treacherous will end up training her own initiates, which are known as Knife Squires. The Sister typically initiates them as paladins first, teaching them how to follow a code of honor and indoctrinating them in belief before slowly opening their worldviews to wider horizons with training in stealth and guile.

Eventually, any given applicant is offered the Initiation. Those that survive swear their vows (see the Traitor's Honor class feature, below) and become full-fledged Sisters. Those that don't are not raised from the dead, and are eventually replaced by their mentors.

Sidebar: The Initiation
The initiation into the Sisters Treacherous 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 Treachery, 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 to her next student's training.

ENTRY REQUIREMENTS
Gender: Female only
Base Attack Bonus: +5
Feats: Power Attack, Improved Initiative
Class Features: Detect Evil as a spell-like ability, Smite Evil 1/day, Aura of Courage, Sneak Attack +2d6
Special: The character must be initiated by a Sister of fourth level or higher. (see The Initiation sidebar, above).

Class Skills
The Sister Treacherous's class skills (and the key ability for each skill) are as follows: Bluff (Cha), Climb (Str) Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
Skills Points at Each Level: 4 + Intelligence Modifier

Hit Dice: D10

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

1st|
+1|
+2|
+0|
+2|Sense the Unrighteous, Pitiless Strike 1/Encounter, Traitor's Honor

2nd|
+2|
+3|
+0|
+3|Aura of Suspicion, Sneak Attack +1d6

3rd|
+3|
+3|
+1|
+3|Worm-Tongued Guile, Stoicism

4th|
+4|
+4|
+1|
+4|Pitiless Strike 2/Encounter, Sneak Attack +2d6

5th|
+5|
+4|
+1|
+4|Coward's Glory, Thief's Reprieve

6th|
+6/+1|
+5|
+2|
+5|Aura of Malice, Sneak Attack +3d6

7th|
+7/+2|
+5|
+2|
+5|Armoring Doubt, Pitiless Strike 3/Encounter

8th|
+8/+3|
+6|
+2|
+6|Involuntary Martyr, Sneak Attack +4d6

9th|
+9/+4|
+6|
+3|
+6|Traitor's Roar, Shatter Oaths

10th|
+10/+5|
+7|
+3|
+7|Pitiless Strike 4/Encounter, Sneak Attack +5d6, Duchess Deceitful[/table]

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

Sense the Unrighteous (Su): Connected and in tune with Treachery, the sister 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 or loved ones. 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.

Sidebar: When Not to Roll
Sense the Unrighteous easily has the potential to bog down the game with multiple saving throws. It is recommended that Dungeon Masters save the secondary rolls for NPCs that actually have something to hide or for cases where the player characters are being especially paranoid or investigative in order to maintain the smooth running of the game. Dungeon Masters that wish to are, of course, free to roll however so many times they like.

Pitiless Strike (Su): Drawing upon reserves of hatred and their own connection to Treachery, the Sister Treacherous may strike telling blows against her enemies and punish those that have turned against their allies. Once per encounter (and to a maximum of one use per round), the Sister Treacherous may declare one of her attacks with a manufactured weapon to be a Pitiless Strike, dealing Sneak Attack damage in addition to the weapon's normal damage (even against beings that would normally be immune to Sneak Attack and even if they would not normally be able to Sneak Attack the being in question). If the Sister knows that the being has betrayed one of its friends, loved ones, or allies (and this knowledge is true), the being in question must then succeed at a Fortitude save (DC 10 + the Sister's class level + her charisma modifier) or suffer a -6 morale penalty on all attack rolls, saving throws and checks, as well as armor class, for the duration of the encounter.

The Sister Treacherous gains an additional use per encounter of this ability at fourth level, then again at seventh level and tenth level, though she may still only use it up to once per round.

Traitor's Honor: Upon swearing the vow to the Sisterhood, the Sister Treacherous holds herself to a code of honor particular to herself and her peers. She forswears all previous codes (including sacred vows, the Knight's code, and the Paladin's code) in favor of the code described below (the Sister Treacherous retains all features from classes that would require adherence to a vow as long as she continues to cleave to this one):

The Traitor's Code
"I swear, on my trials and suffering and in the name of Vengeance and Betrayal to uphold this sacred vow: that my weapon shall reach for those who harm the innocent, that I will succor and defend the innocent, that I shall never lie to or cheat one of my Sisters, and that I will always pay those who would betray me or my Sisters in kind, with an eye for an eye and blood for blood. Should I prove false, may my Sisters break my sword, shatter my bow, and destroy my name, my honor, and my life. So be it."

This code is open to interpretation, and it should be noted that it does not specifically forbid the Sister from exploiting the innocent or from engaging in treachery herself. A Sister Treacherous that consistently (or unjustifiably) defies this code or intentionally forsakes it loses all supernatural class features from this class, as well as from any class that is newly dependent upon this oath, until she is forgiven by at least three of her fellow Sisters and given an atonement spell by a lawful neutral cleric (breaking her oath is justified only in cases of extreme danger to large number of innocents, such as a nation-destroying apocalypse or a manifest demon lord). This may prove somewhat difficult, as each Sister can sense the presence of one that has broken this oath within six miles, and typically hunts them down with great zeal; getting one to leash her rage and talk is difficult, at best.

Additionally, the Sister Treacherous continues to gain daily uses of her Smite Evil ability as though levels in this prestige class were paladin levels, though she gains no other paladin class features in the process (such as improvements to her special mount, or spells). Sister Treacherous levels count as paladin levels for the purposes of resolving Smite Evil attempts

Sneak Attack (Ex): At second level (and every two levels thereafter), the Sister Treacherous' Sneak Attack damage improves by 1d6. See the rogue class feature.

Aura of Suspicion (Su): Starting at second level, the Sister Treacherous projects an insidious aura of suspicion, distrust, and aggression that worms its way into the minds of her enemies. This aura is always active, except when the Sister is unconscious or dead, and affects all hostile beings that fail a Will save (DC 10 + the Sister's class level + her charisma modifier) within a sixty foot radius of the Sister. Those beings that do fail their saves are filled with suspicion and mistrust towards their allies, certain that they are about to be betrayed, and treat all beings as hostile for the purposes of flanking and movement (though they nominally recognize their allies as such and will not go out of their way to harm or hinder them otherwise), as well as teamwork action such as Aid Another. A creature that leaves a Sister's aura for any reason is no longer affected, but if they later re-enter the aura (or if they succeed their save, leave the aura, and then re-enter it) they must make a new saving throw against it. This is a mind-affecting, compulsion effect (but see Souled Beings and Emotion-Affecting Abilities, below).

Beings that harbor genuine hatred, anger, jealousy or resentment towards themselves or their friends, allies, or loved ones suffer a -4 penalty on saving throws made against this ability.

Worm-Tongued Guile (Ex): The Sisters Treacherous deal with liars, cheats, and traitors every day, and engage in quite the bit of duplicity themselves; starting at third level, the Sister Treacherous adds her Intelligence modifier (minimum +1) to her Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks.

Stoicism (Ex): The Sisters Treacherous also train themselves to shrug off pain; the pain of loss, the pain of the body, and even magically induced pain. They are immune to magical and non-magical pain effects and never suffer from morale penalties (a pain effect is any effect originating from a spell or ability with "Pain" in its name or that levies a pain penalty).

Coward's Glory (Su): Starting at fifth level, the Sister Treacherous gains the ability to manipulate one of the most basic motivators for betrayal - fear. Up to three times per encounter, as a swift action, she may designate a souled being as the target for this ability, who is entitled to a Will save (DC 10 + the Sister's class level + her charisma modifier), though this effect is not always harmful. The effect depends on the being's condition:

- If the being is currently not suffering from a fear effect or morale penalty, then they are hit by paralyzing fear and doubt, inflicting a morale penalty on all rolls (as well as armor class, strength, and wisdom) equal to the Sister's charisma modifier for one round per class level. This is a mind-affecting, fear effect (but see Souled Beings and Emotion-Affecting Abilities, below).

- If the being is suffering from a fear effect, they are entitled to a new save to rid themselves of the effect. If they succeed, they gain a morale bonus on all attack rolls, saves, and checks (as well as armor class, strength, and wisdom) equal to the Sister's charisma modifier for one round per class level.

- If the being is suffering from morale penalties, those penalties instead become equivalent bonuses for one round per class level.

Bonuses and/or penalties levied by this ability increase by four when it is used on a being that is fighting to aid or defend beings that it hates or for which it feels anger or jealousy.

Thief's Reprieve (Su): Also starting at fifth level, the Sister Treacherous can steal a portion of luck from her foes, channeling it into a protective force. Whenever she deals Sneak Attack damage to a being (such as with her Sneak Attack or Pitiless Strike class features), that creature suffers a luck penalty to its armor class equal to the Sister's charisma modifier, and the Sister gains an equivalent luck bonus to her armor class. These bonuses and penalties last for one round per class level.

Aura of Malice (Su): As the Sister Treacherous grows increasingly powerful, her connection to betrayal and heartbreak begins to manifest as a palpable force that saps at the will of her foes. Starting at sixth level, the Sister Treacherous may choose to project her Aura of Malice in place of her Aura of Suspicion (changing Auras is a free action that can only be done once per round on her turn, and her Aura of Courage continues to function regardless of which other Aura she is using). When she is projecting this Aura, all hostile beings within a sixty foot radius of her must succeed at a Will save (DC 10 + the Sister's class level + her charisma modifier) or be wracked by terrible fear and guilt, suffering a -4 morale penalty on all rolls. Additionally, upon being affected (and once every three rounds thereafter) they must immediately succeed at an additional Will save or take an action immediately harmful to themselves and/or their allies, such as using an ill-placed fireball or attacking themselves with their weapons. A creature that leaves a Sister's aura for any reason is no longer affected, but if they later re-enter the aura (or if they succeed their save, leave the aura, and then re-enter it) they must make a new saving throw against it. This is a mind-affecting, compulsion effect (but see Souled Beings and Emotion-Affecting Abilities, below).

Beings that harbor genuine hatred, anger, jealousy or resentment towards themselves or their friends, allies, or loved ones suffer a -4 penalty on saving throws made against this ability.

Armoring Doubt (Su): Steeped in suspicion and betrayal, a Sister of seventh level or higher finds that her doubt and mistrust works to guard her from both betrayal and blows. She adds her wisdom modifier as a insight bonus to her armor class (minimum +1), and her charisma modifier as an insight bonus to all Sense Motive checks (minimum +1).

Involuntary Martyr (Su): A Sister of eighth level or higher can volunteer a hostile being to sacrifice itself for the glorious cause of her continued existence; once per encounter, as an immediate action in response to being targeted by an attack or ability (or being caught within the area of an attack or ability), the Sister may cause herself to exchange places with one hostile being within one hundred feet of her that she can perceive in any fashion (even if it's just smell). This being is entitled to a Will save (DC 10 + the Sister's class level + her charisma modifier) to avoid the effect, but is otherwise transported into the Sister's space (the Sister is likewise transferred to the space the being was formerly occupying), receiving the full effect of whatever attack(s), spell(s), power(s), or abilities that were about to affect the Sister during that round, gaining a saving throw where appropriate but not otherwise entitled to any kind of defense (including armor class).

Traitor's Roar (Su): As her connection to her Treachery flares to new heights, a Sister Treacherous of ninth level or higher 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 swift or standard action they are capable of as a free action in order to attack, maim, or otherwise hinder their allies (the exact action is determined by the Dungeon Master). 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 returns to its normal frame of mind, with no idea whatsoever why it acted the way it did. This is a mind-affecting, compulsion effect (but see Souled Beings and Emotion-Affecting Abilities, below).

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.

Shatter Oaths (Su): A Sister of ninth level or higher is truly a terrible foe to face, because she can call down Treachery itself to sink its tendrils into a being, shattering their sworn oaths and divesting them of any power gained thereby. Once per week, as a standard action, the Sister may use this ability on any being she can see. This being must succeed at a Will save (DC 10 + the Sister's class level + her charisma modifier) or instantly be treated as though it had willfully broken every code of conduct and/or vow it labors under (as an incidental side benefit of this ability, all magical compulsions, as well as geas/quest spells affecting the creature are suppressed) for a number of hours equal to the Sister's charisma modifier. This means, amongst other things, that paladins, druids, and clerics lose their class features, beings under magically-enforced contracts are treated as having violated them, et cetera. At the end of this time period they are returned to the good graces of their vows and contracts (assuming they have survived) despite any additional violations thereof that may have taken place while their oaths were shattered, though they may still break their vows themselves afterward (such as a paladin or cleric changing alignment while under the effects of this ability).

A being that has previously broken any of its vows, magical contracts, or codes of conduct, regardless of whether or not they have received an atonement spell, suffers a -4 morale penalty to saving throws against this ability.

Duchess Deceitful: At tenth level, the Sister Treacherous is fully claimed by her patron, Treachery, and becomes a magical being; her type changes to Outsider (Native). Furthermore, she gains a +2 inherent bonus to both wisdom and charisma, and the range of her Sense the Unrighteous ability extends out to one hundred and twenty feet. Finally, it should be noted that as a Duchess Deceitful, the character is given much respect and status amongst her fellow Sisters, and is treated as a wise leader-figure to be turned to for advice and aid.

Sidebar: "Souled" Beings and Emotion Affecting Abilities
A "Souled" being is any being that possesses an intelligence score of 3 or higher as well as wisdom and charisma scores that is not a construct or otherwise indicated as distinctly soul-less (such as a creature whose soul is trapped in a magic mirror, but not including Outsiders and other beings whose soul and body form one unit).

Many spells (and abilities of this class) tug on hearstrings and emotions rather than affecting the conscious mind directly. Some Dungeon Masters may want to edit spells that create a fear effect, as well as spells and abilities that provide moral bonuses or penalties (or otherwise seem to affect emotions) into emotion affecting abilities, described below.

Emotion affecting abilities tug directly on heart-strings and old feelings, not affecting the mind but rather the heart; any spell or ability that grants a morale bonus or penalty is emotion affecting, as well as any spell or ability specifically designated as such and any spell or ability the Dungeon Master wishes to revise as such. Beings that are immune to mind-affecting abilities are not necessarily immune to emotion-affecting abilities; instead, any being that cannot feel emotions (such as mindless beings, or most constructs, but not most undead) is immune to the effects of emotion affecting abilities.

Playing a Sister Treacherous
The Sisters Treacherous are, first and foremost, warriors, but beyond that they make decent social powerhouses and investigators of crimes and sources of corruption (for very often it is evil beings that commit treachery against others). Because of their above-average Charisma scores, Sisters Treacherous can often end up in leadership roles, though their skill therein can be...questionable, depending on exactly how traitorous they are themselves.
Combat: Most Sisters Treacherous believe that the only fair fight is the one you lose, and act accordingly; they attack from ambush, make liberal use of poisons and cheap shots, and generally do what they must to get ahead in a life or death situation. Thanks to their Aura of Suspicion they almost always have the opportunity to use their Sneak Attack ability, and a bit of social maneuvering (coupled with deft use of their abilities) can wreak unholy havoc in the enemy's ranks, turning brother against brother and letting the Sister mop them up after they're done slaughtering each other.
Advancement: Most Sisters Treacherous continue advancing as rogues, though some advance instead as paladins, fighters, barbarians or bards to advance their physical, supernatural, or social prowess. Because their oath compels them to defend the innocent and punish those that harm them, the Sisters Treacherous are often adventurers and thus tend to advance fairly swiftly.
Resources: The Sisters are almost always willing to aid one of their own, especially in the fulfillment of their oath, but otherwise do not possess especial reserves of wealth or access to mystic resources.

Sisters Treacherous in the World
"I mean, yes, she and her companions brought down those hill giants but...they couldn't stay here. After seeing what they did, we'd never be able to trust them."

- Jack Runestaff, town wizard, after seeing a group of Sisters turn hill giant clans against each other to their mutual destruction

The Sisters Treacherous have an uneven reputation. On the one hand, it is widely known that a Sister in good standing defends and protects the innocent, the helpless, and the weak. On the other hand, their methods are often underhanded, cruel, and in many cases downright evil, and it is difficult for them to be seen in a positive light as a result. Very often the Sisters end up feeling - or being - used as tools, allowed in long enough to end a crisis and then driven out of town for fear of their traitorous ways.
Daily Life: How a Sister lives her daily life revolves mostly on how they choose to fulfill their oath. One might spend her days and nights patrolling the streets of a city, looking for criminals and scum that take the helpless for all they're worth; another might ride forth on a one-woman quest to crush the churches of evil gods, burning down temple after temple in her half-mad need to scorch evil from the face of the world. Many Sisters join with adventuring parties, and use their friends and allies to further their oath.
Notables: Those Sisters that survive their duties tend to gather reputations simply by virtue of what it is that they do, but two in particular stand out as representative of the extremes that they tend towards:

Mialla Ashenharp
Mialla Ashenharp has, against all odds, managed to garner a positive reputation for herself. She joined the Sisters after a blackguard posing as a noble paladin betrayed her family and burned their estate (and some three hundred friends, relatives, and servants) to the ground and has lead a crusade across eight different kingdoms and thirty years to exterminate hidden evils and, specifically, to undo the influence of fiendish cults and demon-worshippers. Those that know her say Mialla is very sad, and it's true - her crusade, though noble, is just a cover for her quest for vengeance. The Lady Ashenharp has every intention of ending her own life the moment that blackguard dies on the end of her blade.

Jillian Hart
Jillian Hart might have had noble intentions at one point in her life and in a twisted way, she still does. Jillian spends her time in various major cities, rooting out corrupt organizations and crime lords - and then forcing them to swear fealty to herself and her patron, Glasya. Those that refuse to surrender before her might are crushed and their leader's souls are sacrificed to Glasya, who rewards Jillian with a steady supply of magical items and eternal youth. Jillian's agents worm their way into local power structures, enacting harsher punishments in the legal system and secreting convicted prisoners to her altars that run red with the blood of the guilty. Eventually, Jillian hopes to be able to crush chaos - and the influence of the Abyss - from her world entirely and be able to join her patron as a lover and participate in the Blood War directly.
Organizations: The Sisters Treacherous themselves have a loose organizational setup, but it by no means claims the exclusive participation of its members, who often join adventuring parties, mercenary companies, churches of justice, and assassin's guilds.

NPC Reaction
The Sisters often display their heraldry (the most common symbol of their presence being two eyes weeping blood) on their armor, shields (if any) and personal flags or tokens; as such, they are very recognizable, especially to NPCs with ranks in Knowledge (Arcana) or Knowledge (Nobility and Royalty). Those NPCs that recognize the Sisters are unlikely to be particularly easy about their presence, but they are generally tolerated, if somewhat ostracized. Because the Sisters generally do positive work, they are given the benefit of the doubt when they first move into a region, but witnessing their modus operandi is typically enough for nervous militia captains to request that they move on to other locales. At least, until the next crisis comes and a Sister answers the call.

Sisters Treacherous in the Game
The Sisters Treacherous bring an additional social and roleplaying aspect to the party that is somewhat different than the average party 'face'; that of the mistrusted tool. Like a cursed knight, the Sisters are tolerated but not loved, allowed to pass through but never permitted to stay. This gives the player the chance to explore what being an outcast is like and to take the opportunity to do something about it; the Dungeon Master is fully encouraged to enable this kind of character growth whenever they can.
Adaptation: The easiest ways to adapt this class to your campaign setting revolve around the source of their abilities and their organization; perhaps they are cursed knights, or servants of a devil prince, or even the closest thing a dark and unwholesome world has to paladins. The crux of any such change will involve edits made to the vow found in Traitor's Honor, which should be considered carefully before implementation.
Encounters: Player Characters are likely to encounter a Sister on a personal mission or crusade, or perhaps see her in action defending the innocent or punishing someone that has dared to betray her. Most good aligned characters won't end up on the Sisters' hit list, though one of the Sisters might end up on theirs if her conduct is sufficiently heinous. In fact, a party paladin may end up hearing of the Sisters and seeking one out, trying to learn how beings that seem so evil maintain their powers; discovering their secret may lead to an intense roleplaying encounter or to a furious paladin drawing steel and finding himself sorely out-matched.

Jota
2010-11-14, 12:14 AM
CUNNING ASSASSIN

Head cocked to the left, partial deafness in ear: first point of attack.
Two: throat; paralyze vocal chords, stop scream.
Three: got to be a heavy drinker, floating rib to the liver.
Four: finally, drag in left leg, fist to patella.
Summary prognosis: unconscious in ninety seconds, martial efficacy quarter of an hour at best. Full faculty recovery: unlikely.

~ Sherlock Holmes

A general description of whatever the class is (killer)!

BECOMING A CUNNING ASSASSIN
How you would normally become a member of this prestige class (kill people).

ENTRY REQUIREMENTS
Class Features: Cunning Strike
Feats: Adaptive Style, Gloom Razor

Class Skills
The cunning assassin's class skills (and the key ability for each skill) are....
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Ride (Dex) ,Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skills Points at Each Level: 6 + Intelligence modifier

Hit Dice: d6

{table=head]Level|
Base AttackBonus|
Fortitude[br]Save|
Reflex[br]Save|
Will[br]Save|
Maneuvers[br]Known|
Maneuvers[br]Readied|
Stances[br]Known|
Special

1st|
+1|
+0|
+2|
+2|
0|
0|
0| Combat Style, Cunning Adept

2nd|
+2|
+0|
+3|
+3|
1|
1|
0|Combat Muse

3rd|
+3|
+1|
+3|
+3|
0|
0|
0|Combat Muse, Cunning Assault

4th|
+4|
+1|
+4|
+4|
1|
0|
1|Combat Muse

5th|
+5|
+1|
+4|
+4|
0|
0|
0|Combat Muse, Hide in Plain Sight

6th|
+6|
+2|
+5|
+5|
1|
1|
0|Combat Muse

7th|
+7|
+2|
+5|
+5|
0|
0|
0|Combat Muse, Cimmerian Edge

8th|
+8|
+2|
+6|
+6|
1|
0|
1|Combat Muse

9th|
+9|
+3|
+6|
+6|
0|
0|
0|Combat Muse, Devious Dilettante

10th|
+10|
+3|
+7|
+7|
1|
1|
0|Combat Muse[/table]

Weapon Proficiencies: A cunning assassin gains no addition weapon or armor proficiencies.

Maneuvers: At every even level the cunning assassin gains one new maneuver from the Diamond Mind, Setting Sun, Shadow Hand, or Tiger Claw discipline. He must meet the maneuver's prerequisite to learn it. Add levels in cunning assassin to your initiator level to determine your total initiator level and your highest level maneuvers known.

At second, sixth, and tenth level, the cunning assassin gains an additional maneuver readied.

Stances Known: At fourth level and eighth level, the cunning assassin learns a new martial stance from the Diamond Mind, Setting Sun, Shadow Hand, or Tiger Claw disciplines. He must meet a stance's prerequisite to learn it.

Combat Style: At first level the cunning assassin chooses whether his combat style is governed by intellect or intuition. The cunning assassin must choose between Intelligence or Wisdom. The modifier of the attribute he chooses can be used in place of the other for factotum or swordsage class features. The cunning assassin also selects one class that is not factotum. Levels in that class are added to the cunning assassin's factotum levels for determining his base inspiration and his arcane dilettante class feature (both in highest spell level known and number of spells prepared).

Cunning Adept (Ex): A cunning assassin may spend two inspiration points to ready any maneuver he knows, provided his total number of readied maneuvers does not exceed the number of readied maneuvers allotted to him by his class levels, and he has not already readied the same maneuver. The cunning assassin may also spend an inspiration point to reduce a creature's immunity to critical hits from outright immunity to halved sneak attack dice (round down) for a number of rounds equal to his cunning assassin level, but only for attacks made by the cunning assassin.

Combat Muse (Ex): Beginning at second level and continuing every level thereafter the cunning assassin gains a new combat muse, a dual-faceted ability that grants him the chance to renew his inspiration in combat as well as an additional use for his sneak attack dice. Each time he gains a combat muse the cunning assassin selected one ability from each list below. Combat Muse is an extraordinary ability unless noted otherwise.


Sneak Attack Options
Sneak attack options allow a cunning assassin to trade sneak attack dice for various other effects. Each attack may only have one rider effect from Combat Muse (e.g. an individual attack cannot both deafen and blind a target). The maximum number of dice that can be sacrificed on an individual attack is equal to the cunning assassin's class level. Save DCs are 10 (this is the base DC) + 1/2 Hit Dice + cunning assassin's Intelligence or Wisdom modifier (whichever was selected for Combat Style), except where noted.

Addling Strike: You may sacrifice 3d6 sneak attack dice to confuse an opponent (Will negates, base DC 9) for one round. For each additional die sacrificed beyond three the confusion lasts an additional round, though the target is entitled to a save each round to return to normal. Creatures immune to mind-affecting effects are immune to this effect.
Blinding Stab: You may sacrifice 4d6 sneak attack dice to blind an opponent (Reflex negates, base DC 8) for one round. For each additional die sacrificed beyond four the blindness lasts an additional round, though the target is entitled to a save each round to return to normal. Creatures that do not rely on eyesight to see are immune to this effect.
Caster's Bane: By sacrificing 4d6 sneak attack dice, you force an opponent to make a Will save (base DC 11) or take a -4 penalty to caster level and a -2 penalty to spell save DCs. The target is entitled to a save each round to return to normal.
Chilling Clout (Su): You may sacrifice 1d6 sneak attack dice to have all your other sneak attack dice deal cold damage. A creature struck by this ability must make a Fortitude save or become vulnerable to fire damage until the end of your next turn.
Concussive Shot: You may sacrifice 4d6 sneak attack dice to daze an opponent (Fortitude negates, base DC 8) for one round. For each additional die sacrificed beyond four the daze lasts an additional round, though the target is entitled to a save each round to return to normal.
Corrosive Slam (Su): You may sacrifice 2d6 sneak attack dice to have all your other sneak attack dice deal acid damage.
Dazzling Flourish: You may sacrifice 1d6 sneak attack dice to dazzle an opponent (Reflex negates, base DC 11). For each additional die sacrificed beyond one the dazzling lasts an additional round, though the target is entitled to a save each round to return to normal. Creatures that do not rely on eyesight to see are immune to this effect.
Deafening Blow: You may sacrifice 2d6 sneak attack dice to deafen an opponent (Fortitude negates). For each additional die sacrificed beyond two the deafness lasts an additional round, though the target is entitled to a save each round to return to normal. A creature with hearing-based blindsight who is hit with this ability has that blindsight reduced to blindsense for the duration of the effect.
Desert Wind (Su): You may sacrifice 1d6 sneak attack dice to have all your other sneak attack dice deal fire damage. The target must make a Reflex save or catch fire, taking 2d6 fire damage each round until it takes a move action to put the flames out.
Energy Shank: You may sacrifice 2d6 sneak attack dice to fatigue an opponent (Fortitude negates). The opponent is fatigued until it takes a standard action to do nothing but catch its breath. If the opponent is already fatigued it instead becomes exhausted. An exhausted opponent may spend a standard action doing nothing to reduce the exhaustion to fatigue or a full-round action doing nothing to eliminate the exhaustion entirely.
Gaping Wound: You may sacrifice 2d6 sneak attack dice to create a bleeding wound that does an additional 2d6 damage each round (Fortitude negates, base DC 12, target may save again each round). Only one gaping wound may be delivered per sneak attack, but the cunning assassin may inflict multiple gaping wounds on a single creature, which stack. This bleeding can also be stopped by a Heal check with a DC of 15 + sneak attack damage. Creatures immune to Constitution damage are immune to this effect.
Hamstrung: You may sacrifice 1d6 sneak attack dice to reduce one of a creature's movement speeds by 5 feet (Reflex negates). You may sacrifice more than 1d6 sneak attack dice on a single attack with Hamstring, but the target only makes one save against the collective effect (e.g. 6d6 sneak attack dice are sacrificed to reduce a creature's base land speed by 30 feet -- the target makes one save, not six).
Involuntary Regurgitation: You may trade two or more sneak attack dice to sicken an opponent for one round (Fortitude negates). For each additional die sacrificed beyond two the target is sickened for an additional round, though the target is entitled to a save each round to return to normal. If you strike a creature who is already sickened, the target instead becomes nauseated. Creatures immune to Constitution damage are immune to this effect. Furthermore, each two dice sacrificed as part of this attack forces a creature with the Swallow Whole ability expel a Medium-sized creature. A Large creature is the equivalent of two Medium creature, two Large creatures constitute a Huge one, one Medium creature is equivalent to two Small creatures, a Small creature is the equivalent of two Tiny creatures, and so on.
Jolting Collision (Su): You may sacrifice 1d6 sneak attack dice to have all your other sneak attack dice deal electricity damage. Creatures in metal armor or composed primarily from metal take -1 (medium armor) or -2 (heavy armor, metallic composition) penalty on Armor Class and attack rolls during their next turn (Reflex negates, base DC 11).
Shifting Clash: By sacrificing 1d6 sneak attack damage, you may force an opponent to move five feet into a square of your choice (Reflex negates). This movement may not be vertical unless the creature has a fly speed, can levitate, or has a similar ability.
Stunning Wallop: You may sacrifice 4d6 sneak attack dice to stun an opponent (Fortitude negates) for one round. For each additional die sacrificed beyond four the stunning lasts an additional round, though the target is entitled to a save each round to return to normal. Creatures that do not rely on eyesight to see are immune to this effect.
Terrifying Thrust: You may sacrifice 2d6 sneak attack dice to strike fear into an opponent (Will save or become shaken). The target is entitled to a new save every round on its turn to return to normal. An opponent who is already shaken becomes frightened, one who is already frightened becomes panicked, and a panicked target begins cowering. This is a mind-affecting, fear effect.



Sources of Inspiration

Inspiration points gained from the Combat Muse class feature cannot grant the cunning assassin more inspiration points than his maximum.

When an opponent misses you due to concealment, you gain two inspiration points.
When you successfully Tumble to avoid provoking an attack of opportunity, gain one inspiration point (per attack of opportunity avoided).
When an opponent fails a save against one of your [Discipline] strikes, gain two inspiration points. This muse may taken multiple teams, with a different discipline selection per instance.
When an opponent fails a save against one your arcane dilettante spell-like abilities from the [School] school, gain one inspiration point. This muse may taken multiple teams, with a different school selection per instance.
When you threaten a critical hit, gain one inspiration point.
When you confirm a critical hit, gain two inspiration points.
When you succeed on a Hide check opposed by an opponent's Spot check, gain one inspiration point.
Pick a saving throw (Fortitude, Reflex, or Will). Each time you succeed on a saving throw of that type, you gain two inspiration points. This muse may taken multiple teams, with a different saving throw type per instance.



Cunning Assault (Ex)): When a third level cunning assassin spends inspiration on his cunning strike class feature, the sneak attack damage he gains applies to all of his attacks until the beginning of his next turn, including attacks of opportunity. The cunning assassin must still meet the requirements for sneak attack to gain the bonus damage dice.

Hide in Plain Sight (Ex): At fifth level a cunning assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a cunning assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Cimmerian Edge (Ex): When you use the Lingering Gloom option of the Gloom Razor tactical feat, you may spend one inspiration point to reduce the Hide check action requirement to a free action. Furthermore, when you use the Moving Shadows option, you may spend two inspiration points to treat the opponent as flat-footed against all of your attack in the round, rather than just the first.

Devious Dilettante (Ex): A ninth level cunning assassin may change the prepared spells from his arcane dilettante class feature to spells from the enchantment or illusion schools as a swift action by spending one inspiration point. This does not allow the cunning assassin to prepare an additional use of his arcane dilettante class feature from scratch, it merely grants him the ability to alter a previously use.

[b]PLAYING A CUNNING ASSASSIN
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..

CUNNING ASSASSINS 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.

CUNNING ASSASSINS 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/Factotum 8/Swordsage 2/Cunning Assassin 3
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

T.G. Oskar
2010-11-14, 12:33 PM
Mweheheh! Hybrid Theory has returned!

Time to unleash a combination so bizarre, so magnificent, there is no picture epic enough to contain it. Or, really, there was no pic that could convey the idea I was looking for: apparently looking for "badass bard spellcaster" on Google drops absolutely nothing.
Too bad I must break my usual format for this one. Simplicity over painstaking explanation, alas...

--

MAESTRO OF THE WORLD-SONG

http://Picture URL

"Hark, brethren! Listen to me, listen to my song! The song that built this world, the song that ushers in the heart of all beings and all things; the song only I can chant! Listen to the 'world-song'; the last, true, worthwhile song you will ever hear. Because if you don't die from hearing it, you will not enjoy any other song ever..." -

Some bards and scholars say that music, much like magic and arithmetics, are languages that transcend comprehension. Only sapient beings can fully comprehend the beauty of music, and regardless of the barriers of language, the message it conveys is undeniably understood.

The truenamers would beg to differ. The Primal Speech, the Words of Creation, even the nefarious Dark Speech...these are but echoes of the true language that formed the world. Orderly, intricate, special...one that controls that language has some degree of control over the world.

And in that case, the true maestros would beg to differ. Beyond any scholar, beyond any bard, beyond any truenamer, lies the maestro of the world-song; a minstrel from legend, whose pursuit of the perfect song has led him to seek the perfect tune and the perfect words. Blending the subtle art of music with the lyrics emanating from the True Speech that formed the world, the maestro finds indeed that it was song that formed the world; for how a perfect world, full of harmony and thriving in happenstance, could be formed by such a rigid code? Thus, he unveils to the world the fabled "world-song"; the song that, when striking the right tune and speaking the right words, echoes in the very essence of everything that exists. If it exists, it is affected by the world-song; and if it is affected, it can be manipulated by the maestro. Thus, the pursuit of the mastery of the world-song is crucial to the maestro, for if he can reach the essence of everything with but a simple song, even a word could manipulate it. For, why the need for complex words, or arcane sigils, if by chanting, proclamating, intonating, interpreting the world-song, few if no barriers can truly shatter it?

But of course, even the maestro knows its limits, and that is what grants him strength. For, even if the maestro has access to the song that unravels the very essence of the world, he knows the repercussions of his interpretation. Thus, instead of claiming the world with his song, he shatters the limits for everyone else; instead of claiming the world for himself, he shows his art so that everyone can unravel and understand the world. Thus, the maestro chafes over those that claim control over the world by one mean or another; the world-song is art, and art cannot be controlled or manipulated, and as the world-song formed the world and could possibly destroy it, it could also protect it, enlighten it, or even allow its admiration. For truly, for the maestro, the highest art is the world-song, and by extension, the world.

BECOMING A MAESTRO OF THE WORLD-SONG
The grand majority of maestros of the world-song begin their journey as bards, and after learning about the power of the world-song, become truenamers (see Tome of Magic page 198) in order to learn about the Truespeech. Some bards start with formal training with the art of Truenaming, while others, upon becoming truenamers, hastily devour (in a figurative sense) anything that belongs to the art of language in order to remain in equal standing with a proper truenamer. Some bards learn only the basics of truenaming, enough to formulate several utterances of reasonable power, and retain their bardic prowess by adhering to the basics of the bardic arts of performance, taking Truename Training, Minor Utterance of the Evolving Mind and finally Utterance of the Evolving Mind, but their entry is usually delayed and they end up less powerful than others who dabbled in great detail into truenaming.

Occasionally (for not to say rarely), a sorcerer or enchanter that has taken a liking for the music and has acquired the ability to interpret bardic music may also take to dabble in truenaming and find the world-song. Such spellcasters find themselves sacrificing their spellcasting a worthwhile investment, specially in the case of enchanters whom find learning about the essence of part of their arsenal and how the maestros stir even the essences of the mindless mystifying.

ENTRY REQUIREMENTS
To qualify to become a maestro of the world-song, a character must fulfill all of the following criteria.
Skills: Perform (song or oratory) 10 ranks, Truespeak 10 ranks
Spells: Able to cast 2nd level arcane spells, including at least one enchantment spell of 2nd level or higher.
Special: Bardic music ability
Special: Must know at least one 2nd level utterance from the Lexicon of the Evolving Mind

Class Skills
The maestro of the world song's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Truespeak (Int) and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d6

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

1st|+0|
+0|
+2|
+2|Bardic high music, bardic knowledge, student of the lexicon|-

2nd|+1|
+0|
+3|
+3|Expanded lexicon (Evolving Mind), worldsong (gift of tongues)|+1 level of existing arcane spellcasting class

3rd|+2|
+1|
+3|
+3|Expanded lexicon (Crafting Tool), words of power|+1 level of existing arcane spellcasting class

4th|+3|
+1|
+4|
+4|Expanded lexicon (Evolving Mind), worldsong (lyrics of harmony)|+1 level of existing arcane spellcasting class

5th|+3|
+1|
+4|
+4|Expanded lexicon (Crafting Tool), combine lyrics|-

6th|+4|
+2|
+5|
+5|Expanded lexicon (Evolving Mind), words of power|+1 level of existing arcane spellcasting class

7th|+5|
+2|
+5|
+5|Expanded lexicon (Crafting Tool or Perfected Map), subvocalize|+1 level of existing arcane spellcasting class

8th|+6|
+2|
+6|
+6|Expanded lexicon (Evolving Mind), worldsong (enduring words)|+1 level of existing arcane spellcasting class

9th|+6|
+3|
+6|
+6|Expanded lexicon (Crafting Tool or Perfected Map), words of power|+1 level of existing arcane spellcasting class

10th|+7|
+3|
+7|
+7|Expanded lexicon (Evolving Mind), worldsong (lyrics of the heart)|-[/table]

Weapon Proficiencies: A maestro of the world-song does not gain new weapon or armor proficiencies.

Spells per Day: When a maestro of the world-song gains a new level, he gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. Hhe does not, however, gain any other benefit a character of that class would have gained.
If the character had more than one arcane spellcasting class before he became a maestro of the world-song, the player must decide which class to assign each level for the purpose of determining spells per day and spells known.

Bardic Knowledge: A maestro of the world-song’s class level stacks with levels in bard (or any other class that grants bardic knowledge) to determine the bonus on the check. If the maestro has the lore class ability (or a class ability similar to lore or bardic knowledge), he may stack his maestro class levels with levels of classes that grant this ability.
If the maestro of the world-song does not have the bardic knowledge or lore class ability, he is treated as if having the ability as a bard of his class level.

Bardic High Music: A maestro of the world-song does not begin by learning the nuances of the intricate world-song, the mythical blend between music and the primal language that formed the world. However, as a student of the art, he learns how to improve his songs with the power of Truespeak, adding the complex intonations and words of the language into his lyrics.
A maestro of the world-song stacks his class levels with bard levels (or levels in a class that grants bardic music) for purposes of determining his daily uses of bardic music, but not to determine access to further songs (except for inspire courage; levels in bard and levels in maestro of the world-song stack to determine the bonus on inspire courage).
When using a bardic music ability, the maestro of the world-song may, as part of the same action, attempt a Truespeak check. The Difficulty Class of the Truespeak check is equal to 13 + the highest Hit Dice amongst allies or the highest Challenge Rating amongst opponents + the ally or creature’s Charisma modifier. If successful, the maestro of the world song infuses the song with greater power, altering further the effects of the song; if the maestro fails on the check, the song is interrupted and has no effect. While using bardic high music, the maestro of the world-song cannot use any spell or utterance (unless the maestro has an ability that allows him to use spells or speak utterances) until he finishes singing. Unlike utterances, the bardic high-music is not subject to the Law of Resistances (thus, a maestro may use bardic high music without the increasing resistances) or the Law of Sequences (thus, a maestro may begin a new bardic high music ability even if he has already used an utterance or is under the effect of another bardic high music started by him).

Countersong: With a successful Truespeak check, whenever an enemy attempts to cast a spell with a verbal component, the enemy must succeed on a Concentration check equal to the maestro’s Perform check result (see countersong for details) or fail, having the spell disrupted.
Fascinate: With a successful Truespeak check, the maestro may use the fascinate bardic music ability even if the creature succeeded on a saving throw against the same effect earlier on.
Inspire Courage: With a successful Truespeak check, the maestro grants immunity to fear to all allies that listen him and are affected by the inspire courage effect.
Inspire Competence: With a successful Truespeak check, a creature that is affected by the maestro’s inspire competence ability is treated as if having a number of ranks equal to the maestro’s Perform skill for as long as the maestro concentrates on the ability. The maestro must determine which Perform skill to use, and the creature gains effective ranks in the ability based on that chosen Perform skill. This allows the ability to use the skill untrained and grants a larger bonus on the skill. If the creature’s ranks in the skill are higher than the maestro’s ranks in the chosen Perform skill, the creature gains no benefit (other than the competence bonus on the skill).
Suggestion: With a successful Truespeak check, a fascinated creature is treated as if under the effect of a lesser geas cast by a spellcaster of the maestro’s character level, except there is no limit on the amount of Hit Dice (thus, a maestro may affect a creature higher than 7 Hit Dice with the lesser geas effect caused by this ability).
Inspire Greatness: With a successful Truespeak check, the maestro may affect a larger number of creatures with this ability. A maestro may affect one more creature per each five ranks in Perform over the first four (thus, a 9th level bard/3rd level truenamer/2nd level maestro with 17 ranks in Perform may affect 3 creatures with this ability; one by means of class levels and two by means of his Perform ranks).
Song of Freedom: With a successful Truespeak check, a maestro that manages to get this ability may, instead of a break enchantment effect, affect all creatures as if under the effect of a freedom of movement spell cast by a spellcaster of a level equal to half the maestro’s character level.
Inspire Heroics: With a successful Truespeak check, a maestro that manages to get this ability may affect a larger number of creatures with this ability. A maestro may affect one more creature per each five ranks in Perform over the first four (thus, a 9th level bard/3rd level truenamer/2nd level maestro with 17 ranks in Perform may affect 3 creatures with this ability; one by means of class levels and two by means of his Perform ranks).
Mass Suggestion: With a successful Truespeak check, a maestro that manages to get this ability causes all fascinated creatures to be affected as if under a lesser geas cast by a spellcaster of the maestro’s character level, except there is no limit on the amount of Hit Dice (thus, a maestro may affect a creature higher than 7 Hit Dice with the lesser geas effect caused by this ability).

Student of the Lexicon: Levels in the maestro of the world-song stack with levels in truenamer (if any) to determine access to higher level utterances of the Lexicon of the Evolved Mind, as well as accessibility to utterances of the Lexicons of the Crafted Tool and the Perfected Map, but not to determine how many utterances the maestro knows (but see Expanded Lexicon, below). Furthermore, levels in maestro of the world-song stack with levels in truenamer (if any) to determine the effective caster level to break the spell resistance of a creature when speaking an utterance (see Tome of Magic page 232).

Expanded Lexicon: At 2nd level, a maestro of the world-song expands his knowledge of the Truespeech as he seeks to fully comprehend the beauty and power behind the world-song. Knowing, as he does, that Truespeech and music are intrinsically connected, it is only natural that someone that masters the Truespeech will also manage to master music.
At 2nd level, and every even level afterwards, a maestro of the world-song gains one new utterance from the Lexicon of the Evolving Mind. He may choose an utterance of any level up to the highest level of utterance he has access to.
At 3rd level, and every odd level afterwards, a maestro of the world-song gains one new utterance from the Lexicon of the Crafted Tool, even if he wouldn’t normally have access to such utterances. He may choose an utterance up to the highest level of utterance he has access to; if he does not have the right level to speak an utterance of that Lexicon, he may only choose a 1st level utterance. At 7th level and onwards, he may instead choose an utterance of the Lexicon of the Perfected Map, subject to the same restrictions.

World-Song (Sp): At 2nd level, the maestro of the world-song starts to learn the lyrics, rhymes, metrics and components of the legendary “world-song”, the music that was used to construct the world. The world-song is unique, for it reunites two forms of communication that, as few sages claim, transcend any kind of comprehension; since the Truespeech affects even mindless creatures and inanimate objects, and since music transcends the barrier of language, the combination of both certainly should trespass any barrier. But as any maestro would know, the world-song is not a song by itself, but the means, the tools, to bypass the limits of music, speech, and even the power of magic itself.
To use one of the world-song abilities, a maestro of the world-song must spend two daily uses of his bardic music ability and succeed on a Truespeak check (the Difficulty Class is indicated in each ability below). A maestro of the world-song may only activate a single ability of those above, and it affects him and all allies which can hear him. By spending extra daily uses of his bardic music, he may activate further abilities of the world-song, but each ability activated increases the DC of the Truespeak check by 5. Unlike other utterances, interpreting the world-song is not affected by the Law of Resistances or the Law of Sequences, but as with other forms of bardic music, a maestro may not use another bardic music effect or cast a spell unless it has a way to bypass those restrictions. A maestro may interpret the world-song in any way; it is not limited to song or oratory, although the maestro must usually be capable of understanding those kinds of performances to understand and properly interpret the world-song.
Gift of Tongues: a 2nd level maestro of the world-song that has at least 12 ranks in Perform may grant himself and all allies that listen to him the benefit of the gift of tongues. If the maestro succeeds on a DC 25 Truespeak check, he and all allies are treated as if under the effect of the tongues spell for as long as the maestro concentrates and for 5 rounds thereafter. While under the effect of this ability, the maestro and all allies may ignore any restrictions because of language; thus, creatures affected by this ability may cast spells in any language and have their targets understand them, even if the spell has the language-dependent descriptor.
Lyrics of Harmony: a 4th level maestro of the world-song that has at least 14 ranks in Perform may grant himself and any allies that speak any utterance a great boon; his harmonious song counters the effects of the Law of Resistance and Law of Sequence for as long as the maestro concentrates, up to one minute. The maestro and all allies that can speak utterances may speak an utterance even if another is currently undergoing its effect, and they may affect a creature as many times as they want without increasing further Truespeak checks. The maestro must succeed on a Truespeak check equal to 13 + the highest Hit Dice amongst allies + the Charisma modifier of the character with the highest Hit Dice, plus two for every other creature affected. Thus, a maestro with this ability that affects a 15th level truenamer with Charisma 14 and a 13th level character with the ability to speak utterances must succeed on a Truespeak DC 34 check (13 + 15 from the highest character’s Hit Dice + 2 from Charisma 14 equals 30, +4 since the maestro himself and the other creature are also affected.) A maestro may choose how many creatures to affect with this ability, but if he chooses to affect all allies (regardless of the ability to speak utterances or not), he gains a +5 bonus on the check. If the maestro decides only to affect himself, he gains the benefit of speaking his personal truename.
Enduring Words: an 8th level maestro of the world-song has at least 18 ranks in Perform may grant himself and any allies the ability to warp the notion of time upon the utterances that affect them. When the maestro or any of the affected creatures speaks an utterance to affect a creature also affected by this ability, the duration of the utterance is counted increases by 10 times; thus, an ability that would last for 1 round lasts 1 minute instead, an ability that lasts for 5 rounds lasts for 5 minutes, and an ability that lasts up to 1 minute lasts for 10 minutes instead. The maestro must succeed on a Truespeak check equal to 13 + the highest Hit Dice or Challenge Rating amongst all creatures (use Hit Dice for allies, Challenge Rating for other creatures) + the Charisma modifier of the character with the highest Hit Dice or Challenge Rating, plus two for every other creature affected. A maestro may choose how many creatures to affect with this ability, but if he chooses to affect all creatures, he gains a +5 bonus on the check. If the maestro decides only to affect himself, he gains the benefit of speaking his personal truename. Even if the maestro may use an utterance while singing, he may not use the Extend Utterance feat while using this ability.
Lyrics of the Heart: a 10th level maestro of the world-song that has at least 23 ranks in Perform may grant himself and any allies the ability to reach the very essence of a creature, even if it’s devoid of intellect. For as long as the maestro concentrates, up to 1 minute, he and any allies that use abilities that are mind-affecting may ignore this restriction; thus, a spellcaster under the effects of this ability may affect an undead creature with an enchantment effect. If the mind-affecting effect does not require concentration, the effect remains even after the maestro stops singing; otherwise, the spell is interrupted once the maestro ends his interpretation. The maestro must succeed on a Truespeak check equal to 13 + the highest Challenge Rating amongst the creatures (do not count allies, summoned or called creatures towards this ability) + the Charisma modifier of the creature with the highest Challenge Rating, plus two for every other creature affected. A maestro may choose how many creatures to affect with this ability.

Words of Power (Sp): At 3rd level, and every three levels afterwards, a maestro of the world-song learns a spell related to Truespeech; the fabled and feared power words. The maestro may learn any power word spell of a level no higher than the highest level of spell he can cast. Once he chooses the spell to learn, it is automatically added to the maestro’s spellbook (if any) or list of spells known.

Combine Lyrics (Ex): At 5th level, a maestro of the world-song learns how to combine song, spellcasting and speech into a seamless whole. A maestro may choose to cast a spell while singing, or cast a spell and speak an utterance at the same time, or speak an utterance while singing, or even combine two songs and their effects at the same time.
First, a maestro of the world-song may combine two types of bardic music, or combine a bardic music and the world-song at the same time to provide the benefits of both. The maestro chooses two music abilities and activates both using the same standard action. If either or both require concentration, the maestro may maintain concentration on both by using one standard action each round to concentrate. All other effects apply as usual; a maestro may not cast a spell while singing two songs at the same time, nor speak an utterance while combining songs.
Second, as a full-round action, a maestro may initiate a bardic music ability or the world-song ability and either cast a spell or speak an utterance, or keep concentration on a song while casting a spell or speaking an utterance.
Third, a maestro using a bardic music ability that requires no concentration may cast a spell that requires a verbal component or speak an utterance and remain singing, without interruption. If using a spell, the maestro is treated as if adding a metamagic feat (and thus extends the casting time of the spell); if using an utterance, it takes a full-round action to speak an utterance while singing. If the maestro is using two bardic music abilities, or a bardic music ability and the world-song, he may not cast a spell or speak an utterance unless he cancels one of the abilities (as a free action).
Fourth, a maestro may, as a full-round action, cast a spell and speak an utterance in the same action. The maestro decides which action he may use first.
Finally, the maestro may decide to use the Empower Utterance, Extend Utterance, or Quicken Utterance and apply the effect to a spell instead of an utterance. To use this ability, the maestro must succeed on a Truespeak check with a DC equal to 13 + the maestro’s caster level, plus any DC increase added by means of these feats. The Law of Resistance and Law of Sequences apply to this effect; any further attempt to use any of the feats that enhance utterances on spells have their Truespeak check increased by 2 per each time the feats are used (calculate the increases separately for each feat) and the maestro may not use this ability while the other spell is in effect (or for 1 minute if the spell has a duration of less than 1 minute, or has an instantaneous or permanent duration). In the case of spontaneously cast spells and Quicken Utterance, this allows the spell to be cast as a swift action (and thus the maestro may cast another spell, initiate a bardic music effect, speak an utterance or even use the other full-round action combinations of spell, song and/or utterance granted by this ability), but a quickened spell cannot be modified by any kind of metamagic; spells affected by Empower or Extend Utterance may be affected by other metamagic feats, however.

Subvocalize (Ex): At 7th level and higher, a maestro of the world-song can begin a new bardic music or initiate the world-song as a swift action. A maestro can use this ability only if he already has one (and only one) bardic music effect already active, or if he is only interpreting the world-song and no other bardic music.
As well, if the maestro is using two bardic music abilities, or one bardic music ability and the world-song (as per the combine lyrics ability above), he may make a Perform check with a DC equal to 13 + his caster level in order to cast a spell (so as long as the maestro is not concentrating on both abilities; if the maestro is only concentrating on one ability and using both, he may cast the spell), or make a Perform check with a DC equal to 13 plus the maestro’s ranks in Truespeak plus the maestro’s Intelligence modifier to speak an utterance. A failed Perform check does not interrupt the songs or cause the maestro to expend a spell slot.

PLAYING A MAESTRO OF THE WORLD-SONG
Music and language hold an intricate relationship, and you have found that relationship to your benefit. You may not be the best spellcaster, the best musician, or the best speaker of the True Speech, but your combination surely allows you to bypass their limits. You revel on enchantments, on secret languages, and on supporting allies beyond their wildest expectatives. You are certainly assured a place wherever you go; on the harsh adventuring party that allows no weaklings (for if they can enchant even the creature with no mind, what it will do to them?), on the most exclusive tavern or bardic college, on the most revered of courts and even beyond. Your gift of language is certainly prized; few could do what you are capable of, be it with a mundane speech or the very power of the world-song.
Combat: One of the problems of truenamers is that they are restricted in many ways; their powers require a very precise intonation, they are affected by two stringent Laws, and their duration is limited. The World-Song allows the maestro to bypass most of, if not all, those restrictions or at least minimize their effect, in a way that you can reliably use those powers. Never neglect a reversed word of nurturing extended to ten times its duration, or even the obverse version of the utterance.
However, you are not devoid of power beyond your utterances. As a maestro, and specifically at the highest level, you can use enchantments almost as well, if not better, than the mightiest enchanter. Your access to power word spells in combination with truename spells and the ability to ignore mental defenses makes you a deadly combatant, even if not fighting closely. Another key point is your progression of inspire courage; singing beforehand allows you deft skill in combat and great support to your allies, which (in the case of a bard) complements with your choice of weaponry.
The biggest thing to consider is action economy. As someone who can cast a spell, speak an utterance, sing, fight well, and even use magical devices without the right knowledge of the spell, you have a lot to do. You can buff your party in several ways, and you essentially have two chances of buffing your entire party every turn. Set a routine of spells, utterances and songs that maximize the benefit of your party, and learn when to use the world-song, which part of the world-song to use, and whether initiating the world-song would be better than simply casting a spell or speaking an utterance (or even merely jabbing).
Advancement: Being a singer, a spellcaster and a truenamer at heart, you should focus on several things. One of the most crucial ones is helping your concentration, or otherwise you will be drowned in your choices. Sonorous Hum (Spell Compendium 196) and a songblade (Magic Item Compendium) help immensely in keeping spells and songs that require concentration active. The Extra Music feat (Complete Adventurer) helps you with your massive requirement of daily uses of bardic music, which allows you to combine an inspire courage or inspire greatness song along with the mighty world-song.
Seek several useful enchantments and ways to improve on them. Much later, many creatures gain outright immunity to mind-affecting effects, but you have ways to counter them (and allow your allies to counter those effects). Also, take heed of the power of making a nearly-instantaneous lesser geas effect; such an effect is a double-edged sword for your opponent, for it causes either a penalty that can be detrimental or halt the creature in its tracks. Dominate Monster and Mass Charm Monster are very strong alternatives, not to mention the various Power Word spells you have access to.
You should find things that help your Truespeak skill, given the already difficult task of bypassing the ever-growing DC and the Law of Resistances. Spells (either those from your class or through UMD) and magic items are a must. Perform is another skill that needs to be usually high, and something like Versatile Performer (Complete Adventurer) allows you to mix and match performances, not to mention taking advantage of your high Intelligence and Charisma scores in order to enable different forms of the world-song and bardic music other than singing or speech.
Resources: The maestros of the world-song are a distant bunch. If you were trained on a bardic college, you may have some support from them, but you should be wary of drawing enmity from aspiring bards and virtuosos that may not understand the purpose of the world-song. More than seeking a resource, you are a valuable resource to others, mostly sages, scholars and savants who may be awed by your knowledge. Seek to solve the problems of these people, and you may suddenly find yourself showered with favors which you may claim at your purpose; of course, being a master of song, spell and speech may be very powerful enough, but one that also has favors from a multitude of other people has a greater source of power.

MAESTROS OF THE WORLD-SONG IN THE WORLD
"Oh, such sublime music! The freshness of the dew in the forest, the delicate craft of our people...so magnificent...!" - Tristan Mithrilblade, elven general

"Of course not, pansy boy! The heat of war, the fury of our people...our pride and joy! Orc he ain't, but inside he is orky-er than most of my pathetic soldiers! BWAHAHA!!" - Khah'jeet, orc warlord.

"If only they knew I was speaking about the delicious pie I had...who would have imagined that tha'kalaa'shivesh'nielee would have such an effect on these people..." - Luca Petrucci, human maestro of the world-song.

If someone heard of the full extent of the world-song, they would be quivering in fear. The song that created the world? Some would claim it would be hogwash, but after the records of supposed "singers of the world", even the skeptics may tremble upon them. Truly, using the world-song in a malevolent way could even lead to the destruction of the world, but most maestros are merely content with using enough of the song to reach the hearts of people. Sometimes, fame and fortune are better than domination or rebellion. You are on the brink of a revolution; if song and magic can intertwine so carefully with the True Speech, you may realize you indeed have the world in your hands (and certainly, that others may also hold this power and may eventually oppose you). For now, the world is content that perhaps the tales, as many as those of a bard, are exaggerations of real things. But whenever you hear of a legendary minstrel that conquered an army with the subtle and delicate power of a song, heed well; perhaps it was truly a maestro of the world-song using his craft.
Daily Life: The maestro of the world-song mostly behaves like a bard, unless he was not very bard-like at all; seeking the best taverns and earning his fame, or looking for the greatest adventure to tell (being a protagonist or not). However, you know the power inherent in words, and the power that these impart to your song. Even if not interpreting the world-song, you may pepper your conversation with rare and unusual words, all the more to train your mind in shifting between languages and preparing the audience so that they may not notice utterances. As a maestro, you may be a chronicler or a diplomat, but usually a scholar by heart; your bardic knowledge and your vaults of linguistic and scholarly knowledge are certainly vast, and you may be drawn to seek knowledge above all things. Or, perhaps, your knowledge is second-hand to your quest for adventure. Much like a bard, you don't seek the greatest adventures; if possible, you make them. And you have a great asset of tools to handle any problems.
Notables: Maestros of the world-song are few and far between. They hide upon the songs of other bards, earning fame through their peers, but subtle to hide their craft. Who may have suspected that the legendary Mandrake the bard was truly a maestro of the world-song, whose famous riddles were merely ways to entertain his incredible knowledge? Or who may suspect that, behind the stories of boogeymen, was a bard that used the power over illusions and enchantments to scare even the mindless (albeit not the fearless)?
Those who seek information about the world-song or practitioners of the art undoubtedly hear of a peculiar individual who claims to be the "guardian of the world-song". Albeit a myth, the reason why maestros of the world-song are not easily met or found is because of this individual, who claims to kill those who use the power, for good, for ill or for personal benefit. The "guardian" is an enigma; no one knows its gender, race, or even if he truly knows of the world-song. However, the fact that the "guardian" is usually the first topic whenever the scholars hear of the "world-song" may indicate that said individual may know, or even practice, the world-song. Of course, the "guardian" is so shrouded in myth that he, she, or it may not even exist.
Organizations: There is no formal organization that reunites the maestros of the world-song. What can be detailed, however, is from where the movement began. Some say that only the high bardic colleges, usually Anstruth or Doss being mentioned, could have the qualifications to develop maestros able to understand and interpret the world-song. Just the college of Doss is mystical in its own right, so it doesn't truly lend credence or validity to the claim; however, the fact that usually Doss or Anstruth minstrels seek more information about maestros of the world-song may hint that they weren't the creators, but would dearly claim they were. Whether the art of the world-song was developed in Anstruth or Doss, no one knows for certain.
However, some claim the world-song comes from other places. Some speak of Io, the Eternal Wheel, as the source of the world-song; claimants of the theory insist that maestros of the world-song have some sort of draconic ties, and that only someone with mastery of the True Speech and supremacy over the draconic magic through song may master the world-song. Others, with a similar bent, liken the world-song with the mythical "dragon-song", whose delicate intonation is such that the listener is overcome with awe.

NPC Reaction
Maestros of the world-song are either liked or disliked. Most that find them usually treat them as bards, and either seek for a good story or seek for them to tell their story. Other bards may find them amicable and even greatly talented, but some may suspect their talent may eclipse theirs; usually, good bards will be friendly while evil bards may be even hostile. Sorcerers and beguilers (Player's Handbook II) find maestros of the world-song a magnificent complement to their own power, especially those who are deft in enchantments. Wizards, with the clear exception of enchanters, find maestros as charlatans that disrupt the absolute power of magic over the world, but some are surprised as even their greatest abjurations are swept away without even touching them; truly, they are scared that with a song and a spell, they may be enthralled to someone who has lesser power than them.
People belonging to classes that harbor or seek knowledge (aside from wizards, as mentioned above) tend to be friendly and outright helpful with maestros, seeking their knowledge; even clerics of Vecna and Wee Jas find them useful, although the former finds that their mastery over the mind may lead to the revelation of dark secrets. Truenamers in particular are both mystified and disgusted over the maestros; mystified over their control of Truespeech and how they hold at bay the dreaded Laws that hinder them, and disgusted because of the method they use. They may start indifferent towards another maestro, and their attitude depends on how useful they may be to their needs.

CLASS NAME IN THE GAME
The maestro of the world-song serves various purposes. One, it allows advancement of truenaming through means of a PrC; using the chassis of the class (namely, the Student of the Lexicon and the Expanded Lexicon class abilities) works to provide a reasonable method of advancement on a truenaming Prestige Class. Second, it serves to help truenamers on their quest: while their utterance acquisition is delayed, they gain a veritable amount of power through the bard's music and through arcane spellcasting. Finally, it also helps truenamers on some of their actual problems; allowing a temporary, albeit useful, relief from the Laws of Sequence and the Laws of Resistance are powerful tools to help any truenamer, not only the maestro. Thus, the class works as a way to handle the problems inherent with truenaming, to attract players enticed by the lore but horrified by the mechanics.

Indeed, this may seem quite the powerful class, since it violates one of the precepts of the bard; no bardic PrC may offer a progression almost similar to that of the bard. Note that the bard, by entering this class, loses the bardic music song progression (which means, most of the time, that a bard may only reach up to Inspire Greatness if worked carefully), delays its spellcasting and loses a bit of its base attack bonus, more if it takes a few levels in Truenamer in order to enter the class. A truenamer entering the class loses almost nothing, although the utterance progression halts almost to half, but what it gains more than offsets the losses. Upon further examination, the class will mostly grant a minor boost to the already formidable bard, which means it will remain at most a Tier 3 class (and it may set the Truenamer somewhat to a Tier 4 degree of power at most).

Adaptation: Maestros of the world-song are usually bards, and thus arcane spellcasting is usually advanced; however, this shouldn't be the case. If Divine Bards (Unearthed Arcana) are in play, the DM may allow the Maestro of the World-Song to advance divine magic; furthermore, if the player finds a way to advance divine spellcasting and acquire bardic music (perhaps through one level of Virtuoso from Complete Adventurer), the DM may allow a divine Maestro of the World-Song. This Maestro, instead of advancing arcane spellcasting, is sponsored by a deity of music (such as Olidammara, or Milil) or knowledge (such as Boccob) and thus gains a boost to its divine spellcasting.

Maestros of the world-song in Eberron work differently. Maestros of the world-song seek to find the original composition of Siberys, in order to master the composition of the world. A maestro of the dragon-song may need to journey to Argonessen in order to experience the heart-wrenching tune uttered by all dragons. Maestros of the dragon-song may be dragons whom have studied singing, spellcasting and truenaming in order to find the source and meaning of the dragonsong, in hopes of understanding the meaning of the Prophecy; alternatively, a maestro of the dragon-song may be pursued by members of the Chamber, since mastering the dragon-song may influx negatively and alter the Prophecy in untold ways.
Encounters: Your group may find a maestro of the world-song in several ways. Being bards at heart, they may be hiding in plain sight upon an adventuring group, or playing on a tavern. Alternatively, with their lust for knowledge, they may be informants or librarians, always able to provide the group with information about various topics.
If a character with ranks in Knowledge (arcana), Knowledge (local) or the bardic knowledge ability, it may research about maestros of the world-song to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC 10: Bards that believe in the power of music over magic claim of people who study a particular musical style, which allegedly has control over the world.
DC 15: Allegedly, these people speak in a rare language, called the Truespeech, and sing in combination with speaking the language. Most of the bards and alleged speakers of the Truespeech say that they are both fascinating and irritating.
DC 25: A bard that studies the power of the Truespeech, the power of magic and its own magical abilities allegedly learns a song which apparently composed the world. These people believe that all things that exist resonate to a single tune, and that interpreting that tune can give some command over it. They call themselves maestros, and they seek something called the world-song.

Sample Encounter
The following character works well as a contact that relies on information, or even as a possible foil for an adventuring group. Usually, a maestro will always seek to travel with other people, particularly truenamers or spellcasters as they also benefit from the power of the world-song.
EL 10: Tiallaer Worldspeaker is on deep trouble. A botched fascination attempt ended with a tavern out for his blood, only because he proposed that song would be his only payment on a tavern that only accepts money. Finding the PCs, he makes a swift proposal; aid him, and he will provide information about a topic the characters are searching for (alternatively, a place where great wealth may be found). The creatures hunting Tiallaer won't accept an attempt to mediate, nor they will accept someone else's payment; the fact that they were duped for many months is reason enough to desist from dealing with the runaway bard. If the group accepts, Tiallaer begins by uttering in the Truespeech in hopes of finding another speaker, and supports the party with a song so as to assist them in battle.

Tiallaer Worldspeaker CR 10
Elf Bard 4/Truenamer 3/Maestro of the World-Song 3
CN Medium humanoid (elf)
Init +1, Senses: low-light vision; Listen +1, Spot +1
Languages: Common, Elven, Draconic
------------------------------------------------
AC 19, touch 19, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 53 (10 HD)
Fort +4, Ref +10, Will +9
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 harmonizing rapier +10/+5 (1d6+1 piercing; 18-20) or
Ranged +1 longbow +10/+5 (1d8+1 piercing/x3)
Base Atk +7, Grp +7
Atk Options none
Special Attacks bardic high music 7/day (countersong, fascinate, inspire courage +2, inspire competence), world-song (gift of tongues)
Combat Gear
Spells Known (CL 6th)
2nd (3/day) - glitterdust, mirror image, sonorous hum (SC 196)
1st (4/day) - charm person, color spray, grease, inspirational boost, power word painB (RotD 116)
0 (3/day) - dancing lights, detect magic, flare, lullaby, minor disguise (SC 142), prestidigitation
B: Acquired through Words of Power class ability

Utterances Known (CL 6th)
Lexicon of the Evolving Mind
2nd - lesser word of nurturing
1st - inertia surge, minor word of nurturing, universal aptitude

Lexicon of the Crafted Tool
1st - keen weapon
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 16
SQ bardic knowledge +8, student of the lexicon
Feats Jack of all Trades (CAdv 110), Song of the Heart (ECS 60), Versatile Performer (CAdv 112). Weapon Finesse
Skills Bluff +13, Concentration +14, Diplomacy +5, Gather Information +, Intimidate +5, Knowledge (arcana) +12, Knowledge (local) +11, Listen +1, Perform (song) +16, Perform (string instrument) +3 (+16*), Search +3, Spot +1, Truespeak +20, Use Magic Device +13
*:Effective ranks from Versatile Performer
Possessions combat gear plus +1 harmonizing rapier, +1 longbow, +1 mithral shirt, +1 light wooden shield, amulet of the silver tongue, mwk. lute, spell component pouch.


Optional: Rules for progressing Maestro of the World-Song above 10th level for non-epic levels

Normally, progression for all Prestige Classes halts after level ten (in most cases). The Epic Level Handbook and the revised 3.5 Dungeon Master’s Guide have rules to progress prestige classes beyond 10th level, but for epic classes. As it stands, the Maestro of the World-Song reaches full potential after 10th level and wouldn’t allow further progression until after the character reaches epic levels. As a recommendation, a Maestro of the World-Song should extend beyond 10 levels, but hold a simple “intermediate” progression between the moment where 10th level is achieved and epic levels are achieved. The progression should behave as follows:

{TABLE=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
*11th |+8|
+3|
+7|
+7|Expanded lexicon (Crafting Tool or Perfected Map)|+1 level of existing arcane spellcasting class
*12th|+9|
+4|
+8|
+8|Expanded lexicon (Evolving Mind), words of power|+1 level of existing arcane spellcasting class
*13th|+9|
+4|
+8|
+8|Expanded lexicon (Crafting Tool or Perfected Map)|+1 level of existing arcane spellcasting class[/TABLE]

Spells per Day: A maestro of the world-song progresses his spellcasting every level after 10th. A maestro of the world-song may progress the spellcasting ability of the class that allowed him to enter, or the arcane spellcasting ability of another class to which he has access to.
Student of the Lexicon: A maestro of the world-song remains stacking his levels in truenamer (if any) with levels in the class for purposes of accessibility to higher-level utterances, until he reaches an effective truenamer level of 20th; afterwards, this ability no longer progresses, but he still stacks any further levels in maestro of the world-song in order to determine his effective caster level to defeat the spell resistance of a creature.
Expanded Lexicon: Every even level, the maestro of the world-song gains a new utterance from the Lexicon of the Evolving Mind. Every odd level, the maestro of the world-song gains a new utterance from the Lexicons of the Crafted Mind or the Perfected Map.
*Note: This progression halts after 20th level, after which epic rules apply.

Zaraithe
2010-11-14, 07:24 PM
Spellswipe Fist

[Picture forthcoming]

"The currents of magic flow at my will."
-Garrett Eldrithev, Human Spellswipe Fist.


Becoming a Spellswipe Fist

The easiest route to Spellswipe Fist is through Spellthief and Monk, as this combination has the easiest time with the requirements. The class progresses their abilities to their full extent, though other martial-arcane class may enter through use of the Master Spellthief feat.

Prerequisites:
Skills: Knowledge Arcana 10 Ranks, Spellcraft 5 Ranks,
Feats: Stunning Fist, Improved Unarmed Strike
Spells:: Ability to cast 1st level spells as spellthief or 3rd level arcane spells otherwise
Sneak Attack: Sneak Attack +2d6
Other: Must be able to steal 2nd level spells

Hit Die: d8

Class Skills (4+Int Skill points per level): Appraise, Balance, Bluff, Concentration, Diplomacy, Escape Artist, Disable Device, Hide, Jump, Knowledge Arcana, Move Silently, Listen, Profession, Open Lock, Spot, Search, Spellcraft, Swim, Tumble, Use Magic Device

Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells
1|+0|+0|+2|+2|Monk abilities, Spellthieving|
2|+1|+0|+3|+3|Aesthetic Spelltheft|+1 Existing arcane spellcaster class
3|+2|+1|+3|+3||+1 Existing arcane spellcaster class
4|+3|+1|+4|+4|Spelltheft Strike|+1 Existing arcane spellcaster class
5|+3|+1|+4|+4||+1 Existing arcane spellcaster class
6|+4|+2|+5|+5|Dispelling Strike|+1 Existing arcane spellcaster class
7|+5|+2|+5|+5|Spellnull Strike|+1 Existing arcane spellcaster class
8|+6|+2|+6|+6||+1 Existing arcane spellcaster class
9|+6|+3|+6|+6|Improved Spelltheft Strikes|+1 Existing arcane spellcaster class
10|+7|+3|+7|+7|Spelltheft Flurry|+1 Existing arcane spellcaster class

Spells: At every level but 1st, a Spellswipe Fist gains spells known/per day as if she had taken another level in a previous arcane caster class.

Spellthieving: Levels in Spellswipe Fist stack for determining the power of a spellthief's stealing abilities; the level of spell she can steal and hold, the amount of energy/spell resistance she can steal, the level of spell like abilities she can steal, and the level spell she can absorb. This ability does not grant the abilities of the spellthief, only progresses them. For example, a character with 5 levels in spellthief and 5 levels of this class steals spells, SLAs, spell effects, and energy resistance like a 10th level spellthief, but does not have the ability to absorb spells as a 10th leve spellthief would from the 7th spellthief level class ability. If you have no spellthief abilities, this ability does nothing.

Monk Abilities: Levels in Spellswipe Fist progress unarmed strike damage, unarmored speed bonus, unarmored AC bonus, number of stunning fist attempts, and flurry of blows. If a character has no levels in monk, they are granted abilities as a monk of their Spellswipe Fist level, though they do not gain their wisdom bonus to AC, only the additional AC bonus as a monk.

Ascetic Spelltheft: At 2nd level, a Spellswipe Fist gains Ascetic Mage (Cadv) as a bonus feat; Additionally, the Spellswipe Fist's Stunning Fist DC becomes Cha-based.

Spelltheft Strikes: At 4th level, a Spellswipe Fist may expend Stunning Fist attempts to activate spellthief abilities through touch attacks once per round without having sneak attack dice. These attacks deal the Spellswipe Fist's unarmed strike damage, and allow the Spellswipe Fist to steal spells, effects, spell-like abilities, and resistances from creatures normally immune, though sneak attack damage may also be forgone when dealing with creatures vulnerable to sneak attack. The Spellswipe Fist may expend a total of 1 Stunning Fist Attempt two class levels per attack to use different spellthief abilities, but only one stunning fist attempt is needed to trigger any spellthief ability, regardless of how many sneak attack dice are needed to activate it normally. At 9th level, this extends to multiple attacks per round.

Dispelling Strike: At 6th level, a Spellswipe fist may expend a stunning fist attempt to perform a targeted Greater Dispell on their target. The target must succeed on a fortitude save equal to the Spellswipe fist's Stunning Fist DC or have their spell effects be dispelled and their magic items suppressed as if affected by a Greater Dispel Magic. The Spellswipe Fist's caster level is used for this attack.

Spellnull Strike: At 7th level, a Spellswipe Fist gains the ability to expend a Stunning Fist attempt to perform a spellnull strike. If an enemy fails a fortitude save equal to the Spellswipe Fist's stunning fist DC, the enemy is surrounded by a skin-tight antimagic field which prevents any casting for 1d4 rounds. At 10 level this time increases to 1d8 rounds.

Spelltheft Flurry: At 10th level, a Spellswipe Fist gets the ability to perform a full attack with flurry of blows and channel spellthief, including Spellnull and Dispelling Strike abilities through each attack without needing sneak attack or stunning fist attempts, though normal sneak attacks or stunning fists may be applied for additional uses of thieving. The Spellswipe Fist may use any number of any spellthief abilities that they possess, but they may not store more spell levels than they are otherwise capable. This ability functions twice per day.

TheAmishPirate
2010-11-16, 07:30 PM
Infinite Fist

http://Picture URL

Our eyes can be our greatest enemies.

Assumptions are dangerous things. Often what our eyes see and what is actually real is more different than we realize. We don’t know if we were wrong or just deceived. Infinite Fists choose to do away with such problems. They examine their world carefully, taking great care to not miss details or leave something unexplained. Once they have gained an understanding of assumptions, they weave a mix of arcane power and physical prowess to leave opponents scratching their heads.

BECOMING AN INFINITE FIST
The life of the Infinite Fist is not for everyone. The physical training and the mindset required pushes most away. Some lack the focus and discipline to abandon their reliance on assumption. Others cannot push their bodies far enough to get the speed needed in combat. Monks are best suited in both regards.

ENTRY REQUIREMENTS
BAB: +4
Feats: Improved Unarmed Strike, Stunning Fist, Combat Reflexes
Skills: Concentration 6 ranks, Sense Motive 10 ranks, Listen 6 ranks


Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Slieght of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each Level: 4 + Int

Hit Dice: d8

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Unarmored Speed Bonus
1st | +0 | +0 | +2 | +2 | Specialized Training | +0 ft.
2nd | +1 | +0 | +3 | +3 | Swift Flurry | +0 ft.
3rd | +2| +1 | +3 | +3 | Minute Details +5, Natural Disbelief | +10 ft.
4th | +3 | +1 | +4 | +4 | Baffling Fist | +10 ft.
5th | +3 | +1 | +4 | +4 | False Flurry | +20 ft.
6th | +4 | +2 | +5 | +5 | Blinding Speed, Minute Details + 10 | +20 ft.
7th | +5 | +2 | +5 | +5 | Always Guessing | +30 ft.
8th | +6/+1 | +2 | +6 | +6 | Blind Understanding | +30 ft.
9th | +6/+1 | +3 | +6 | +6 | Minute Details +20 | +40 ft.
10th | +7/+2 | +3 | +7 | +7 | Reality Manifestation |+40 ft. [/table]

Spells per Day

{table=head] Level | 0 | 1 | 2 | 3 | 4 | 5
1st | 3 | 1 | - | - | - | -
2nd | 4 | 2 | - | - | - | -
3rd | 4 | 2 | 1 | - | - | -
4th | 4 | 3 | 2 | - | - | -
5th | 4 | 3 | 2 | 1 | - | -
6th | 4 | 3 | 3 | 2 | - | -
7th | 4 | 4 | 3 | 2 | 1 | -
8th | 4 | 4 | 3 | 3 | 2 | -
9th | 4 | 4 | 4 | 3 | 2 | 1
10th | 4 | 4 | 4 | 3 | 3 | 2 [/table]

Weapon Proficiencies: An Infinite Fist gains no proficiency in weapons or armor. Class abilities for the Infinite Fist only work when unarmored.

Specialized Training: An Infinite Fist’s training carries over many of the practices of the common Monk, albeit more focused on speed and quick thinking. Levels of Infinite Fist stack with Monk levels for determining Unarmed Strike damage, Stunning Fist uses, and Unarmored AC bonus. The speed bonus continues with the progression listed above. If the Infinite Fist has no levels in Monk, he is treated as a Monk of equal level with regards to AC and Unarmed Strike damage. Additionally, his AC bonus is now based on his Int modifier instead of his Wisdom.

Spells (Su): An Infinte Fist casts arcane spells drawn from the Beguiler spell list. He can cast spells spontaneously, like a Sorcerer. An Infinite Fist knows all spells on his spell list for the appropriate level, but must have an Int score of at least 10 + the spell level in order to cast it. He also receives bonus spells each day for a high Int score. Srd Link

Natural Disbelief (Ex): An Infinite Fist gains a +5 circumstance bonus on rolls to disbelieve spells from the Illusion school or on Sense Motive rolls.

Swift Flurry: At 2nd level an Infinite Fist can use their Flurry of Blows as a standard action.

Minute Details (Ex): An Infinite Fist is capable of noticing key details about a person’s appearance and mannerisms with just a few seconds of study. These careful touches make their illusions and trickery significantly harder to detect. At 3rd level they gain a +5 bonus against all attempts to disbelieve the following spells. In order to get this bonus they must spend a full round studying the person they are imitating or attempting to fool as noted. After one minute * Infinite Fist level they must spend another round studying the target. This bonus increases to +10 at sixth level, and +20 at ninth level.

Spells that this applies to are as follows:
The following spells have the bonus added to their DC when disguising or imitating the studied target:

Ghost Sound
Message when pretending to deliver from someone else
Disguise Self
Silent Image
Minor Image
Major Image
Seeming (Bonus only applies on disguises of people you have studied)


The following spells have the bonus added to their DC if the target attempts the spell or noted action on you:

Glibness, when a studied target attempts to determine if you are lying
Nondetection


The bonus is added to Suggestion's Will Save DC when it is used on a studied target.

The bonus is added to Misdirection's Will Save DC when you misdirect the information from a divination spell to a studied target.


Baffling Fist (Su): Before making an attack roll, an Infinite Fist can expend a use of Stunning Fist to channel a touch spell he can cast as a part of an attack. The attack must be made with an Unarmed Strike. Should the attack hit, the target takes damage and is effected by the spell as normal, allowing a save as necessary. This attack may be used as a part of a Swift Flurry, although only one spell may be delivered per round.

False Flurry (Su): An Infinite Fist can use a combination of arcane power and physical prowess to create a barrage of real and false blows. At 5th level they can sacrifice a spell slot to make a number of additional attack rolls on a full attack. The additional attack rolls are made at their highest attack bonus - 2. The maximum number of attacks that can actually do damage is limited to the normal number of attacks they would get in a normal round. If more attacks actually hit, the extra attacks deal no damage or any other effects.

Blinding Speed (Ex): At 6th level an Infinite Fist moves with such speed that his opponents barely have the time to defend themselves. Any round where the Infinite Fist attacks after moving 30 ft or more causes his target to lose their Dex bonus to AC. The opponent is not considered flat-footed.

Always Guessing (Ex): At 7th level an Infinite Fist confuses opponents to the point they begin to doubt their own judgment. Any opponents directly affected by the following Infinite Fist abilities more than twice in one round must make a Will save (Fear, DC 10 + Infinite Fist level + Int Modifier) or become shaken for five rounds. Fail or not, they cannot be affected by this ability for five rounds.

Possible class abilities include Baffling Fist, False Flurry, Blinding Speed, and Reality Manifestation.

Blind Understanding (Ex): At 8th level an Infinite Fist enhances their other senses to the point where eyes become unnecessary. They gain Blindsight to 60 ft.

Through this new perspective, they also understand how sightless creatures see the world, and can modify their illusions to fool them. Blind or sightless creatures are no longer immune to any of their class abilities. If they have another spell or feature that gives them additional immunity, they remain immune.

Reality Manifestation (Su): At 10th level an Infinite Fist can call upon his arcane power to create a number of imperfect copies of himself. By sacrificing a spell slot he creates a number of images of himself equal to the spell level + half his Int modifier. The images appear at the start of the next round in spaces within 10 feet of him. This process takes a full-round.

These illusions function as duplicates of the original except what is noted here. The images vanish after one hit and deal ˝ damage. They act autonomously from the original, and are considered separate beings. The images persist even if the original takes damage or dies. They may make skill checks, carry items, but may not cast spells. Any effects applied to the original affects any number of them at the Infinite Fist’s discretion.

Only one instance of this effect can be active at one time. Illusions may be dispelled by the Infinite Fist as a swift action.


PLAYING AN INFINITE FIST
The world just doesn't seem the same to you anymore. What was once nagging curiosity has grown into a full-blown obsession with seeing things the way they are. What was once a herald's tale of the kingdom's armies holding strong sounds to you a desperate plea for more time and taxes. What was once a neighbor going for a stroll is now a man getting out of the house to avoid seeing his problems. No topic is too sensitive for your questioning, and no issue too complex for you to understand.
Combat: Combat for an Infinite Fist should center around prioritizing targets. Your strength comes from your ability to confuse enemies, but until you get to be higher level you are most effective against single opponents. Also be mindful of your spell usage. Many of your class abilities allow you to burn spell slots for extra power. Conserving spells is vital.
Advancement: If you want to be more effective in combat, you have a few options. Fist of the Forest (Complete Champion) is always helpful for Monks, although the requirements can be steep if you’re starved for feats. An excellent option for combining strength and utility, taking the Ascetic Hunter feat (Complete Adventurer) and a few Ranger levels can give you more BAB, maintain some good saves, and still get a heaping pile of skill points. Add in the Wildshape Ranger variant, and your middle name might as well be versatility.
Resources: Most Infinite Fists have a teacher or mentor. It is incredibly rare that one gains the skill and training on their own. These teachers usually take a very small number of students at any given time; usually less than five. However, they will be completely dedicated to the growth and development of these select students, and would be willing to do most anything to help them.

INFINITE FISTS IN THE WORLD
Thought she’d never shut up. How does this, and what do you mean by that, pah. A fat lot of pretentious pricks what can’t stop flaunting their know-how, if you ask me. -Vincent Gallagher, innkeeper

He just walked in, poked around the lobby for a minute, then walked right out into the street with nary a word. Strangest thing I’ve seen this week. -A rather confused secretary in City Hall

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Most Infinite Fists concern themselves with their personal growth and training. They spend many hours simply reflecting on their training and what it truly means to be free from their assumptions.
Notables: Sir Revalte Haitham, a human nobleman, caused the first major split in the Infinite Fist order. He took the teachings in a radical direction, claiming that society itself reinforced deception and misunderstanding. The only way to truly see the world, he claimed, was through eyes unfettered by cultural expectations. His group (or anarchists as some might say) the Unchained Eye continue to cause trouble today.
Organizations: Infinite Fists should have monasteries in major cities and in the occasional reclusive mountain. Members of the Unchained Eye won’t find shelter in these places, but they should find a local group of allies if they look hard enough.

NPC Reaction
A travelling Infinite Fist is regarded much like a travelling philosopher or sage, albeit somewhat eccentric. The kind of person who’s nice to listen to for an afternoon, but you certainly wouldn’t want in your house. If the All-Seeing Blind have been active in the area, they’re more likely to be treated as troublemakers, confusing the common people with their high and flighty talk.

INFINITE FISTS IN THE GAME
The Infinite Fist provides a unique path for Monks. It cements their role in the party as battlefield control and tactical striker. They can also play a decent skill monkey, as their reliance on Int, moderate skill points per level, and large amount of class skills make them well-suited for the job. They also provide for an interesting roleplaying experience. An Infinite Fist should set most people off with their questioning attitude and bizarre way of viewing the world. The party will have to deal with someone who has views that are not objectionable, but still difficult to deal with.
Adaptation: Little needs to be done to add Infinite Fists to a campaign. They should represent a small offshoot from the main Monk class and organization.
Encounters: If the players are working closely with a local government, they can find unexpected resistance in the form of a local chapter of the Unchained Eye. Encounters with neutral or allied Infinite Fists should be tricky; keep in mind they view the world very differently. They are more likely to be questioning of things that seem obvious to others. They do this out of instinct, not out of any desire to be difficult.

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

Edge
2010-11-17, 01:29 PM
The Azure Champion
http://i537.photobucket.com/albums/ff334/SoullessEnigma/AzureChampion.png

"How can you dream of facing me when my every soldier is armed and clad with ten thousand souls?"

- Harlynd Davek, Champion of the Riven Marches

Fighting for the cause is all. Whether it is defending the freedom of a kingdom, or securing dominion over those same lands, azure champions arise to safeguard the cause. Driven by devotion and the whispers of the souls of devotees past, present and future, azure champions rally armies to the banner of the cause and arm themselves and their troops, protecting their charges with veils of incarnum and impeccable martial strategy.

Even when there is no call for the desperation of all-out war, azure champions continue to support their causes in smaller ways, joining adventuring parties and operating on a smaller scale, for even in times of peace, the cause may come under threat.

Becoming an Azure Champion
Becoming an azure champion requires devotion to a cause of some such – a passion of such burning intensity that the souls within incarnum itself recognise it and acquiesce to your will because of it. It also requires supreme tactical insight during times of war, insight that only practitioners of the White Raven discipline possess. Beyond this, one is only required to step to the fore and defend the cause in times of peril.

Entry Requirements
Base Attack Bonus: +6
Skills: Diplomacy or Intimidate 6 ranks, Knowledge (history) 4 ranks.
Feats: Leadership, Sapphire Smite, White Raven Defence.
Maneuvers: Knowledge of three maneuvers of the White Raven discipline, including at least one stance.
Meldshaping: Able to bind soulmelds to the crown, feet and hands chakra.
Special: Must possess the incarnum radiance and steely resolve 10 class features.

Class Skills
The azure champion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge [arcana] (Int), Knowledge [history] (Int), Knowledge [religion] (Int), Martial Lore (Int), Profession (Wis) and Ride (Dex).
Skills Points at Each Level: 4 + Intelligence modifier, minimum 1.

Hit Dice: d10


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMeldshaping
1st
+1
+2
+0
+2The Cause, Shared Incarnum Radiance 1/day+1 of existing class
2nd
+2
+3
+0
+3Chakra Binds (arms, brow, shoulders), Steely Radiance+1 of existing class
3rd
+3
+3
+1
+3Azure Leadership, Shared Incarnum Radiance 2/day+1 of existing class
4th
+4
+4
+1
+4Devoted Guardian Attitude+1 of existing class
5th
+5
+4
+1
+4Champion’s Azure Panoply, Shared Incarnum Radiance 3/day+1 of existing class
6th
+6
+5
+2
+5Lasting Radiance, Steely Resolve 15+1 of existing class
7th
+7
+5
+2
+5Shared Incarnum Radiance 4/day+1 of existing class
8th
+8
+6
+2
+6Devoted Azure Assault+1 of existing class
9th
+9
+6
+3
+6Enduring Radiance, Shared Incarnum Radiance 5/day, Steely Resolve 20+1 of existing class
10th
+10
+7
+3
+7All-as-One Strike, Chakra Binds (throat, waist)+1 of existing class
11th
+11
+7
+3
+7Eternal Radiance, Shared Incarnum Radiance 6/day+1 of existing class
12th
+12
+8
+4
+8Azure Spirit Legion Presence, Chakra Bind (heart)+1 of existing class



LevelMan. KnownMan. ReadiedStances Known
1st000
2nd100
3rd001
4th000
5th110
6th000
7th000
8th100
9th001
10th010
11th100
12th000


Weapon Proficiencies: An azure champion gains no new proficiencies.

Maneuvers: At 2nd, 5th, 8th and 11th levels, an azure champion gains new maneuvers known from the Devoted Spirit, Iron Heart or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full azure champion levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 5th and 10th levels, you gain additional maneuvers readied per day.

Stances: At 3rd and 9th levels, an azure champion learns a new martial stance from the Devoted Spirit, Iron Heart or White Raven disciplines. You must meet the stance’s prerequisites to learn it.

Meldshaping: At each azure champion level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create and your essential pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the azure champion level. You do not, however, gain other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming an azure champion, you must decide to which class you wish to add each level for the purposes of determining your essential pool, meldshaper level, and the number of soulmelds and chakra binds available.

The Cause (Ex): An azure champion’s cause is one of, if not the most important thing in their life. At first level, an azure champion must choose a grand cause, rooted in the real world, to champion. This could be guarding the sovereignty of a small nation beset on all sides by would-be conquerors, ensuring the pre-eminence or safety of a particular faith on a continent, or any other similarly grand causes.

Whilst the cause is safe, the azure champion’s class features function normally. However, when the cause is threatened with violence on a large scale, such as by war or mass genocide, the azure champion may declare they are Upholding the Cause. Whilst doing so, many of their class features alter or improve to allow them to lead whole armies rather than strike squads. These changes are noted in each class feature’s entry under its The Cause entry, and any of these abilities that allow the investiture of essentia are treated as incarnum feats for the purposes of their essentia capacity. The DM determines when a threat to the cause is large enough for the azure champion to make their declaration, and should inform an azure champion's player of times when they can begin Upholding the Cause.

An azure champion is not a ruler, but a proponent. They may not call upon or utilise any cohorts or followers gained through their Leadership feat unless Upholding the Cause. Gathering all an azure champion’s cohorts and followers takes a number of days equal to their Leadership score – (class level + Charisma modifier).

Shared Incarnum Radiance (Su): At first level and each odd level thereafter, you gain an additional use of the incarnum radiance class feature (see Magic of Incarnum page 22). Furthermore, when you activate incarnum radiance you may elect to share its benefits with all allies who remain within 30ft of you. If you share your incarnum radiance in this manner, you become fatigued for 10 minutes upon its expiration (but see the Enduring Radiance class feature, below). You may also share the benefits of your incarnum radiance with others who share your Cause, even if they do not share your alignment.
The Cause: Whilst Upholding the Cause, you may choose to invest essentia into this class feature as though it were a soulmeld. If you do so, whilst active, its range increases to 500ft per point of essentia invested, allowing you to share its benefits with vast hosts.

Chakra Binds: At second level, you gain the ability to bind soulmelds to your arms, brow and shoulders chakra. At 10th level, you can bind soulmelds to your throat and waist chakra. At 12th level, you can bind soulmelds to your heart chakra.

Steely Radiance (Su): At second level, your stubborn fury is shared with those under your command. Any ally currently under the effect of your incarnum radiance gains the benefits of a delayed damage pool as per steely resolve with a cap equal to your current steely resolve cap minus 5 and the furious counterstrike class feature (see Tome of Battle page 10 for both of these features).

Azure Leadership (Su): At third level, the souls of the greatest leaders of the past and future deign you worthy of sharing in their charismatic prowess. You may invest essentia in this class feature to gain a bonus on Diplomacy and Intimidate checks equal to the amount of invested essentia.
The Cause: Essentia invested in this class feature whilst Upholding the Cause provides the azure champion with telepathy of a range of 500ft per point of invested essentia, though they may only use it to communicate with their cohorts or followers. In addition, if the azure champion invests 5 points of essentia in this class feature, they may attract followers with non-NPC class levels, though they only remain for as long as the azure champion invests 5 essentia to this class feature.

Devoted Guardian Attitude (Ex): At 4th level, the azure champion gains access to a unique stance taught to them by the devoted souls in the incarnum they channel through their bodies. You may take a swift action to lose the benefits of your current stance and gain the benefits of this one. Whilst in this stance, all allies within 50ft gain DR 5/your incarnate cause's opposed alignment. This stance is considered to belong to both the Devoted Spirit and White Raven disciplines.
The Cause: Whilst Upholding the Cause, you may invest essentia into this stance. If you do so, whilst you are in this stance, its range increases to 500ft per point of invested essentia.

Champion’s Azure Panoply (Su): At 5th level, the essentia capacity of your adamant pauldrons and incarnate weapon soulmelds increases by 1.
The Cause: Whilst Upholding the Cause, you may invest essentia into this class feature. When you do so, all followers and cohorts within 500ft per point of invested essentia increase the magical enhancement bonuses of their weapons and armour by 1 per two points of invested essentia, to a maximum enhancement bonus of +5. Weapons and armour without any magical enhancement bonuses are treated as though they had an enhancement bonus of +0.

Lasting Radiance: At 6th level, the duration of your incarnum radiance increases from a number of rounds equal to 3 + your Constitution modifier to a number of minutes equal to 3 + your Constitution modifier.

Steely Resolve (Ex): At 6th level and again at 9th level, your steely resolve delayed damage pool capacity increases by 5 points.

Devoted Azure Assault (Su): At 8th level, the azure champion gains access to a unique martial strike. This strike must be recovered and readied to use, just like any maneuver, and is considered to belong to the Devoted Spirit discipline.

Initiating this strike is a full-round action. As part of this strike, you make a normal melee full attack. Each attack deals 1d6 extra damage per point of essentia you currently possess that is not invested into a receptacle. Each attack is considered to be of your alignment for the purposes overcoming damage reduction.

Enduring Radiance: At 9th level, the duration of your incarnum radiance increases to a number of hours equal to 3 + your Constitution modifier. In addition, you are no longer fatigued after using your incarnum radiance and sharing it with your allies.

All-as-One Strike (Su): At 10th level, he azure champion gains access to a unique martial strike. This strike must be recovered and readied to use, just like any maneuver, and is considered to belong to the White Raven discipline.

Initiating this strike is a standard action. As part of this strike, you make a normal melee attack. In addition, every ally that you are capable of issuing an order to may immediately make an attack against a target that they threaten or is within range of their weapon, depending on whether they are wielding a melee or ranged weapon.

Eternal Radiance: At 11th level, your incarnum radiance is almost never quenched. The duration of your incarnum increases to a number of hours equal to 3 + half your meldshaper level. In addition, you may maintain the effects of your incarnum radiance whilst within an antimagic field or area of dead magic by making a successful opposed caster level check, with you substituting your meldshaper level for your caster level.

Azure Spirit Legion Presence (Su): At 12th level, whilst Upholding the Cause, you can give form to the incarnum souls that have gifted you with power and advice throughout your time as an azure champion. You may invest essentia into this class feature. When you do so, you may summon a large number of lesser midnight constructs (see Magic of Incarnum page 184) once that day. See the table below for the number of constructs you may summon.



Essentia InvestedNumber of Lesser Midnight Constructs

1Equal to the number of 4th level cohorts your Leadership score allows.

2Equal to the number of 4th and 5th level cohorts your Leadership score allows.

3Equal to the number of 4th, 5th and 6th level cohorts your Leadership score allows.

4Equal to the number of 4th, 5th and 6th level cohorts your Leadership score allows.

5Equal to the number of 4th, 5th and 6th level cohorts your Leadership score allows.


Summoning these constructs requires you to take a swift action to adopt a White Raven stance, a free action to activate your incarnum radiance, and a full-round action to charge an opponent. The lesser midnight constructs appear at the end of your turn, appearing in the squares closest to you. The constructs last for 1 hour per point of invested essentia. If you have invested 5 points of essentia into this class feature, and currently have the incarnate weapon soulmeld shaped and bound to your arms chakra, you may take a move action on your turn to grant your summoned constructs the benefit of incarnate weapon for the duration of their summoning. The constructs' incarnate weapons are not considered to have any essentia invested in them, and cannot have essentia invested into them by any means, nor are they considered bound to the arms chakra.

Playing an Azure Champion
The way of the azure champion is included in their title: they champion. They lead by example, and continue to uphold their cause even when faced with the most dire of odds. Whenever you commit to something, throw yourself into whole-heartedly. Let your passion and devotion fuel victory after victory, and show the world just how import your cause is - show the world that the cause is all.
Combat: Azure champions will likely continue to fight much as they did before entering the prestige class: using mainly their martial maneuvers and stances, with their soulmelds selected to support their chosen combat style. However, the growing strength of their incarnum radiance will likely come to influence their attitude to combat more and more, with evil and lawful radiances driving champions towards aggressive action, good towards defence, and chaos towards movement and repositioning.

Of course, when upholding their cause directly, an azure champion's modus operandi will likely change to mass combat as their class features warp to empower them in that function.
Advancement: Completing this prestige class does not allow further progression unless epic levels are in play. Exiting the class before completion does offer some interesting options. Deepening a champion's pool of available essentia directly broadens the amount of their class features they can invest in whilst maintaining worthwhile soulmelds. Conversely, a martial adept class of some variety will directly boost the champion's offensive capabilities.
Resources: Azure champions are well-respected by others who share their cause, viewed as idols and role models by such individuals. A champion may always count upon the support and aid of others who follow the champion's cause, though obviously a underground resistance movement will have access to very different things than a loose confederacy of city-states.

Azure Champions in the World
"No man has any right to gather such an army of such skill from nothing in naught but a week!"

- Gunryoshou no Satsugai, renowned hobgoblin shogun.

Azure champions invariably become figureheads for the cause they support, and people tend to base their opinions of azure champions on their own opinion of the cause the champion is dedicated to - as such, there is rarely any uniform response to a given azure champion anywhere.
Daily Life: Once again, the daily life of a champion varies greatly depending on their cause. The monarch-sponsored azure champion who promotes the sovereignty of their kingdom in the face of manifold threats is going to have a very different life to that of the champion who leads an underground resistance against a tyrannical ruler.
Notables: Harlynd Davek (CG male human incarnate 4/crusader 4/azure champion 6), known across the continent as the Champion of the Riven Marches, is the sole reason the fractious city-states of the Riven Marches still maintain their sovereignty in the face of the near-constant invasions of the neighbouring empire of Kardan. Countless times have the Kardanii legions nearly broken the forces of the Marches, only for Davek to arrive with his own hastily assembled, but vastly superior, force to rout the Kardanii and frustrate the ambitions of the Chamber of Ministers.

The Bloodforged (CE warforged incarnate 4/crusader 6/azure champion 10/barbarian 4) is quickly becoming a horrific legend among those who brave the planes. Accompanied by its cohort, Ragged (warforged warblade 20/barbarian 4) and a host of insane warforged and rageforged (http://www.giantitp.com/forums/showthread.php?t=55831), the Bloodforged has slowly and inevitably cut a swathe of destruction through the planes, its armies killing anything that crosses its path. Sages note that the Bloodforged's path is leading it to the lower planes, and thus towards the Blood War, and hope that there it and its forces will meet their match. Or at the least, have the progress of their ceaseless march stymied.
Organisations: Just about any organisation could become home to an azure champion. Many continue to support the church they dedicated themselves to as crusaders. However, of note is the Collegiate Anima Lazuli Sigili, a school for budding azure champions to aid them in refining the techniques that the great leader spirits of their incarnum have begun tuition on. Located in Sigil, the City of Doors, the college is noted for its nine faculties, each one teaching its pupils to wield their powers for a certain alignment ideology. Of course, many of the Factions of Sigil actively recruit out of the college, eager for a proponent as dedicated as an azure champion.

NPC Reaction
The reaction of a character to an azure champion will largely depend on their views regarding the champion's cause, as actual knowledge of the azure champions as an entity is not widespread outside of the circles of incarnates, crusaders and scholars with a taste for incarnum or the Sublime Way. However, an azure champion can expect the warmest of welcomes from those who support his cause, and dire enmity from those that oppose it.

Azure Champions in the Game
The class features of an azure champion enhance all those within range, turning those within range into a coordinated unit of great resilience that counter attacks with unmatched zeal. When Upholding the Cause, this only expands, as the champion turns rabble into disciplined armies of the unyielding and the devoted.
Adaptation: The quickest means of adaptation is to limit the azure champions to a single organisation in a setting, with that organisation's goals being the sole cause available to the class. Just about any organisation with strong ideals will suffice: in Faerun, consider the Harpers, the Zhentarim, Cormyr and Thay. Eberronian champions might be found amongst the Blood of Vol, the displaced Cyrans, the Church of the Silver Flame, or the Dhakaani.
Encounters: Perhaps the best use of an azure champion as an encounter is to have them act as the second of the PCs' main foe, with the champion leading a strike squad against the party. However, in times of war, the azure champion truly gets a chance to shine, and using an orcish azure champion to lead a horde against which the PCs must prevail will make things more challenging for your intrepid heroes.

Fax Celestis
2010-11-18, 07:45 PM
CHORISTER
http://img.photobucket.com/albums/v216/FaxCelestis/The_Nocturnal_Flutist.jpg

"The gods gave me this voice and these hands: I will sing their praises and play their vision."

--Ililani Kaona, chorister of Semisa

Choristers are bardic servants of gods. Whereas a cleric will lead a congregation or serve the church directly, a chorister frequently has no direct association with the church, but still feels the influence of their deity in their day to day life.

BECOMING A CHORISTER
ENTRY REQUIREMENTS
Alignment: Within one step of patron deity
Class Features: Bardic Music, Inspire Courage bardic music feature, Suggestion bardic music feature
Feat: True Believer
Skills: Perform (Any) 9 ranks, Knowledge (Religion) 9 ranks

Level BAB Fort Ref Will Special Bardic Spellcasting
0
1
2
3
4
5
6
1st +0 +0 +0 +2 Bardic Music, Domains, Lore +1 level of existing bardic spellcasting class 3 0+1 - - - - -
2nd +1 +0 +0 +3 True Faith +1 level of existing bardic spellcasting class 3 1+1 - - - - -
3rd +2 +1 +1 +3 - +1 level of existing bardic spellcasting class 4 1+1 0+1 - - - -
4th +3 +1 +1 +4 Choirmaster +1 level of existing bardic spellcasting class 4 2+1 1+1 - - - -
5th +3 +1 +1 +4 Joyful Noise - 4 2+1 1+1 - - - -
6th +4 +2 +2 +5 Prayerful Hymn +1 level of existing bardic spellcasting class 4 2+1 1+1 0+1 - - -
7th +5 +2 +2 +5 Heavenly Chorus +1 level of existing bardic spellcasting class 5 3+1 2+1 1+1 - - -
8th +6 +2 +2 +6 Sanction +1 level of existing bardic spellcasting class 5 3+1 2+1 1+1 - - -
9th +6 +3 +3 +6 - +1 level of existing bardic spellcasting class 5 3+1 2+1 2+1 0+1 - -
10th +7 +3 +3 +7 Powerful Aria - 5 3+1 3+1 2+1 1+1 - -
11th +8 +3 +3 +7 Exultations of the Divine +1 level of existing bardic spellcasting class 5 4+1 3+1 2+1 1+1 0+1 -
12th +9 +4 +4 +8 Divine Muse +1 level of existing bardic spellcasting class 6 4+1 3+1 3+1 2+1 1+1 -
13th +9 +4 +4 +8 - +1 level of existing bardic spellcasting class 6 4+1 3+1 3+1 2+1 1+1 0+1
14th +10 +4 +4 +9 Masterful Sanction +1 level of existing bardic spellcasting class 6 4+1 3+1 3+1 2+1 2+1 1+1


Hit Dice: d6

Class Skills: The chorister's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

Weapon Proficiencies: A chorister gains no proficiency with weapons or armor.

Bardic Music: A chorister adds her chorister level (except levels she does not increase bardic spellcasting) to her bard level to determine her bardic music uses per day and the modifier for her Inspire Courage ability.

Domains: A chorister's devotion to the gods gives her moderate access to one clerical domain that her patron deity grants. All choristers also have access to the Music domain (described below), and automatically add spells from the two domains granted by this ability (Music and one from her deity) to her divine spells known for this class when she reaches a level where she could normally learn those spells.

Lore: A chorister adds her chorister level (except levels she does not increase bardic spellcasting) to her bard level to determine her modifier when using her Bardic Knowledge class feature. In addition, she gains a +5 insight bonus on this check when the subject is related to religious material. This bonus increases to +8 if the subject is directly related to her patron deity, her patron's faith, or her patron's church.

Bardic Spellcasting: At each level except 5th and 10th, a chorister adds her chorister level to her bard level when determining her spells per day and spells known. She does not, however, gain any other benefit a bard would have gained from this class feature except for an increased effective level of spellcasting.

Spellcasting: A chorister also casts divine spells, which are drawn from the cleric spell list. A chorister can cast any spell she knows without preparing it ahead of time.

To cast a spell, a chorister must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a chorister's spell is 10 + the spell level + the chorister's Wisdom modifier.

Like other spellcasters, a chorister can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table. In addition, she receives bonus spells per day if she has a high Wisdom score. A chorister also gets one domain spell of each spell level she can cast, starting at 1st level. When a chorister prepares a spell in a domain spell slot, it must come from one of her two domains.

Choristers meditate or pray for their spells. Each chorister must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a chorister can prepare spells.

Spells Known: A chorister’s selection of divine spells is extremely limited. A chorister begins this class knowing five 0-level spells and two 1st-level spells of your choice. At each new chorister level, she gains one or more new spells, as indicated on the table below. (Unlike spells per day, the number of spells a chorister knows is not affected by her Wisdom score; the numbers on the table are fixed.) These spells must be spells chosen from the cleric spell list.

Level 0th 1st 2nd 3rd 4th 5th 6th
1 5 2 - - - - -
2 6 3 - - - - -
3 6 3 2 - - - -
4 6 4 3 - - - -
5 6 4 3 - - - -
6 6 4 3 2 - - -
7 6 4 4 3 - - -
8 6 4 4 3 - - -
9 6 4 4 3 2 - -
10 6 4 4 3 3 - -
11 6 4 4 4 3 2 -
12 6 4 4 4 3 3 -
13 6 4 4 4 3 3 2
14 6 4 4 4 3 3 3

True Faith: A chorister's dedicated faith in her deity manifests itself through increased protection from her patron. Starting at second level, a chorister may make use of her True Believer feat an additional number of times per day equal to one-half her chorister level.

Choirmaster (Ex): A chorister's music is infectious, and those who are musically inclined have a difficult time keeping themselves from joining in. Starting at fourth level, when activating a bardic music effect that affects her allies, she may spend an additional use of her bardic music to make her song into a chorus. Allies within the area of her bardic music who have at least 6 ranks in a Perform skill join into the song and add the 20' radius area around them to the chorister's bardic music area of effect. Allies who share a faith with the chorister may waive the Perform skill requirement.

Joyful Noise (Su): A chorister's musical prowess allows her to infuse her divine spellcasting with it in a limited regard. Starting at fifth level, when casting a spell with the Healing subschool or when casting a spell listed here, the creature she targets is also affected as if by her Inspire Courage ability for a number of rounds equal to her Charisma modifier. If the spell used to trigger this ability is an ongoing effect and is dispelled, dismissed, or ends before the Inspire Courage time is up, the Inspire Courage ability ends immediately. This class feature must be used with spells that have a Verbal component and may be used with the following spells, in addition to those described above: aid, bear's endurance, bless, bull's strength, cat's grace, eagle's splendor, fox's cunning, greater restoration, lesser restoration, magic circle against alignment, owl's wisdom, protection from alignment, remove blindness/deafness, remove paralysis, restoration, shield of faith.

Prayerful Hymn (Su): A chorister's faith allows her to infuse her music with hope and praise, bestowing such powers into her allies and rendering her opponents fearful of her conviction. Starting at sixth level, as a free action when initiating her Inspire Courage ability, she may expend an additional bardic music usage and a third-level divine spell slot. If she does so, she may cast prayer, except that the effects of the prayer use the duration and area of her Inspire Courage. Effectively, the chorister may add prayer's effects to her Inspire Courage.

Heavenly Chorus (Ex): A chorister performs best with other performers, but two choristers together are a power to behold. Starting at seventh level, when two or more choristers use a bardic music effect simultaneously, over an at least partially overlapping area, and they follow deities who are within one step of alignment of each other, all choristers' bardic music effects apply to the total area of all the songs combined. In addition, if any of the songs involved provide a fixed, numeric bonus (such as Inspire Courage or Inspire Competence), increase that numeric bonus by 1. Should there be a chorister with this ability and a chorister or bard without it (or several of each), the chorister with this ability may select one other chorister (or bard, as applicable) who does not have it: the selected character (without this ability) gains this ability for the duration of the song.

Sanction (Ex): Starting at 8th level, a chorister's faith allows her to ignore affects that negatively harm her allies or other creatures around her. A chorister becomes immune to effects that determine their effects based upon alignment of the targets or of creatures in the area of effect (such as holy word, detect evil, magic circle against alignment, and cloak of chaos) as long as she is currently using a bardic music effect (such as Countersong or Inspire Courage).

Powerful Aria (Ex): Starting at 10th level, a chorister's musical aptitude allows her to empower her spells with its might. When a chorister casts a divine spell, she may also spend a bardic music use. If she does so, the divine spell cast is automatically maximized or extended , as if by the Maximize Spell or Extend Spell metamagic feats. A chorister cannot make use of both of these features at the same time: she must select one or the other.

Exultations of the Divine (Su): A high-level chorister's divine patron protects her, so that she may keep the song alive. Starting at 11th level, whenever a chorister is using a bardic music ability, she gains Fast Healing equal to her Charisma modifier, DR/- equal to her Wisdom modifier, and Spell Resistance equal to twice her Chorister class level.

Divine Muse (Su): At 12th level, a chorister's voice and her god's become as one. By spending a bardic music use when casting a spell, she may make the spell still and silent, as if using the Still Spell and Silent Spell metamagic feats. Using this ability does not alter the spell's level, and may be used in conjunction with Powerful Aria. Further, this ability overrides any of the chorister's class features that require a Verbal component to function.

Masterful Sanction (Ex): At 14th level, a chorister's faith extends to her allies: any ally currently affected by the chorister's bardic music becomes immune to spells and effects that determine their effects based upon alignment of the targets or of creatures in the area of effect.

Multiclass Note: A chorister whose alignment matches those of their deity retains their bard abilities and can continue taking levels in bard even if they are of a lawful alignment.

PLAYING A CHORISTER
Choristers are support characters, providing hefty bonuses and enabling their compatriots to handle opponents they normally wouldn't be able to otherwise. Unlike a bard, a chorister has a better ability to provide healing, but in exchange possesses a lower ability to influence others socially.
Combat: Choristers should attempt to move into a position where their bardic music will affect as many allies as possible, and provide buffs and healing for their allies in the thick of things. Smart use of spells with the Powerful Aria and Joyful Noise features (in conjunction or otherwise) can turn an encounter from an overpowering challenge to a manageable task. A chorister lucky enough to be in a party with another chorister can be quite a formidable force if one or both possess the Heavenly Chorus feature, especially in a situation such as a battlefield, where many allies can benefit greatly from multiple effects simultaneously over a greater area than they normally otherwise would cover.
Advancement: Choristers can vary from one another largely through faith and domain selection, though their spell selection also provides some variability. Certain choristers will prefer to use their bardic music to strengthen their allies and then use their spells to weaken their enemies, while others will augment their allies with both their magic and their spells.
Resources: A chorister, while having strong ties to a patron deity, does not necessarily have strong ties to that patron's church. Most, however, will, and may be able to call upon favors, contacts, or resources within the church.

CHORISTERS IN THE WORLD
"We would've lost that battle if it hadn't been for th' Choir of Raghnialt. They may have been singers, but they could handle a knife just fine, and their music...well, their music was inspirin' to say the least. One rousin' harmonious roar from the back o' the line, travelin' all the way up and down the front... It was like a wall o' sound that pushed them orcs back."

--Keir Levantine, Champion of Segovia

Choralists are respected by their faiths, though they sometimes have trouble handling a church's official nature in comparison to their own propensity to act outside of its bounds.
Daily Life: Most non-adventuring or peaceful choristers play a minor part as a church auxiliary, generally via providing music at services and events, though some remain true to their bardic roots and travel, making their money best they can through odd jobs. Adventuring or militant choristers frequently act as chaplains, commanders, healers, or in another supportive capacity. Most choristers never really manage to handle stealthy tactics (indeed, most of their abilities involve calling attention to themselves), and as such most never really take up thievery, subterfuge, or sabotage.
Notables: Ililani Kaona, a chorister of Semisa, plies her trade through the Free Cities as a combat healer and sometime detective: she finds she has a way with people that many don't, and this gets her a lot of business. Peregrine Solis, a chorister of Raghnialt, bides her days at the High Temple of Raghnialt, providing vocal services for Raghnialt's most extravagant services and training new choristers.
Organizations: Each church handles choristers differently: some, particularly those that are chaotic-aligned or who have loose organization, have little trouble fitting choristers into their repertoire; others--generally those that are lawfully-aligned--take issue with the way choristers work outside the church's bounds.

NPC Reaction
Most people find little immediate difference between a bard and a chorister, but the differences are actually relatively significant. Upon closer examination, it is easy to see that choristers provide a much more faith-based service and can do many things with the aid of the divine that bards are incapable of performing.

CHORISTERS IN THE GAME
Choristers provide a lot of benefits to their parties, but tend to play a lesser role themselves when it comes to combat. While they can play the 'party face', generally a chorister's focus will be on strengthening her allies.
Adaptation: A chorister's Joyful Noise ability can be very readily expanded by adding to the list of spells that trigger it: mainly touch-range defensive or buffing spells should be added. Similarly, choristers of evil gods or with the Curse Song feature variant could change the Joyful Noise ability for a similar one that provided a debuffing effect on creatures afflicted by a chorister's negative spell, and the Prayerful Hymn ability could be exchanged for one that provides a large-scale debuffing effect.
Encounters: Encounters involving choristers should either involve one as a lynchpin to the rest of the encounter, or they should involve several choristers that make use of the Heavenly Hymn ability to create a zone of dangerous creatures. An encounter with a chorister will probably play out about the same as an encounter with a buff-focused bard.

Sample Encounter
EL 17: Peregrine Solis and her two ice devil guards, granted to her by her faith to Raghnialt, guard a shrine to her faith that contains within it a spellbook packed with powerful fey, darkness, and ice-related spells.

Peregrine Solis
Lawful Neutral Female Human Bard 6/Chorister 8
Init +1, Senses: Listen +4, Spot +4,
Languages Common, Sylvan, Infernal
------------------------------------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex); 50% resistance to crits
hp 77 (14 HD)
Fort +8, Ref +10, Will +15
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Icy dagger +10/+5 (1d4 plus 1d6 cold, 19-20/x2)
Ranged Icy short bow +15/+10 (1d6 plus 1d6 cold, 20/x3)
Base Atk +10, Grp +10
Combat Gear Icy dagger +1, icy short bow +1, 30 arrows
Bard Spells Known (DC 15 plus spell level): 0th (3/day) -- dancing lights, light, lullaby, message, prestidigitation, summon instrument; 1st (5/day) -- charm person, hideous laughter, silent image, sleep; 2nd (4/day) -- blur, bull's strength, darkness, mirror image; 3rd (4/day) -- clairaudience/clairvoyance, dispel magic, haste, slow; 4th (3/day) -- break enchantment, dimension door, shadow conjuration
Cleric Spells Known (DC 14 plus spell level): 0th (5/day) -- create water, cure minor wounds, detect magic, mending, purify food and drink, read magic; 1st (4/day plus 1 domain) -- bane, bless, entropic shield, shield of faith, obscuring mistD, convictionD; 2nd (3/day plus 1 domain) -- bear's endurance, bull's strength, cat's grace, lesser restoration, blindnessD, sound burstD; 3rd (2/day plus 1 domain) -- cure serious wounds, deeper darkness, invisibility purge, blacklightD, mass convictionD
-----------------------------------------------
Abilities Str 8, Dex 12, Con 14, Int 13, Wis 18, Cha 20
SQ Bardic Music (22/day), Lore (+14, +19 for religious material, +22 if related to Raghnialt), Countersong, Fascinate, Inspire Courage +3, Inspire Competence, Suggestion, Domains (Darkness, Music), True Faith (4/day), Choirmaster, Joyful Noise, Prayerful Hymn, Heavenly Chorus, Sanction
Feats Zen Archery, True Believer, Endurance, Empower Spell, Lingering Song, Extra Music, Blind-FightB, Extra MusicB
Skills
Possessions Combat gear plus cloak of resistance +2 and Charisma +4, chain shirt of fortification +3, gloves of Dexterity +2, periapt of Wisdom +4, pearl of language (Infernal)

The Music Domain
Granted Power: You gain Extra Music as a bonus feat.

1: conviction*
2: sound burst
3: mass conviction*
4: sound lance*
5: hallow/unhallow
6: symphonic nightmare*
7: mass eagle's splendor
8: synystodweomer*
9: heavenly host/hellish horde*

*appears in the Spell Compendium

zagan
2010-11-21, 09:02 AM
WILD SOUL

http://img84.imageshack.us/img84/5487/characterdesignstudydru.jpg
A wild soul shaping a soulmeld.

What are magical beasts if not animals with natural access to magic? Why should we revere them any less for that? On the contrary they should be our inspiration, our guide in showing us what the epitome of animal instinct and natural magic can do. For that I admire them as much as the more humble animal of the world. I am the humble servant of all those creature and I share their wild soul.

-Tiam Wild soul

Wild souls are the living embodiment of animal and magical beast. They studied deeply the druidic tradition to become animals, and totemism to channel the power of magical beast. Then they combine the two arts and this allowed them to use the secret of totemism with the soul of animal and later allow them to take the form of magical beast. Wild souls are generally the protectors of the wild, fighting to preserve animals and magical beasts equally, treasuring them as example to follow, living free and in harmony with each other and with the rest of the world.

BECOMING A WILD SOUL
You need levels in druid and totemist to become Wild soul, it is the only path that lets you really benefit from all that the class grants.

ENTRY REQUIREMENTS
Skills: Knowledge (nature) 10 ranks, Survival 10 ranks, Knowledge (arcana) or Knowledge (the planes) 4 ranks
Feats: Azure Wildshape
Special:
-Ability to bind soulmelds to totem chakra
-Animal companion class feature
-Wildshape class feature
-Ability to spontaneously cast any summon nature’s ally spell

Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+0|Wild Empathy, Animal Companion, Wild shape, Natural Soul Resistance, Wild meld||+1 level of existing meldshaping class

2nd|
+1|
+3|
+0|
+0|Share Soulmeld|+1 level of existing divine spellcasting class|+1 level of existing meldshaping class

3rd|
+2|
+3|
+1|
+1|Chakra bind (crown, feet, hand)|+1 level of existing divine spellcasting class|+1 level of existing meldshaping class

4th|
+3|
+4|
+1|
+1|Greater Azure Wildshape|+1 level of existing divine spellcasting class|+1 level of existing meldshaping class

5th|
+3|
+4|
+1|
+1|Enhance Wild shape|+1 level of existing divine spellcasting class|+1 level of existing meldshaping class

6th|
+4|
+5|
+2|
+2|Enlarged Share Soulmeld|+1 level of existing divine spellcasting class|+1 level of existing meldshaping class

7th|
+5|
+5|
+2|
+2|Chakra bind (arms, brow, shoulder)||+1 level of existing meldshaping class

8th|
+6|
+6|
+2|
+2|Open Azure Wildshape|+1 level of existing divine spellcasting class|+1 level of existing meldshaping class

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

10th|
+7|
+7|
+3|
+3|Share Essentia|+1 level of existing divine spellcasting class|+1 level of existing meldshaping class

11th|
+8|
+7|
+3|
+3|Chakra bind (Throat, Waist)|+1 level of existing divine spellcasting class|+1 level of existing meldshaping class

12th|
+9|
+8|
+4|
+4|Magical summoning|+1 level of existing divine spellcasting class|+1 level of existing meldshaping class

13th|
+9|
+8|
+4|
+4|Wild Apothesis||+1 level of existing meldshaping class
[/table]

Weapon Proficiencies: A Wild soul gain no new proficiency with any weapon or armor.

Spellcasting At every Wild soul level except first, seventh and thirteenth you gain new spells per day (and spells known, if applicable) as if you had also gained a level in whatever divine spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. This essentially means that you add the level of Wild soul to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If you had level in more than one divine spellcasting class before you became a Wild soul, you must decide to which class you add each level of Wild soul for the purpose of determining spells per day.

Meldshaping At each Wild soul level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in the meldshaping class to which you belonged prior to gaining the Wild soul level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a Wild soul, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Wild Empathy (Ex): If you do not already have it you gain the Wild Empathy class feature as the druid ability of the same name. If you already have this ability, you add your Wild soul level to those of the class that grant it for the purpose of determining your bonus on the wild empathy check. If you have level in multiple class that grant wild empathy you can sum the total of those level to determine the bonus to your wild empathy check. For example Trem, a Druid 5/Totemist 2/Wild soul 3, would have a bonus on wild empathy check of 10 + his cha modifier.

Animal Companion (Ex): You add your Wild soul level to your effective druid level for the purpose of determining your animal companion bonus Hit dices, special ability and so forth.

Wild Shape (Su): Your levels in the class that grant you wild shape stack with your all your odd wild soul level for the purpose of determining the number of daily uses, the maximum HD and size (but not creature type), and the duration of your wild shape ability. For a total of +7 effective druid level for the purpose of wildshape. This mean that a Druid 5/Totemist 2/Wild soul 3 would have an effective druid level for the purpose of wildshape of 7 (5 druid + 2 odd level of wild soul)

Natural Soul Resistance (Ex): Your double link to the natural world means that your soulmelds and spells are more resistant to the magic of others. Your effective meldshaper level and caster level, but only for spell you cast on yourself, for the purpose of dispelling (with dispel magic or similar) or detecting (with detect magic or similar) is equal to the sum total of your level in Wild soul plus your levels in the class that grant you access to the Totem chakra (most likely Totemist) plus your level in the class that grant you the wildshape class features (most likely druid).
For example a Trem, a Druid 5/Totemist 2/Wild soul 3, would have an effective meldshaper level of 12 and an effective caster level of 12 for his soulmelds and spells he cast on himself.

Wild Meld: By combining the secret of the wild with those of incarnum you gain access to the soul of animal. You can now shape Wild soulmelds in addition to those you have access previously, they are describe below and function exactly like all other soulmelds.

Share Soulmeld: Your bond with your animal companion deepen. At level two you gain Share Soulmeld has a bonus feat. If you already have this feat you can select any one incarnum or wild feat you have the prerequisites for.

Chakra Binds: Beginning at third level you can bind soulmelds to your crown, feet, or hand chakras. At 7th level you can bind soulmelds to your arms, brow or shoulder chakras. At 11th level you can bind soulmelds to your throat or waist chakra.

Greater Azure Wildshape (Ex): Starting at fourth level the essentia capacity of your Azure Wildshape feat increases by 1.

Enhance Wild shape (Ex): The strength of your soul and it’s connection to the natural world allow you to better assume the shape of it’s creature. Starting at fifth level, once per day when shaping soulmeld you can invest essentia into this ability, the essentia remains invested for 24 hours. Depending on the number of essentia invested in this ability you gain various benefits; for every point of essentia invested into this ability you are considered to be one level higher for the purpose of determining the maximum number of Hit dice of your new form. For every 4 point of essentia invested in this ability you can changed into creature one size smaller or larger than normal. For example Trem, a Druid 5/Totemist 2/Wild soul 11 with the following ability scores who invest 4 essentia in this ability would have an effective druid level of 15 instead of 11 and could take the shape of a diminutive to huge animal instead of tiny to large.

Enlarged Share Soulmeld (Ex): Starting at sixth level your animal companion can benefit from your share soulmeld feat when within a range of 5 feet per class level of you instead of the normal 5 feet.

Open Azure Wildshape (Ex): Starting at eighth level you can invest essentia into your Azure Wildshape feat as if it were a soulmeld, meaning that the essentia isn’t locked into the feat and can be reinvested at any time.

Totem Shape (Su): Now greatly experienced with changing shape and possessing a powerful link to the magical creature of the world you have learned how to use this link to take their shape. Starting at ninth level, when you have a soulmeld bound to your Totem chakra you can wild shape into the creature link to this soulmeld. Refere to the list below for determining which soulmeld is link to which creature. You must still follow all the normal rule of wild shape so may be enable to change into some creature if your effective druid level isn’t high enough.
Special: If the soulmeld would grant you natural attack when in the creature shape you do not gain twice the number of natural attack only those of the creature and those from other source such as other soulmeld or spell.

Table: Totem shape soulmeld list.
{table=head]Soulmeld|Creature|Note
Ankheg Breastplate|Ankheg (http://www.d20srd.org/srd/monsters/ankheg.htm)
Basilisk Mask|Basilisk (http://www.d20srd.org/srd/monsters/basilisk.htm)|Standard Basilisk only
Beast Tamer Circler|None
Behir Gorget|Behir (http://www.d20srd.org/srd/monsters/behir.htm) or Halruaan Behir|See Shining South p 61 for Halruaan Behir
Blink Shirt|Blink Dog (http://www.d20srd.org/srd/monsters/blinkDog.htm)
Bloodtalons|Blood Hawk|Fiend Folio p22
Brass Mane|Dragonne (http://www.d20srd.org/srd/monsters/dragonne.htm)
Brood Keeper’s Heart|Brood Keeper|MMIII p20, Soulmeld in Dragon magazine p86
Disenchanter Mask|Disenchanter|Fiend Folio p62
Displacer Mantle|Displacer Beast|MMI p66, Standard or Pack Lord
Chaos Roc’s Span|Chaos Roc|MMII p45, Soulmeld in Dragon magazine p87, Need epic equivalent druid level
Claws of the Wyrm|A Half-Dragon (http://www.d20srd.org/srd/monsters/halfDragon.htm)|Soulmeld in Dragon magic p83, See below for detail
Dragon Mantle|A Half-Dragon (http://www.d20srd.org/srd/monsters/halfDragon.htm)|Soulmeld in Dragon magic p83, See below for detail
Dragon Tail|A Half-Dragon (http://www.d20srd.org/srd/monsters/halfDragon.htm)|Soulmeld in Dragon magic p84, See below for detail
Dragonfire Mask|A Half-Dragon (http://www.d20srd.org/srd/monsters/halfDragon.htm)|Soulmeld in Dragon magic p84, See below for detail
Dread Carapace|Tarrasque (http://www.d20srd.org/srd/monsters/tarrasque.htm)|Need epic equivalent druid level
Frost helm|Frost Worm (http://www.d20srd.org/srd/monsters/frostworm.htm)
Girallon Arms|Girallon (http://www.d20srd.org/srd/monsters/girallon.htm)
Gorgon Mask|Gorgon (http://www.d20srd.org/srd/monsters/gorgon.htm)
Gravorg Tail|Gravorg| MMII p119, Soulmeld in Dragon magazine p87
Great Raptor Mask|Giant eagle (http://www.d20srd.org/srd/monsters/eagleGiant.htm) or Giant Owl (http://www.d20srd.org/srd/monsters/owlGiant.htm)
Heart of Fire|Remorhaz (http://www.d20srd.org/srd/monsters/remorhaz.htm)
Hunter’s Circlet|None
Kraken Mantle|Kraken (http://www.d20srd.org/srd/monsters/kraken.htm)
Krenshar Mask|Krenshar (http://www.d20srd.org/srd/monsters/krenshar.htm)
Kruthik Claws|Miniature Handbook p62, Hatchling, Adult or Greater
Lamia Belt|Lamia (http://www.d20srd.org/srd/monsters/lamia.htm)
Lammasu Mantle|Lammasu (http://www.d20srd.org/srd/monsters/lammasu.htm)|Standard Lammasu only
Landshark Boots|Bulette (http://www.d20srd.org/srd/monsters/bulette.htm)
Manticore Belt|Manticore (http://www.d20srd.org/srd/monsters/manticore.htm)
Pegasus Cloak|Pegasus (http://www.d20srd.org/srd/monsters/pegasus.htm)
Phase Cloak|Phase Spider (http://www.d20srd.org/srd/monsters/phasespider.htm)
Phoenix Belt|Phoenix|MMII p168
Psion-Killer Mask|Psion Kiler (http://www.d20srd.org/srd/psionic/monsters/psionKiller.htm)|Soulmeld here (http://www.wizards.com/default.asp?x=dnd/psm/20060217a)
Rageclaws|None
Riding Bracers|None
Shadow Mantle|Darkmantle (http://www.d20srd.org/srd/monsters/darkmantle.htm)
Shedu Crow|Shedu|Fiend Folio p153
Sphinx Claw|Sphinx (http://www.d20srd.org/srd/monsters/sphinx.htm)|Andro, Cryo, Gyno or Hieraco (Also Canis, Croco, Sauro and Threski, Sandstorm p186 and Loqua, Tome of Magic p268)
Threefold Maks of the Chimera|Chimera (http://www.d20srd.org/srd/monsters/chimera.htm)
Totem Avatar|Gray Render (http://www.d20srd.org/srd/monsters/grayRender.htm), Owlbear (http://www.d20srd.org/srd/monsters/owlbear.htm), Rampager, Blood Apes or Tarrasque (http://www.d20srd.org/srd/monsters/tarrasque.htm)| See MMII p 32 and 177 for Blood Apes and Rampager
Unicorn Horn|Unicorn (http://www.d20srd.org/srd/monsters/unicorn.htm)|Standard Only
Urskan Greaves|Urskan|Frostburn p159
Winter Mask|Winter Wolf (http://www.d20srd.org/srd/monsters/winterWolf.htm)
Worg Pelt|Worg (http://www.d20srd.org/srd/monsters/worg.htm)
Wormtail Belt|Purple Worm (http://www.d20srd.org/srd/monsters/purpleWorm.htm)
Yrthak Mask|Yrthak (http://www.d20srd.org/srd/monsters/yrthak.htm)
[/table]

Note on draconic soulmeld: When bound to your totem chakra they allow you to take the shape of an animal to with the A Half-Dragon (http://www.d20srd.org/srd/monsters/halfDragon.htm) template but the animal count as having one more hit-dice for the purpose of determining the effective druid level need to take his shape. For example you would need an effective druid level of 13 to take the shape of a Half-Dragon (http://www.d20srd.org/srd/monsters/halfDragon.htm) Dire bear (http://www.d20srd.org/srd/monsters/direBear.htm).

Share Essentia (Ex): You’ve learn how to better adapt the benefit granted by your soulmeld to your animal companion’s need and the constant influx of essentia has changed him. When you are sharing your soulmelds with your animal companion, you can invest essentia differently for your companion's melds. Your companion has a number of essentia available to invest equal to the essentia you have invested in your own soulmelds, which you can choose to invest as you will. You must still follow the normal limitations on maximum essentia invested. You can change these investitures any time you could change the investitures in your own items. In addition your animal companion gain the incarnum subtype and can be considered a magical beast if doing so would be advantageous to him or you.

Magical summoning (Ex): Your understanding of magical beasts allows you to call to them for help. A number of new creature are had to the list of creature that can be summoned when casting a Summon nature’s ally spell depending on it’s level as described in the table below:

{table=head]Spell level|New creature
I|Blood Hawk
|Krenshar (http://www.d20srd.org/srd/monsters/krenshar.htm)
|Darkmantle (http://www.d20srd.org/srd/monsters/darkmantle.htm)
II|Blink Dog (http://www.d20srd.org/srd/monsters/blinkDog.htm)
|Hatchling Kruthik
|Worg (http://www.d20srd.org/srd/monsters/worg.htm)
III|Ankheg (http://www.d20srd.org/srd/monsters/ankheg.htm)
|Pegasus (http://www.d20srd.org/srd/monsters/pegasus.htm)
IV|Adult Kruthik
|Owlbear (http://www.d20srd.org/srd/monsters/owlbear.htm)
|Winter Wolf (http://www.d20srd.org/srd/monsters/winterWolf.htm)
V|Basilisk (http://www.d20srd.org/srd/monsters/basilisk.htm)
|Displacer Beast
|Manticore (http://www.d20srd.org/srd/monsters/manticore.htm)
|Phase Spider (http://www.d20srd.org/srd/monsters/phasespider.htm)
|Hieracosphinx (http://www.d20srd.org/srd/monsters/sphinx.htm)
|Canisphinx
|Saurosphinx
|Blood Ape
|Urskan
VI|Halruaan Behir
|Dragonne (http://www.d20srd.org/srd/monsters/dragonne.htm)
|Greater Kruthik
|Lamia (http://www.d20srd.org/srd/monsters/lamia.htm)
|Criosphinx (http://www.d20srd.org/srd/monsters/sphinx.htm)
VII|Behir (http://www.d20srd.org/srd/monsters/behir.htm)
|Remorhaz (http://www.d20srd.org/srd/monsters/remorhaz.htm)
|Lammasu (http://www.d20srd.org/srd/monsters/lammasu.htm)
|Bulette (http://www.d20srd.org/srd/monsters/bulette.htm)
|Threskisphinx
|Loquasphinx
|Chimera (http://www.d20srd.org/srd/monsters/chimera.htm)
|Gray Render (http://www.d20srd.org/srd/monsters/grayRender.htm)
VIII|Gorgon (http://www.d20srd.org/srd/monsters/gorgon.htm)
|Gravorg
|Shedu
|Androsphinx (http://www.d20srd.org/srd/monsters/sphinx.htm)
|Gynosphinx (http://www.d20srd.org/srd/monsters/sphinx.htm)
|Yrthak (http://www.d20srd.org/srd/monsters/yrthak.htm)
IX|Displacer Beast, Pack Lord
|Frost Worm (http://www.d20srd.org/srd/monsters/frostworm.htm)
|Kraken (http://www.d20srd.org/srd/monsters/kraken.htm)
|Psion Kiler (http://www.d20srd.org/srd/psionic/monsters/psionKiller.htm)
|Crocosphinx
|Rampager
|Purple Worm (http://www.d20srd.org/srd/monsters/purpleWorm.htm)
[/table]

In addition you can chose to expend two prepared eight level spell to cast Summon nature ally IX. You can use this ability to qualify for feat, Prestige class or other thing that would require the ability to cast nine level spell and you can’t use this ability to cast any other ninth level spell, even metamagic version of lower level summon nature ally.

Wild Apothesis (Ex): You have now gained a perfect understanding of the creature of the world and have become one. Starting at ninth level, you gain three abilities; first you gain the shapechanger subtype. Second for the purpose of spell, ability, feat or other effect you are considered to be of the animal or magical beast type if doing so would be advantageous to you. Finally when using wildshape you can chose to advance the form you take up to a maximum number of Hit dice equal to either your effective druid level or the form maximum hit dice whichever is lower. You follow all the normal rule for advancing a creature hit dice describe in the Monster Manual p291 (or here (http://www.d20srd.org/srd/improvingMonsters.htm#increasingHitDice)).

PLAYING A WILD SOUL
Wild souls play exactly like a druid and a totemist, this mean that you have numerous options and choices to make. You must chose what spell to prepare, taking into account what is beneficial for you, your animal companion and any other ally you may have. You need to choose what soulmeld or wildmeld to shape and bind, particularly to your Totem chakra if you have the Totem shape class feature. Finally you also must choose where to invest your essentia, taking into account your feats, class features and soulmelds, all the while considering how each of those elements interact. This means that wild souls can be a little hard to play, but it is also very rewarding when you find a good and effective way to combine your various abilities.
Combat: As a Wild soul you can fight in a lot of different ways, given your versatility, but the most common method is wildshaping into a powerful form that you like and that synergizes well with your soulmelds. Your animal companion is generally by your side and if able you have cast a few supporting spell before hand.
You could also change into a shape hard to target such as a small flying bird and use ranged spell (with the natural spell feat) on your target while it’s distract by your animal companion. You could also do the opposite and go into melee yourself while your animal companion use ranged attack (from the manticore belt for example).
Your versatility mean that you always have lot of choice on how to conducted combat, but you may need to focus on one if you wish to be really effective.
Advancement: Because you have lot versatility with your various power you have lot of choice on what feat to take, as a druid the Natural spell feat is often recommended, the Natural bond feat to compensate your levels in Totemist could help your animal companion. Incarnum feats could be useful either for the additional ability they provide or to grant you more essentia to work with. Wild feat are also interesting to use your wildshape in different way. Combat feat such as Multiattack could be really useful too.
Class wise you have less choice, if you take all thirteen level of Wild soul you should have reach epic level, going back to druid could be a good option to increase the HD of what form you can take. You could also continue with totemist level to increase your meldshaper level.
Resources: Generally you have link to a druidic order and often know other totemist. Wild soul by themselves rarely form cohesive group being loner that prefer to be surround by animal and magical beast. But these creature can be seen as a ressource because with your wild empathy you could convince them to help you on occasion.

WILD SOULS IN THE WORLD
You won’t believe what I’ve seen. There was these two big tiger on the side of the road, and the strangest thing was that they were surround by a blue shape, like an additional leg and really long tail. I was sure that I was going to be killed right there, but no, they just look at me before turning back. I don’t know what those thing really where but I’m not sure I want to know.

-Anonymous

As druids, wild souls are generally revered as paragon of the natural world, they just have a different way to go about it. Those that know about incarnum are generally curious about their specific soulmelds and how they differ from the more common totemist ones.
Daily Life: You begin your day by making your preparation concerning your spells, soulmelds and essentia investment. Then you generally take care of your animal companion. If you are on a mission with an adventuring party you take on the role most appropriate for the group be it scouting in wildshape, protecting an arcanist while he casts a spell or any other role. If you live in the wild you can also use your survival skills to search for food. While working alone you are probably protecting the animals and magical beasts living near you and as such spend time making sure they are alright.
Notables: Tiam is the most well known Wild soul, one of the first to develop the technique needed to fuse the two arts. She was a gnome that was part of an obscure druidic order, and one day she was sent on a mission by the master of the order but she had an accident on the way and was rescued by a Duskling totemist. She became fascinated by this mysterious art and once she completed her mission she chose to go see the Duskling and ask him to teach her. A few years later she become frustrated by the commonality between the two philosophy but the profound difference in their teaching. She sought to combine the two and after years of study managed it. Becoming one of the first Wild soul (unknown to her other have independently developed the art a few decade earlier in a land where incarnum was more used), soon after that she began teaching it to all those that interest and to this day she is remembered as one of the founder of the art.
Lerim is another Wild soul that is beginning to get some recognition but not for the better, he’s a half-elf that has taken control of a good portion of a primal forest and he is now doing is best to kill all humanoid living near it to expend the forest for the good of the creature inside. So far all opposition has failed because the area is pretty isolated so few people know of what’s happening and because his control of the magical beast in the forest made going to him nearly impossible (see below for it’s stat)
Organizations: As was said above no real organizations exist, but at least one well know druidic order taught the way of the totemist and by extension those of the wild soul. It’s the order of the azure light. On order centered in a small glade where essentia naturally permeate the atmosphere. They teach all those willing an able how to become a wild soul and encourage the protection of magical beast everywhere.

NPC Reaction
Wild soul are most of the time well respect like more common druid, some may question the weird shape around them and their often changing power but otherwise most people are indifferent to them.

Class name Lore
Characters with ranks in Knowledge (Arcana) or who have the Bardic Knowledge ability, can research Wild soul and their unique way to combine the druidic art and totemisme. When a character makes a Knowledge (arcana) or (nature) check or a Bardic Knowledge check, read or paraphrase the following, including the information from lower DCs.

DC 15: Just druid that use a little incarnum and that like magical beast.
DC 20: Druid that manage to combine the standard druidic technique with totemisme for powerful result.
DC 25: These are wild soul, they revere animal and magical beast equally this allow theme to take the shape of some magical beast and to become terribly dangerous and versatile defendant of the wild.

CLASS NAME IN THE GAME
Wild soul can be very powerfull, probably not more than standard druid but their arsenal of ability mean that any DM should prepare before hand on how to handle them so that they still have some challenge.
Adaptation: No real adaptation is need, apart perhaps in restricting in what creature the wild soul can changed into depending on the setting.
Encounters: Wild soul can make for some powerful ally or for dangerous foe. They could be ideal as the central villain in a campaign that take place in the wilderness.

Sample Encounter
The party have heard rumor of an entiere village being destroyed by a horde of diverse magical creature controlled by a mad druid. They choose to go investigate.
EL 12: Lerim is a half-elf that wish to expend the forest to grant a greater territory to the creature living inside, to do that he is willing to any length including destroying all trace of civilization in the vinicity.

Lerim

NE Medium Male Humanoid (Half-elf, Incarnum)
Druid 5/Totemist 2/Wild soul 5
Init +6, Senses: Low-light vision, Listen +4, Spot +4
Languages Common, Elven, Druidic
------------------------------------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 121 (12 HD(d8))
Fort +16, Ref +9, Will +13
------------------------------------------------
Speed 30 ft. (6 squares), Burrow 15 ft.
Space 5ft Reach 5ft
Melee Claws +12 (1d4+1) and 3 Claws +10 (1d4)
Base Atk +7, Grp +18
Combat Gear
Druids Spells Prepared (CL 9th, 12th against dispelling and detecting when cast on himself)
5th: Animal Growth (DC 18)
4th: Dispel Magic, Freedom of Movement (DC 17)
3th: Greater Magic Fang (4) (DC 16)
2th: Barkskin (DC 15), Lesser Restoration (2) (DC 15), Resist Energy (2) (DC 15), Tree Shape
1th: Entangle (DC 14), Fairie Fire, Longstrider, Obscuring Mist, Speak with animal,
0: Detect Magic (2), Detect Poison, Guidance, Resistances (2)
Spontaneously cast summon nature ally spell
Supernatural abilities
Wildshape (4/day, 10 hours, Small, Medium or Large animal, Max 8 + 2 HD)
-----------------------------------------------
Essentia pool 8; Capacity 3 (4 for Totem chakra);
Chakra Bind 2 (Crown, Feet, Hand or Totem) ;Soulmelds 5
Soulmelds and Essentia Investment: (ML 7th, 12th against dispelling and detecting)
Girallon Arms 4 essentia (+10 competence bonus on climb check and grapple check; Grant four claw attack with +4 enhancement bonus too attack and damage roll; Occupy Arms, Bound to Totem)
Mole’s Claw (Allow him to ignore the hardness of object made of earth or stone with natural weapon; Grant a burrow speed of 15ft; Occupy Hand, Bound to Hand)
Beast Tamer Circlet (+2 insight bonus on Handle animal and Wild Empathy check, Occupy Crown)
Threefold Mask of the Chimera (Can’t be flanked, Occupy Soul)
Totem Avatar (Grant 7 Hit point, Occupy Shoulder)
(Greater) Azure Wildshape No benefit without essentia.
Enhance Wildshape 2 essentia, Can wildshape into creature with 2 more hit dice.
-----------------------------------------------
Abilities Str 12, Dex 14, Con 20, Int 8, Wis 17, Cha 10 (32 point buy)
SQ Half-elf trait (Immunity to sleep spell, Low light vision, Elven blood), Animal companion, Nature sense, Wild empathy (+16, +12 with magical beast, +16 with girallon), Woodland stride, Trackless Step, Resist nature lure, Natural Soul resistance, Greater Azure Wildshape, Enhance Wildhsape
Feats 1st: Improve Initiative, 3rd: Weapon focus (claw), 6th: Azure Wildshape, 9th: Bonus essentia, 12th: Multiattack, WS2: Share soulmeld
Skills Concentration +20, Climb +11, Diplomacy +2, Gather information +2, Handle animal +4, Knowledge (arcana) +3, Knowledge (nature) +14, Listen +4, Survival +15, Search +0, Spot +4
Possessions +1 Studded leather armor, Cloak of resistance +2, Amulet of health +2, Scroll of Spiked Stones (Total in treasure 9875gp, if Lerim is used a boss encounter more treasure would be advised)
-----------------------------------------------
When in Megaraptor shape Lerim as the following altered statistic[i]
NE Large Male Humanoid (Half-elf, Incarnum)
Senses: Low-light vision, Scent, Listen +12, Spot +12
------------------------------------------------
AC 17, touch 11, flat-footed 15 (-1 size, +2 Dex, +6 natural)
Fort +14, Ref +7, Will +12
------------------------------------------------
Speed 60 ft. (12 squares), Burrow 30 ft.
Space 10ft Reach 5ft
Melee Talons +11 (2d6+5) and 4 Claws +13 (1d6+2) and Bite +9 (1d8+2)
Grp +26
Special attacks Pounce
-----------------------------------------------
Abilities Str 21, Dex 15, Con 21
Skills Climb +15, Hide +6, Jump +25, Listen +12, Survival +23, Spot +12

Half elf trait:
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf.

Animal companion (Ex): Lerim possess a Dire wolverine animal companion named Tral, is effective druid level for determining the power of his animal companion is 4 (5 druid + 5 Wild soul – 6 for alternative companion)

N Large Female Animal
Dire Wolverine
Init +4, Senses: Low-light vision, Listen +8, Spot +8
Languages None
------------------------------------------------
AC 19, touch 13, flat-footed 15 (-1 size, +4 dex +6 natural armor)
hp 62 (7 HD(d8))
Fort +9, Ref +9, Will +6
------------------------------------------------
Speed 30 ft. (6 squares), climb 10 ft.
Space 10ft Reach 5ft
Melee 2 Claws +10 (1d6+6) and Bite +8 (1d8+3)
Base Atk +5, Grp +15
Atk Options Rage
-----------------------------------------------
Abilities Str 23, Dex 18, Con 19, Int 2, Wis 12, Cha 10
SQ Low-light vision, Scent, Link, Share spell, Evasion
Feats Alertness, Toughness, Multiattack, TrackB
Skills Climb +14, Listen +8, Spot +8
Tricks Attacks, Attack unnatural, Come, Defend, Fetch, Guard, Heel, Track
-----------------------------------------------
[i]When within 5 ft of Lerim, Tral as the following altered statistic
hp 69 (7 HD(d8))
Speed 30 ft. (6 squares), climb 10 ft. burrow 15 ft
Melee 2 Claws +10 (1d6+6) and Bite +8 (1d8+3) and 2 Secondary Claws +8 (1d6+3)
Grp +25
SQ Can’t be flanked, Ignore the hardness of object made of earth or stone
Skills Climb +24
-----------------------------------------------
When raging Tral as the following altered statistic
AC 17, touch 11, flat-footed 13 (-1 size, +4 dex, +6 natural armor, -2 raging)
hp 76 (7 HD(d8))
Fort +11
Melee 2 Claws +12 (1d6+8) and Bite +10 (1d8+4)
Grp +17
Abilities Str 27, Con 23
Skills Climb +16
-----------------------------------------------
When raging and within 5 ft of Lerim, Tral as the following altered statistic
AC 17, touch 11, flat-footed 13 (-1 size, +4 dex, +6 natural armor, -2 raging)
hp 83 (7 HD(d8))
Speed 30 ft. (6 squares), climb 10 ft. burrow 15 ft
Melee 2 Claws +12 (1d6+6) and Bite +10 (1d8+3) and 2 Secondary Claws +10 (1d6+3)
Grp +27
Abilities Str 27, Con 23
SQ Can’t be flanked, Ignore the hardness of object made of earth or stone
Skills Climb +26

Rage (Ex):A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Skills:A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share spell (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasions (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.


Nature sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Also a totemist gain a +4 bonus on wild empathy
checks made to influence the reactions of magical beasts
of the same kind as the beast associated with the soulmeld
bound to his totem chakra.
A wild soul add his level in druid, totemist and wild soul to determine his bonus on wild empathy check.

Woodland stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless step (Ex):Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist nature lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild shape (Ex): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level
The new form’s Hit Dice can’t exceed the character’s druid level plus his wild soul level.

Natural Soul Resistance (Ex): Lerim effective meldshaper level and caster level, but only for spell he cast on himself, for the purpose of dispelling (with dispel magic or similar) or detecting (with detect magic or similar) is equal to the sum total of his level in Wild soul plus his level Totemist plus his level in druid.

Wild Meld: Lerim can now shape Wild soulmeld in addition to those he has access previously, they are describe below and function exactly like all other soulmeld.

Greater Azure Wildshape (Ex): Starting at fourth level the essentia capacity of Lerim Azure Wildshape feat increases by 1.

Enhance Wild shape (Ex): Starting at fifth level, once per day when shaping soulmeld Lerim can invest essentia into this ability, the essentia remains invested for 24 hours. Depending on the number of essentia invested in this ability he gain various benefits; for every point of essentia invested into this ability he is considered to be one level higher for the purpose of determining the maximum number of Hit dice of his new form. For every 4 point of essentia invested in this ability he can changed into creature one size smaller or larger than normal.


Credit:
Molemage for his help in the wording of the share essentia ability.
Alcomando (http://alcomando.deviantart.com/) for it’s wonderful image only slightly modified.
Unosarta for proofreading my awful english.

zagan
2010-11-21, 09:05 AM
WILD SOULMELD

Wild soulmeld are create from the soul of animal instead of magical beast, this mean that the ability they grant are generally much more mundane but no less useful. They can be distinguish from more common soulmeld by their color a very light green instead of blue. Also they can only be bound to two chakra, one specific to each of them and the Totem Chakra. The saving throw if any of Wild soulmeld is as normal 10 + essentia invest + con modifier and the caster level of spell-like ability granted is equal to your meldshaper level.

Table: Wild soulmeld list:

{table=head]Soulmeld|Chakra|Basic Effect|Chakra Bound Effect|Totem Bound Effect

Ape’s Arms|Arms|Grant the benefit of the BrachiationCad feat|Grant a climb speed|Grant a +1 caster level on spell with the fire descriptor

Bear’s Girth|Waist|Grant a +2 bonus on Concentration checks and the benefit of the Endurance feat|Grant a +2 bonus to Constitution|Grant the Improve Grab special ability

Bull’s Hoof|Hand|Grant the benefit of the Improved Bull rush feat|Grant a +2 bonus to Strength|Grant the benefit of the Shock Trooper FeatCW

Cat’s Paw|Feet|Grant a +2 bonus on Hide and Move Silently checks|Grant a +2 bonus to Dexterity|Grant rending damage when hitting with multiple natural weapon

Chameleon’s Mask|Brow|Grant a +2 on Bluff and Disguise checks|Grant the ability to use Disguise self as a spell-like ability|Grant 20% concealment

Dolphin’s Fin|Waist|Grant a +4 bonus on save versus sleep effect|Grant a swim speed|Grant a +1 caster level on spell with the water descriptor

Eagle’s Feather|Shoulder|Grant a +2 bonus on Diplomacy and Intimidate checks|Grant a +2 bonus to Charisma|Gain the ability to use Command as a spell-like ability

Elephant’s Leg|Feet|Grant a +4 bonus on check made to resist being bull rushed or tripped when standing on the ground|Grant the Powerful build special quality|Grant a natural Stamp attack

Fox’s Ear|Crown|Grant a +2 bonus on Appraise and Search checks|Grant a +2 bonus to Intelligence|Deal +1d6 sneak attack damage with natural weapon

Frog’s Skin|Shoulder|Grant a +4 bonus on save versus poison|Poison creature striking you with natural weapon|Grant a Tongue attack

Kangaroo’s Leg|Feet|Grant a +4 bonus on Jump check|Grant the ability to store object in natural pouch and benefit similar to the quick draw feat|Grant the benefit of the Improved Unarmed Strike feat

Mole’s Claw|Hand|Allow you to ignore the hardness of object made of earth or stone with natural weapon|Grant a burrow speed|Grant a +1 caster level on spell with the earth descriptor

Owl’s Plume|Throat|Grant a +2 bonus on Spot and Listen checks|Grant a +2 bonus to Wisdom|Gain an aura of silence

Rat’s Cloak|Shoulder|Grant a +4 bonus on save against disease|Make concentration difficult for those adjacent to you|You can inflict a disease with your natural weapon

Raven’s Wing|Waist|Grant +1 bonus on all knowledge check|Grant a fly speed|Grant a +1 caster level on spell with the air descriptor

Rhino’s Horn|Crown|Grant a +2 natural armor bonus to AC|Grant a +1 bonus on attack and damage roll on a charge|Grant a Gore natural attack

Snake’s Tail|Waist|Grant a +2 bonus on Escape Artist and Heal check|Grant a +2 bonus on Initiative check and Reflex save|Grant an additional attack per round

Wolf’s Snout|Throat|Grant the Scent special quality|Grant a +1 bonus to attack and damage rolls when flanking|Allow you to make multiple attack as a Standard action
[/table]


APE’S ARMS
Descriptors: None
Classes: Wild soul
Chakra: Hand (Totem)
Saving Throw: None
Translucent fur began to appear on your arm and spread from your elbow to your fingertips where your nail become longer and more resistant.

The spirit of the great ape help you move through the tree as if it was your home.
You gain the benefit of the BrachiationCad p106 feat.

Essentia: Every point of essentia invested in the Ape’s Arms grant you a cumulative +2 insight bonus on climb check.

Chakra Bind (Arms)
The fur on your arms began to swell as if pushed by growing muscle under the surface.

Now bind to you the instinct of the ape allow you to climb as easily as them. You gain a climb speed equal to half your land speed. Every point of essentia invested in the Ape’s Arms augment this speed by 5 feet.

Chakra Bind (Totem)
The fur on your arms begin to move as if under an unseen wind and regulary flash red.

By taping into the humanoid that the ape could turn into you can harvest the power of fire that they create. Your gain a +1 insight bonus to your caster level when casting spell with the fire descriptor. Every two point of essentia invested in the Ape’s Arms increase the insight bonus to caster level by 1, still only on fire spell.

BEAR’S GIRTH
Descriptors: None
Classes: Wild soul
Chakra: Waist (Totem)
Saving Throw: none
Your belly swell under the pressure of the incarnum and is recovered in thick fur.

Calling on the legendary endurance of the bear, you find yourself better prepared to face the world.
You gain a +2 insight bonus on concentration check and the benefit of the endurance feat.

Essentia: Every point of essentia invested in the Bear’s Girth increase the insight bonus on concentration check by 2.

Chakra Bind (Waist)
The fur that cover your belly spread to your torso and back reinforcing you.

Now bound to the essence of the bear your physical might augment to match them. You gain a +2 enhancement bonus to Constitution. Every point of essentia invested in the Bear’s Girth increase the enhancement bonus to Constitution by 1.

Chakra Bind (Totem)
When bind to your Totem the fur spread to cover you entirely granting you the bear instinct in combat.

You now know how to use the famous bear’s hug maneuver in combat. You gain the Improved Grab (http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab) special ability, but you can only use it with natural weapon. Every point of essentia invested in the Bear’s Girth grant you a cumulative +2 insight bonus on grapple check.

BULL’S HOOF
Descriptors: None
Classes: Wild soul
Chakra: Hand (Totem)
Saving Throw: None
Your hand become covered in a transparent hoof, like those of bull.

By channeling the anger of the bull you’ve learn how to push back your foe. You gain the benefit of the Improved Bull-Rush feat.

Essentia: Every point of essentia invested in the Bull’s Hoof grant you a cumulative +2 insight bonus on the opposed Strength check you make to push back the defender.

Chakra Bind (Hand)
Fine fur crop up to your hand and arms granting you strenght.

Most are surprise to learn that the bull symbol of strength is not their horn, this is because to use this strength they need push from the ground with their hoof. You benefit from that. You gain a +2 enhancement bonus to Strength. Every point of essentia invested in the Bull’s Hoof increase the enhancement bonus to Strength by 1.

Chakra Bind (Totem)
The hoof become solid black around your hand.

Channeling the Bull as your Totem, you learn how to really charge. You gain the benefit of the Shock Trooper FeatCW p112 but you can only use the Heedless charge maneuver if you posses the Power attack feat. Every point of essentia invested in the Bull’s Hoof increase the distances you push back a foe during a bull-rush by 5 feet. This only apply if you succeed on the opposed strength check.

CAT’S PAW
Descriptors: None
Classes: Wild soul
Chakra: Feet (Totem)
Saving Throw: None
Translucent yellow and black fur sprung around your feet and their sole change to that of cat with corresponding pads.

By shaping this wild soulmeld you take on the grace of the cat. You gain a +2 insight bonus to Hide and Move silently check.

Essentia: Every point of essentia invested in the Cat’s Paw increase the insight bonus on Hide and Move silently check by 2.

Chakra Bind (Feet)
The shape of your feet changed and reflect those of a cat.

Cat are renowned for they dexterity you tap into that to augment your own. You gain a +2 enhancement bonus to Dexterity. Every point of essentia invested in the Cat’s Paw increase the enhancement bonus to Dexterity by 1.

Chakra Bind (Totem)
Your entire leg change shape to those of a cat and most importantly the claw on those paw.

Cat are also well know for striking with their hind leg when they can, you can now do so to. When you deal damage to a creature with a least two natural weapon you deal an additional 1d4 + your strength modifier points of rending damage. Every point of essentia invested in the Cat’s Paw increase the damage dealt by 1d4 points.

CHAMELEON’S MASK
Descriptors: None
Classes: Wild soul
Chakra: Brow (Totem)
Saving Throw: None
Green scaled skin cover your face, but it soon began to change color an regain the color of your skin only a close examination reveal the scaled patern.

Upon taking the power of the chameleon you learn insight in how to deveive other. You gain a +2 insight bonus on Bluff and Disguise check.

Essentia: Every point of essentia invested in the Chameleon’s Mask increase the bonus to Bluff and Disguise check by 2.

Chakra Bind (Brow)
The chameleon skin extend to cover your entire head again it fade after.

Now with a closer link to you the chameleon skin allow you to alter your shape. You can Disguise Self as a spell-like ability at will.

Chakra Bind (Totem)
Your chameleon skin move to cover you completely and this time doesn’t fade but take the texture of the backgroud behind you.

By matching color with your surrounding you become harder to see and to strike. You gain concealement (20% miss chance) against all attack. Every point of essentia invested in the Chameleon’s Mask increase the miss chance by 5% (up to a maximum of 50%)

DOLPHIN’S FIN
Descriptors: None
Classes: Wild soul
Chakra: Waist (Totem)
Saving Throw: None
A blue dolphin fin appear on your back.

Dolphin are know for never really sleeping, when shaping this soulmeld you benefit from that. You gain a +4 insight bonus on save against sleep effects.

Essentia: Every point of essentia invested in the Dolphin’s Fin increases the bonus against sleep effects by 2.

Chakra Bind (Waist)
From just below the fin sprout a long and elegant dolphin tail.

Dolphin being natural swimmer grant you their instinct. You gain a swim speed equal to half your land speed. Every point of essentia invested in the Dolphin’s Fin augment this speed by 5 feet.

Chakra Bind (Totem)
A tin film a water appear around the fin.

By taping into the natural link with water of dolphin you can increase your own power over it. Your gain a +1 insight bonus to your caster level when casting spell with the water descriptor. Every two point of essentia invested in the Dolphin’s Fin increase the insight bonus to caster level by 1, still only on water spell.

EAGLE’S FEATHER
Descriptors: Language-Dependent, Mind-Affecting
Classes: Wild soul
Chakra: Shoulder (Totem)
Saving Throw: Will negates
Regal feathers appear on your shoulder and back.

Inspired by the great Eagle you know how to better influence other. You gain a +2 insight bonus on Diplomacy and Intimidate check.

Essentia: Every point of essentia invested in the Eagle’s feather increase the insight bonus to Diplomacy and Intimidate by 2.

Chakra Bind (Shoulder)
The feathers spread to form a cloak behind you.

Even more influenced by the eagles you gain their bearing and regal attitude. You gain a +2 enhancement bonus to Charisma. Every point of essentia invested in the Eagle’s Feather increase the enhancement bonus to Charisma by 1.

Chakra Bind (Totem)
The feathers move up to surround your head.

Giving order is now as easy as breathing for you. You can use Command as a spell-like ability at will. The effect of your Command spell are increase depending on the amount of essentia invest in the Eagle’s Feather as describe in the following table, the effect are cumulative.

{table=head]Essentia|Effect
1|Grant the benefit of the Enlarge Metamagic feat
2|Grant the benefit of the Extend Metamagic feat
3|You can select two different command instead of one
4|You can target two different creature at once but they must follow the same command
5|You now ignore spell-resistance when using it
6|You can now affect creature even if they are immune to Mind-Affecting effect
7|Grant the benefit of the Quicken Metamagic feat
[/table]

ELEPHANT’S LEG
Descriptors: None
Classes: Wild soul
Chakra: Feet (Totem)
Saving Throw: None
Your leg become covered in hard hide-like skin.

Upon shaping this soulmeld you are grant the stability of the elephant. You gain a +4 insight bonus on check made to resist being bull rushed or tripped when standing on the ground.

Essentia: Every point of essentia invested in the Elephant’s Leg increase the insight bonus against bull rush and trip by 2.

Chakra Bind (Feet)
The hide like skin now covered your entiere body.

You take on some of the elephant impressive size. You gain the benefit of the Powerful Build special ability. (See Half-Giant (http://www.d20srd.org/srd/psionic/psionicRaces.htm#halfGiants) for an examples.)

Chakra Bind (Totem)
Your feet change shape to those of an elephant.

You can use your feet as two secondary natural Stamp attack. These attack take a -5 penality from your full base attack bonus and deal 1d6 points of damage plus half your Strength modifier. For every point of essentia invested in the Elephant’s Leg you gain a +1 enhancement bonus on attack and damage rolls with these Stamp attack.

FOX’S EAR
Descriptors: None
Classes: Wild soul
Chakra: Crown
Saving Throw: None
You grow two fox’s ears on the top of your head.

When channeling the fox you gain a new way to see the world. You gain a +2 insight bonus on Appraise and Search check.

Essentia: Every point of essentia invested in the Fox’s Ear increase the insight bonus to Appraise and Search check by 2.

Chakra Bind (Crown)
The fox ear seem to grow bigger and constantly turn in every direction as if analyzing the world around them.

You benefit from the cunning of the fox. You gain a +2 enhancement bonus to Intelligence. Every point of essentia invested in the Fox’s Ears increase the enhancement bonus to Intelligence by 1.

Chakra Bind (Totem)
Your whole head change shape to that of fox.

Like a fox you can now strike the weak point of your foe. You gain the sneak attack ability, if you do not already have it, which deals an extra 1d6 points of damage. If you
already have the sneak attack class feature, your existing sneak attack
ability deals an extra 1d6 points of damage. See the rogue (http://www.d20srd.org/srd/classes/rogue.htm) class feature for a complete description of sneak attack.
This only apply when you attack with natural weapon. For every twopoints of essentia invested in the Fox’s Ears you gain an additional dice of sneak attack damage.

FROG’S SKIN
Descriptors: None
Classes: Wild soul
Chakra: Shouler (Totem)
Saving Throw: Fortitude negates
Your are suddenly covered in multicolored skin, signaling danger to all those that know how what it represent.

It’s a little know fact but some species of frog posses some very strong poison, you tap into that to defend yourself from this sort of danger. You gain a +4 insight bonus on save versus poison, including magical poison and spell or effect that mimic poison such as the Poison spell.

Essentia: Every point of essentia invested in the Frog’s Skin increase the bonus on save versus poison by 2.

Chakra Bind (Shoulder)
Your multicolored skin is now covered in a greasy film.

Your skin is now covered in poison like those of some exotic frog. Each time a creature strike you with a natural weapon or an unarmed attack they are poisoned (Fortitudes negates, initial and secondary damage 1d6 con)

Chakra Bind (Totem)
The skin stretch around and inside your mouth and you can feel a a weigh in your mouth.

You gain a tongue natural attack that deal 1d4 points of bludgeoning damage and has reach (10ft for medium or small creature). You can use this tongue attack as a primary attacks (in which case it uses your full base attack bonus and adds your Strength bonus on damage rolls) or as a secondary attack (with a –5 penalty on the attack roll and applying only half your Strength bonus on your damage roll). For every point of essentia invested in the Frog’s Skin you gain a +1 enhancement bonus on attack and damage rolls with the tongue attack.

KANGAROO’S LEG
Descriptors: None
Classes: Wild soul
Chakra: Feet (Totem)
Saving Throw: None
Your leg change to those of a Kangaroo

Kangaroo are amazing jumper with this soulmeld bind so are you. You gain a +4 insight bonus on Jump check.

Essentia: Every point of essentia invested in the Kangaroo’s Leg increases the bonus on jump check by 2.

Chakra Bind (Feet)
The skin from your leg spread up to your stomach and form a pounch like those of a kangaroo.

You gain a pouch of skin on your stomach, you can store inside object of weighting up to 5 lb and being 10 inches or smaller. You can draw or store object in your pouch as a free action. Every point of essentia invested in the Kangaroo’s Leg allow you store object 2lb heavier and 5 inches bigger.

Chakra Bind (Totem)
In addition to your feet your hand change to match those of a kangaroo.

You gain the benefit of the Improved Unarmed Strike feat. When you invest essentia in the Kangaroo’s Leg you increase the damage you deal with your unarmed strike as if you were a monk (http://www.d20srd.org/srd/classes/monk.htm) as describe in the following table.

{table=head]Essentia|Equivalent Monk Level
1-2|1st
3-4|4th
5-6|8th
7-8|12th
[/table]

MOLE’S CLAW
Descriptors: None
Classes: Wild soul
Chakra: Hand (Totem)
Saving Throw: None
Very fine fure grow on the back of your hand and arm.

Digger by nature mole know how to damage earth and stone. You can ignore the hardness of object made of earth or stone when attacking with your natural weapon.

Essentia: Every point of essentia invested in the Mole’s Claw increase the damage you deal to object made of earth or stone by 2. In addition as long as you have at least one point of essentia invest in the Mole’s Claw your natural weapon overcome any type of the DR that creature with the earth subtype posses. (At the DM discretion this may also apply to creature made of earth or stone such as Stone golem). You do not however gain bonus damage against these creature.

Chakra Bind (Hand)
Your body become covered in very fin fur like those on your hand and your grow claw made to dig.

This soulmeld let you move through the earth as easily as you move on the ground. You gain a burrow speed equal to half your land speed. You can only burrow through earth or dirt, not stone or metal. Every point of essentia invested in the Mole’s Claw augment this speed by 5 feet.

Chakra Bind (Totem)
Your hand becom covered in a fine film of dust and no matter what you do always stay there.

The mole are inherently creature of the earth and when shaping this soulmeld you benefit from that. Your gain a +1 insight bonus to your caster level when casting spell with the earth descriptor. Every two point of essentia invested in the Mole’s Claw increase the insight bonus to caster level by 1, still only on earth spell.

OWL’S PLUME
Descriptors: None
Classes: Wild soul
Chakra: Throat (Totem)
Saving Throw: None
Plume sprout from your neck and face to surround your face.

When shaping this soulmeld you gain some of the sense of an owl. You gain a +2 insight bonus on spot and listen check.

Essentia: Every point of essentia invested in the Owl’s Plume increase the insight bonus to spot and listen check by 2.

Chakra Bind (Throat)
The plume now cover your visage completely giving and air of wisdom.

Owl are rumored to be very wise, with this soulmeld you prove it’s true. You gain a +2 enhancement bonus to Wisdom. Every point of essentia invested in the Owl’s Plume increase the enhancement bonus to Wisdom by 1.

Chakra Bind (Totem)
The plume from your throat now cover your entire body muffling any noise you make.

As night predator Owl are know for flying in complete silence. You are considered to be under the effect of a Silence but with a radius of 5 feet. You can suppress this aura of silence as a free action once per round, it automatically reestablish itself at the start of your next turn. Every point of essentia invested in the Owl’s Plume increase the radius of your aura of silence by 5 feet.

RAT’S CLOAK
Descriptors: None
Classes: Wild soul
Chakra: Shoulder (Totem)
Saving Throw: Fortitude Negates
This soulmeld manifest unlike most other, instead of taking on some part of a rat physical appareance, a multitude of insubstantial rat constantly run all over your body.

You gain a +4 insight bonus on save versus disease, including magical disease and spell or effect that mimic disease such as the Contagion spell.

Essentia: Every point of essentia invested in the Rat’s Cloak increase the insight bonus on save versus disease by 2.

Chakra Bind (Shoulder)
The rat now run all around you disturbing all those near you.
All creature in a 5 feet radius around you, yourself not include, must make a concentration check each time they attempt to cast a spell or use a spell-like ability (DC equal to 10 + essentia invest + Con modifier) or fail. Using skills that involve patience and concentration requires a DC 20 Concentration check. Every point of essentia invested in the Rat’s Cloak increase the radius that impose the concentration check by 5 feet.

Chakra Bind (Totem)
The rat that cover you now move in sync with your attack and attack the creature you strike.

Once per round when successfully dealing damage with a natural weapon you can chose to inflict the creature with Filth fever, which strikes immediately (no incubation period) dealing 1d3 Dex and 1d3 Con damage unless the creature succeed on a Fortitude saves. Each day afterward the creature suffer the normal effect of Filth fever and make it’s fortitude saves against the diseases normal DC (12). A creature can’t be infect by the same disease multiple time. Depending on the number of point of essentia invested in the Rat’s Cloak the creature infect are subject to additional effect as describe in the following table, in all the case these effect last for only one round and are cumulative.

{table=head]Essentia|Additional effect
1-2|Sickened
3-4|Nauseated
5-6|Stunned
7-8|Paralysed
[/table]

RAVEN’S WING
Descriptors: None
Classes: Wild soul
Chakra: Waist (Totem)
Saving Throw: None
Black translucent wing come out of your back.

Raven are revered as parangon of knowledge. You gain a +1 insight bonus on all knowledge check.

Essentia: Every point of essentia invested in the Raven’s Wing increases the insight bonus on knowledge check by 1.

Chakra Bind (Waist)
The wing become bigger and far more real.

You can now use you raven wing to fly. You gain a fly speed equal to your land speed with clumsy maneuvrability. Every point of essentia invested in the Raven’s Wing augment this speed by 5 feet and improve your maneuvrability by one step to a maximum of perfect.

Chakra Bind (Totem)
Your wind are constantly moving under an unseen wind.

Raven’s despite their mundane nature are often considered magical and also with a link to the wind. Your gain a +1 insight bonus to your caster level when casting spell with the air descriptor. Every two point of essentia invested in the Raven’s Wing increase the insight bonus to caster level by 1, still only on air spell.

RHINO’S HORN
Descriptors: None
Classes: Wild soul
Chakra: Crown (Totem)
Saving Throw: None
A big horn appear on your head and though hide cover your body

Rhino’s hide is reputed to be one of the strongest in the animal kingdom. You gain a +2 natural armor bonus to AC, this stack with natural armor bonus from your current form but not with any other source of natural armor.

Essentia: Every point of essentia invested in the Rhino’s Horn increase the natural armor bonus by 1.

Chakra Bind (Crown)
Your horn become longer but stay insubstantial.

Rhino are know for charging at the drop of hat and in doing so have become expert at it. You gain a +1 insight bonus on the first attack and damage roll made with natural weapon at the end of a charge. Every point of essentia invested in the Rhino’s Horn increase the insight bonus to attack and damage roll by 1.

Chakra Bind (Totem)
The horn on your head now become real and surprisingly dangerous looking.

You gain a gore natural attack that deal 1d6 points of damage. You can use this gore attack as a primary attacks (in which case it uses your full base attack bonus and adds your Strength bonus on damage rolls) or as a secondary attack (with a –5 penalty on the attack roll and applying only half your Strength bonus on your damage roll). For every point of essentia invested in the Rhino’s Horn you gain a +1 enhancement bonus on attack and damage rolls with the gore attack.

SNAKE’S TAIL
Descriptors: None
Classes: Wild soul
Chakra: Waist (Totem)
Saving Throw: None
A long green snake tail come out of your back.

Snake can pass through nearly any opening and they are used a symbol by doctor everywhere. You gain a +2 insight bonus on Escape Artist and Heal check.

Essentia: Every point of essentia invested in the Snake’s Tail increases the insight bonus to Escape Artist and Heal check by 2.

Chakra Bind (Waist)
Your leg and feet become covered in scales.

Snake a know to react fast to danger. You gain a +2 insight bonus on initiative check and to Reflex save. Every point of essentia invested in the Snake’s Tail increases the insight bonus on initiative check and Reflex save by 1.

Chakra Bind (Totem)
Your entire body become covered in scale and you seem to become slimer.

During a full attack, you can make one additional attack at your highest attack bonus -5 with any natural weapon you posses. This additional attack does not stack with the effect of haste or similar effect. Every point of essentia invested in the Snake’s Tail reduce the penality on the additional attack by 1 to a minimum of 0.

WOLF’S SNOUT
Descriptors: None
Classes: Wild soul
Chakra: Throat (Totem)
Saving Throw: None
Your nose change to that of a wolf.

This soulmeld grant you a wolf’s snout that allow you the smell the world in whole new way. You gain the scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) special quality.

Essentia: Every point of essentia invested in the Wolf’s Snout increase the range a which you can pinpoint the location of a creature by 5 feet.

Chakra Bind (Throat)
Gray fur sprout along your face giving you and even more wolflike appareances.

Wolf know exactly how to corner their prey and exploit this weakness. You gain a +1 insight bonus to attack and damage roll when flanking. Every point of essentia invested in the Wolf’s Snout increase the insight bonus to attack and damage roll when flanking by 1.

Chakra Bind (Totem)
Your head change to that of a wolf.

You gain the ability to attack with two different natural weapon as a standard action with a -2 penality to each attack roll in addition to any penality for attacking with secondary natural weapon. Every point of essentia invested in the Wolf’s Snout allow you attack with an additional natural weapon but each attack take an additional -2 penality on all attack made. For example if you have four natural weapon and two point of essentia invest in the Wolf’s Snout you could attack with all four natural weapon as a standard action taking a -6 penality on all attack roll. Regardless of invest essentia you can’t make more attack than you have natural weapon.

fireinakasha
2010-11-23, 03:24 AM
MINDWALKER

http://fc01.deviantart.net/fs49/i/2009/153/1/8/Frozen_Queen_by_Sinto_risky.jpg

"You say that strength exists purely in the mind... well then, let me show you what it means to be weak." - Ruasar Illisia, Mindwalker

It is, at best, an uncommon phenomena for an individual to pursue the discreet and secretive paths of either beguilers or spellthieves, and even rarer still for one to dabble in both techniques. However, for those unique few who find their way into the ranks of the mindwalkers, the benefits can be abundant and profound.
As most of their abilities relate to using the arcane might of the enemy to their advantage, most mindwalkers are born from a deep-rooted hatred for magi and those who use their magic to harm. However, just as many mindwalkers pursue their art because they see the challenge of shaping the mystical energies of others as a superior alternative to book learning or concentrating solely on innate power.
Mindwalkers dedicate their lives to exploring the shadowy recesses of the mind, and all the weaknesses and strengths that lie hidden just out of conscious reach. This focus is reflected in their outer lives as well; sticking to the shadows and relying on stealth and guile to make their way, mindwalkers number among the most dangerous foes you will never see coming.

BECOMING A MINDWALKER
In order to become a mindwalker, a character must first progress at least two levels in both the beguiler and spellthief classes. As a result, members of these two classes make up the majority of mindwalkers. Rogues, sorcerers, and wizards who are willing to deviate from their normal class progressions could also derive significant benefit from the abilities of the mindwalker, but the cost of meeting the prerequisites could prove unwieldy. Other classes rarely become mindwalkers, as they do not stand to benefit much from the mindwalker's strengths.

ENTRY REQUIREMENTS
Skills: Bluff 8 ranks, Spellcraft 5 ranks
Feats: Improved Feint
Special: Must possess the steal spell effect and cloaked casting class features
Spells: Must be able to cast 1st level arcane spells, at least two of which must be from the enchantment and/or illusion school of spells

Class Skills
The Mindwalker's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Tumble (Dex),and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

Hit Dice: d6

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

1st|
+0|
+0|
+2|
+2|Arcana Thief, Illusion Sense, Steel Mind|-

2nd|
+1|
+0|
+3|
+3|Cloaked Casting (+2 DC), Uncanny Dodge|+1 existing casting class level

3rd|
+2|
+1|
+3|
+3|Steal Assurance|+1 existing casting class level

4th|
+3|
+1|
+4|
+4|Reflect Spell (touch), Sneak Attack +1d6|+1 existing casting class level

5th|
+3|
+1|
+4|
+4|Steal Spell-Like Ability|+1 existing casting class level

6th|
+4|
+2|
+5|
+5|Cloaked Casting (-2 AC)|+1 existing casting class level

7th|
+5|
+2|
+5|
+5|Mindwalk, Shadowmelt|-

8th|
+6|
+2|
+6|
+6|Reflect Spell (save), Sneak Attack +2d6|+1 existing casting class level

9th|
+6|
+3|
+6|
+6|Cloaked Casting (steal spell)|+1 existing casting class level

10th|
+7|
+3|
+7|
+7|Slippery Mind, Spell Fury|+1 existing casting class level[/table]

Weapon Proficiencies: A mindwalker gains no new weapon or armor proficiencies.

Arcana Thief (Ex): A character's levels in mindwalker stack with her spellthief levels for the purpose of determining the level of spell that can be stolen with the steal spell and steal spell effect class features, as well as the total levels of stolen spell energy that can be retained at any one time. The mindwalker's level also stacks with spellthief levels to determine whether or not she can use stolen spell energy to power her own spells. The mindwalker does not gain any other benefits of a higher spellthief level, such as additional sneak attack dice or spellcasting ability.
Additionally, whenever the mindwalker casts a stolen spell in the same turn that she stole it (for instance, if the stolen spell had been prepared with the quicken spell metamagic feat), the target of her spell is considered flat-footed for the purposes of her cloaked casting class feature.

Illusion Sense (Ex): Whenever a mindwalker has line of sight on any illusion spell that requires a will save to disbelieve, such as illusory wall or silent image, she may attempt a will save to disbelieve the illusion, regardless of whether or not she has interacted with it.

Steel Mind (Ex): A mindwalker cannot have their spells stolen by other characters with the steal spell class feature. If the mindwalker is unwilling to lose the spell, any attempt to steal one of her spells automatically fails, unless the creature attempting to steal the spell is a spellthief of a level equal to or greater than her spellthief level + 4. The mindwalker's spellthief levels stack with her mindwalker levels for the purpose of determining the level another character must be to steal her spells.
At 5th level, the mindwalker becomes immune to confusion and insanity spells and effects.
At 10th level, the mindwalker becomes immune to any attempt to read her surface thoughts. When targeted by a spell or effect that would allow another creature to detect her thoughts, she may still attempt a will save against the effect. If this save succeeds, the mindwalker may fabricate any surface thoughts she desires, which the detecting creature will then read as if she had failed to resist the mind reading attempt. If the mindwalker's will save fails, the detecting creature simply fails to gather any information.

Uncanny Dodge (Ex): A mindwalker of 2nd level or greater can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a mindwalker already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Spells: At every level except 1st and 7th, a mindwalker gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class from which she could cast 1st level illusion and/or enchantment spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class from which she could cast 1st level illusion and/or enchantment spells before she became a mindwalker, she must decide to which class she adds each level of mindwalker for the purpose of determining spells per day.

Cloaked Casting (Ex): At 2nd level, the bonus to save DCs from a mindwalker's cloaked casting class feature increases to +2.
At 6th level, any target that fails a save modified by the mindwalker's cloaked casting ability suffers a -2 penalty to AC against attacks made by the mindwalker in the next round.
At 9th level, if the mindwalker casts a spell at a creature that would be denied its Dexterity bonus to AC against her attack, she can choose to forgo the increase to save DC granted by her cloaked casting class feature. If she does so, and the target subsequently fails to save versus the spell, she may immediately steal a prepared or known spell the target possesses. The maximum level of spell she can steal is determined by her steal spell class feature.

Steal Assurance (Su): Starting at 3rd level, a mindwalker learns techniques to reverse the effects of her steal spell feature; injecting magical energy into the mind of her target, instead of removing it. Whenever she preforms a successful sneak attack, she may chose to forgo 1d6 worth of sneak attack damage and sacrifice one of her spells per day. If she does so, the spell energy of the sacrificed spell floods the very being of the target, confusing their magical energies and making it difficult to correctly shape spells. For a number of rounds equal to the level of the spell sacrificed, the target of this ability suffers a spell failure chance equal to 10% per mindwalker level.
This spell failure does not stack with spell failure from other sources, nor with spell failure from additional uses of this ability. Unlike arcane spell failure, this spell failure applies equally to arcane spells, divine spells, and spell-like abilities. Any effect that reduces arcane spell failure does not apply to this spell failure.

Sneak Attack (Ex): As the Rogue ability of the same name. This damage stacks with other sources of sneak attack damage.

Reflect Spell (Su): Starting at 4th level, the mindwalker gains the ability to turn spells that she resists back on her attackers. Once per round, when a spell that requires a touch attack targets the mindwalker but misses, she may immediately redirect the spell back at the caster. The caster makes a new attack roll with himself as the target, and if the attack roll is successful he is hit with the spell as if he were the original target. If the spell involves multiple attack rolls that miss (such as a scorching ray), the mindwalker may only reflect one of the missed rays.
In order to use this ability, the mindwalker must be aware that the spell is being cast. She cannot use this ability if she is flat-footed, helpless, immobile, or otherwise denied her dexterity bonus to AC.
At 8th level, once per round when the mindwalker succeeds on a save versus a spell that includes her as one of the targets, she may redirect the spell back at the caster. The caster has to make a save versus the spell, and if they fail they are effected by the spell as if they were the (or one of the) original targets. If the spell targets more creatures than just the mindwalker, it still effects those targets normally. This ability does not apply to area of effect spells that do not specifically target the mindwalker.

Steal Spell-Like Ability (Su): As the spellthief ability of the same name. A character's levels in mindwalker stack with her spellthief levels for the purpose of determining the level of spell-like abilities she can steal.

Mindwalk (Ex): Starting at 7th level, whenever a target of any mind-affecting spell cast by the mindwalker fails its saving throw against the spell, the mindwalker automatically learns the names of all spells prepared or known by the target that are of the same level as the spell that triggered this effect.
For example, a beguiler 3/spellthief 2/mindwalker 7 casts hold person on an enemy. Since hold person is a 3rd level spell, if the target fails their save, the mindwalker automatically learns the names of all 3rd level spells the target has prepared or knows.

Shadowmelt (Su): At 7th level, a mindwalker becomes so well-versed in illusion magic that she can wrap herself in the magical energy of her foe's illusions. Whenever a mindwalker begins her turn within 10 feet of an ongoing illusion spell that she is not the target of, she gains concealment until the beginning of her next turn.
She must be aware of the nature of the illusion for this ability to function. For instance; if the mindwalker is standing next to an illusory wall that she did not create, she must succeed at a will save to disbelieve the illusion before gaining concealment.
If the mindwalker occupies a square that is under the effect of an ongoing illusion spell, she instead gains total concealment.

Slippery Mind (Ex): As the rogue special ability of the same name.

Spell Fury (Ex): At 10th level, a mindwalker can cause the energy of a spell she is about to steal to trigger while it is still within the mind of its original owner. When a mindwalker successfully steals a spell or spell-like ability from a target, she can choose to cast the selected spell or spell-like ability as an immediate action, with the original owner as the target. The mindwalker does not provoke attacks of opportunity for casting this spell. Additionally, since she does not ever actually absorb the spell energy, a spell used in this manner does not count against her maximum levels stolen spells that she can hold.
Even if the stolen spell or spell-like ability would normally allow for multiple targets, it can only be cast on the creature from whom the spell was stolen, and any area of effect is reduced to just the square that the creature occupies. If the spell requires an attack roll, it automatically hits, but cannot score a critical hit. Neither spell resistance nor magic immunity apply to a spell cast in this manner. Any other resistances or immunities still apply, and the target may still attempt any saves allowed by the spell.
The mindwalker may use this ability only once per round, and only for a number of times per day equal to her Intelligence modifier.


PLAYING A MINDWALKER
Mindwalkers thrive in deceit and trickery. Always intelligent and skillful, a mindwalker loves to think through a situation before charging into it. A mindwalker's best approach to any problem is through the side door, out of view, so they always look for hidden details that will give them the upper hand.
Combat: Deception and obfuscation are a mindwalker's best friends, both in and out of combat. A mindwalker who attempts to take a fighter head-on is guaranteed a short lifespan, so it is best to stay away from the front lines. In the event that you are on your own, the greatest strength of the mindwalker is the ability to use illusions and enchantment to make the enemy perceive that the biggest threat is anything besides yourself.
Advancement: A mindwalker's advancement depends solely on their selection of feats and prepared spells. Whether chosing to focus more on their ability to steal spells, or bypass defenses with their cloaked casting ability, all mindwalkers derive a large amount of benefit from feats and spells that improve their ability to mislead and avoid detection.
Resources: Mindwalkers rarely fit in outside of adventuring groups and mercenary organizations, and such they usually lack access to special resources or services. As such, mindwalkers tend to rely on goods (and magic) scavenged from the clutches of their enemies.

MINDWALKERS IN THE WORLD
"It was embarrassing -- I forgot half my spells, I failed to cast most of the rest. I was flinging cantrips at the shadows... it was as if I were an apprentice again" - Kelgir Anamoth, Ex-archmage to the Hasturan Royal Court

By nature of their specific talents, mindwalkers are typically viewed with distrust by those who do not share their moral code and love of trickery. However, mindwalkers are sometimes held in high regards by nobility and royalty, who see their gifts as superior to the more mundane talents of assassins and spies.
Daily Life: Although it is rare that a mindwalker will hold a "normal" job or similar responsibilities, it is also equally rare to find a mindwalker who lives in squalor or self-denial. When a mindwalker is not pursuing knowledge or a job opportunity, they can usually be found in high-class taverns, ballrooms, and other situations, charming the locals and maybe even receiving a few donations from "willing" patrons.
Notables: Rothart Who Fades is arguably the first recorded mindwalker to have ever existed. There is little information about his life or exploits, but what knowledge does exist paints the picture of a man whose early life suffered from the ravages of greedy magic-using nobles. Studying the arcane arts in secret, he eventually swept across the entire country, dismantling the rule of one archmage after another, before finally fading into obscurity. His deeds are now mostly forgotten, outside the occasional bard who sings the praises of his campaign of liberation.
Organizations: Mindwalkers rarely form lasting organizations; beyond their tendency towards secrecy and deception, they also make the perfect antithesis to their own abilities. Any grouping of mindwalkers usually takes the form of a small and temporary cabal dedicated to routing out a mutual foe.

NPC Reaction
Depending on a person's view of arcane casters, reactions to mindwalkers can vary wildly. Characters tied to the underbelly of societies are usually respectful of the mindwalker's abilities. On the other hand, spellcasters are liable to view a mindwalker with animosity, fear, or maybe even contempt.

MINDWALKERS IN THE GAME
A party that includes a mindwalker will have a much easier time of dealing with arcane casters and monsters whose primary strength is their armament of spell-like abilities. Mindwalkers will also prove quiet effective against opponents with poor will saves. They are particularly weak against the undead, however, as the undead are typically immune to the strongest of a mindwalker's abilities.
Adaptation: Mindwalkers could serve as the perfect backbone of a secretive assassin organization dedicated to maintaining the balance between (or their power over) the many arcane powers of the land. Alternately, in a campaign that features many struggles against magic beasts, mindwalkers could make excellent specialized game wardens.
Encounters: Mindwalker NPCs are most likely to interact in any way - negative or positive - with groups of PCs that include at least one arcane caster. They will usually be alone, but in a situation or location that lends them an advantage. In groups, they will usually keep the company of strong martial NPCs who can be easily duped into serving as meat shields.

Sample Encounter
If the party is actively seeking to right wrongs, particularly those of evil spellcasters, a quiet gray elf with sharp yellow eyes steps from the shadows to lend information and perhaps even a blade to their cause. If the party has a reputation for evil arcane tricks, this gray elf instead ambushes them at the most unexpected time.
EL 12: Ruasar Illisia lost her family at a very young age to an archmage who was careless with his spells. Having some arcane talent herself, she has since carved a small name for herself in arcane circles for her conviction (and ability) to bring to justice those who use magic for harm - by any means necessary.
She prefers to disable and confuse the enemy with her spells before closing for the kill. In melee combat, she makes liberal use of distract assailant and combat feints, as well as blur and silent image (coupled with her shadowmelt class feature for continuous concealment) to gain the advantage.
In any combat instance, Ruasar attacks first and asks questions later; as someone with extensive first-hand knowledge of the powers of magic, she knows full well that if you give a wizard time to speak, you could be dead before the end of the sentence.

Ruasar Illisia
CN female gray elf beguiler 3/spellthief 2/mindwalker 7
Init +7, Senses: Low-light vision, Listen +3, Spot +5,
Languages Common, elven, gnome, halfling, draconic
------------------------------------------------
AC 20, touch 14, flat-footed 20 (+6 armor, +4 dex; uncanny dodge)
hp 50 (12d6 HD)
Fort +3, Ref +6, Will +11; +1 vs spells, +2 vs enchantment
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Rapier +10/+5 (1d6 +5, 15-20/x2; +2d6 sneak attack)
Base Atk +7/+2, Grp +9
Atk Options +3 Keen Rapier
Combat Gear +2 Mithral Shirt of Shadow, +3 Keen Rapier
Beguiler Spells Per Day 6/6/6/5/3; caster level 12th; all beguiler spells 4th level and lower known, plus distract assailant*
Supernatural Abilities Steal spell (6th; as 12th level spellthief), spellgrace +1, steal spell effect (as 9th level spellthief), steal assurance (70%), reflect spell (touch), steal spell-like ability (as 9th level spellthief), shadowmelt
-----------------------------------------------
Abilities Str 14, Dex 18, Con 10, Int 18, Wis 12, Cha 10 (28 point buy, +2 to Int and +1 to Dex from levels; +2 Charisma and +2 Intelligence from items)
SQ Elf traits, armored mage (light armor), trapfinding, cloaked casting (+2 DC, -2 AC), surprise casting, advanced learning (distract assailant*), sneak attack +2d6, detect magic (1/day, CL 2), arcana thief, illusion sense, steel mind (immune to confusion and insanity), uncanny dodge, mindwalk
Feats 1st Combat Expertise; 3rd Improved Feint; 6th Master Spellthief (beguiler); 9th Spell Focus: Enchantment; 12th Improved Initiative
Skills Bluff +15, Concentration +15, Hide +24, Knowledge (Arcana) +12, Move Silent +24, Search +6, Spellcraft +19, Spot +5, Tumble +12, Use Magic Device +15
Possessions Boots of Elven Kind, Cloak of Charisma +2, Headband of Intellect +2

*spell found in the Spell Compendium, page 69

Gelscressor
2010-11-23, 07:01 PM
The Twice Damned Disciple

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''Damned, am I? No, no, you don't understand it at all. Well, if you insist. I suppose I'm cursed with great power. And damned too. But I live in the now, my friend. Until death's door finally opens, I can make the lives of countless others literally hell. I'd say it's a fair trade, is it not? Perhaps you would like to judge yourself?'' - D'arund Navorem

The Twice Damned Disciple draws upon talents of the Hexblade and the Warlock, but it is by no means a true combination of both. Indeed, it leans far more towards the Warlock than the Hexblade. However, most of all, Twice Damned Disciples specialise at using two very specific abilities; the Warlock's Eldritch Blast and the Hexblade's Curse. Ironically enough, they achieve more skill at both than either a Warlock or Hexblade would, partly thanks to creating a twisted synergy between the two abilities. That this usually ends in irrevocably damming their souls to one of the Lower Planes, is a price they will gladly pay.

BECOMING A TWICE DAMNED DISCIPLE
The typical Twice Damned Disciple is a power-hungry individual that stops at virtually nothing to achieve his goals; a mindset that is utterly evil. They are damned forever by the pact forged with one of the Lower Planes. It's a dark path that tends to only appeal to those that are both Hexblades and Warlocks; as almost none else have the powers that allow them to follow this dark path. Twice Damned Disciple consider themselves more akin to Warlocks than Hexblades though, thanks to the lack of martial prowess they obtain.

ENTRY REQUIREMENTS
Alignment: Any Evil
Skills: Knowledge (Planes) 8 ranks
Invocations: Baleful Utterance
Special: Eldritch Blast +2d6 and Hexblade’s Curse class features.

Class Skills
The Twice Damned Disciple's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int)
Skills Points at Each Level: 2 + Int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known/Invoking

1st|
+0|
+0|
+0|
+2|Dread Curse 1/day, Malevolent Blast, Planar Pact, Synergy of the Damned|+1 existing class level

2nd|
+1|
+0|
+0|
+3|Eldritch Blast +1d6, Fiendish Familiar| -

3rd|
+2|
+1|
+1|
+3|Cursed Scourge +1d6, Greater Dread Curse 2/day, Hex Defiance |+1 existing class level

4th|
+3|
+1|
+1|
+4|Eldritch Blast +2d6, Eldritch Reserves, Retributive Curse|+1 existing class level

5th|
+5|
+1|
+1|
+4|Dark Gift, Dread Curse 3/day|+1 existing class level

6th|
+6|
+2|
+2|
+5|Cursed Scourge +2d6, Eldritch Blast +3d6|+1 existing class level

7th|
+7|
+2|
+2|
+5| Dire Dread Curse, Dread Curse 4/day, Tenacious Curse|+1 existing class level

8th|
+8|
+2|
+2|
+6|Eldritch Blast +4d6|+1 existing class level

9th|
+9|
+3|
+3|
+6|Cursed Scourge +3d6, Dread Curse 5/day|+1 existing class level

10th|
+10|
+3|
+3|
+7|Eldritch Blast +5d6, Grand Curse, Share Damnation, Terrible Dread Curse| +1 existing class level [/table]

Class Features
All of the following are class features of the Twice Damned Disciple.

Weapon Proficiencies: Twice Damned Disciples gain no proficiency with any weapon or armor.

Dread Curse (Su) : The Twice Damned Disciple gains a use of Dread Curse at level 1 and additional uses at level 3, 5, 7 and 9. For nearly all intents and purposes, this functions as a Hexblade's Curse (see Complete Warrior, p. 6) and the latter can also be substituted for the former. The only exception is that a Dread Curse can only be used once a round.

Malevolent Blast (Su): At level 1, a Twice Damned Disciple can augment his Eldritch Blast with a Dread Curse.

Firstly, he can deliver a Dread Curse with his Eldritch Blast; even if this would violate the first ability's range limit. The target is still entitled to the usual saving throw to resist the Dread Curse. The Twice Damned Disciple can always opt to decrease the effects of his Dread Curse, but only before it is actually bestowed. Once bestowed, the effects of his Dread Curse can no longer be modified. The Dread Curse can also be delivered with an Eldritch Blast modified by a Invocation, but the Dread Curse still only applies against one target.

Secondly, he can siphon power away from his Dread Curse away to augment his Eldritch Blast. For every -1 by which the effects of his Dread Curse are decreased, his Eldritch Blast either does +1d6 damage, receives a +1 bonus on it's attack roll or it's range is increased by 20 feet. All effects can be combined, but not at the same cost. A Dread Curse can also be entirely sacrificed for half of the Eldritch Blast damage to be vile in nature (see Book of Vile Darkness, p. 34), but this only applies to one target; even if the Eldritch Blast would hit multiple targets.

Typically, all options are available even if an Eldritch Blast is modified by an Invocation unless specified otherwise. However, if the modification allows the Eldritch Blast to hit multiple targets, then for each target that the Twice Damned Disciple wants the enhanced Eldritch Blast to apply, he needs to pay separately; unless specified otherwise. This does not apply for the above mention attack bonus and range increase. For example, if he would want to do +2d6 additional damage to three targets, he would need to decrease the penalty of his Dread Curse by -6. But if he only specified one target (even though he'd hit three with his Eldritch Blast to take 4d6 additional damage, then the penalty of his Dread Curse is only decreased by -4.

Additional options are available; depending on the plane chosen by the Twice Damned Disciple for his Planar Pact ability.

AcheronWhen augmenting his Eldritch Blast, the Twice Damned Disciple increases the extra damage done by 1d6 for every -2 the Dread Curse it's effects are decreased by. For example, if he would decrease the effects of his Dread Curse by -4, the total amount of extra Eldritch Blast damage would be 6d6.
BaatorWhen augmenting his Eldritch Blast, the Twice Damned Disciple can opt to delay the damage of his Eldritch Blast. It can be delayed for up to a minute for every -1 the Dread Curse it's effects are decreased by. He can only have one delayed Eldritch Blast active at the same time.
GehennaWhen augmenting his Eldritch Blast, the Twice Damned Disciple does additional damage to anyone that is either fleeing or unable to defend himself (typically meaning either pinned, helpless or stunned). The damage increase is +1d6 for every -1 the Dread Curse it's effects are decreased by.
The Gray WasteWhen augmenting his Eldritch Blast, the Twice Damned Disciple does additional damage to anybody under the effect of a morale bonus. The damage increase is +1d6 for every -1 the Dread Curse it's effects are decreased by.
Carceri When augmenting his Eldritch Blast, the Twice Damned Damage Disciple can do additional precision damage if the target is either flat-footed or flanked by him and within 30 feet. The damage increase is +1d6 for every -1 the Dread Curse it's effects are decreased by.
The AbyssWhen augmenting his Eldritch Blast, the Twice Damned Damage Disciple can do additional damage. This functions exactly like the standard damage augmenting of an Eldritch Blast, except that the extra damage (but only the extra damage) can also be acid, cold, electricity or fire and can be spread across multiple elements.
PandemoniumWhen augmenting his Eldritch Blast, the Twice Damned Disciple can accompany it by a strong wind (http://www.d20srd.org/srd/weather) (refer to the ''Winds'' section). For every -1 the Dread Curse it's effects are decreased by, the wind effect goes up one step; starting at a strong wind. The wind only affects the target and lasts for one round. As a result, actual tornado's can not be created, but a strong hurricane can. A strong hurricane is treated for all intents and purposes as tornado, except that the target is blown away; not sucked in. The Twice Damned Disciple can always choose from which direction the wind comes. The Fort Save DC is 10 + 1/2 (Hexblade’s + Twice Damned Disciple + Warlock) level + Cha modifier; instead of the usual DC for wind effects.

And thirdly, he can siphon power away from his Eldritch Blast to improve his Dread Curse. For each 2d6 damage sacrificed, the Dread Curse DC is either improved by +1, the penalty it inflicts is increased by +1 or the duration of the Dread Curse is increased by 2 hours. All effects can be combined, but not at the same cost. For instance, 4d6 damage could be sacrificed for a +1 DC increase and a +1 penalty increase). Additional options are available; their nature depending on the plane chosen by the Twice Damned Disciple for his Planar Pact ability. Additional effects only trigger when the target fails his saving throw and last until the Dread Curse ends; unless noted otherwise.

AcheronWhen augmenting his Dread Curse, the Twice Damned Disciple can have it bestow a bleeding wound. The first 1d6 damage sacrificed causes the target to take 1 bleed damage every round for a duration of 10 rounds. Whenever the target of his Dread Curse takes physical damage, the wound starts to bleed again for 10 rounds. For each additional 1d6 damage sacrificed, either the bleeding damage is increased by one or it's duration is doubled. Neither the duration or the damage of this effect is cumulative. The bleeding wound can not be stopped through any means, short of removing the curse itself.
BaatorWhen augmenting his Dread Curse, the Twice Damned Disciple can delay the effects of the Dread Curse up to a hour for each 1d6 damage sacrificed. He can only have one delayed Dread Curse active at the same time.
GehennaWhen augmenting his Dread Curse, the Twice Damned Disciple can cause the target to treat any kind of terrain as difficult terrain. This effect lasts one round for each 1d6 of damage sacrificed.
The Gray WasteWhen augmenting his Dread Curse, the Twice Damned Disciple can halve the target's morale bonuses. This effect lasts one round for each 1d6 of damage sacrificed.
CarceriWhen augmenting his Dread Curse, the Twice Damned Disciple can make his target treacherous. Once a target of this Dread Curse is able flank an ally, he must spend a standard action to hinder his nearest ally. Subtlety is preferred, but not required. This effect lasts one round for each 2d6 of damage sacrificed. Rounds that do not involve the target hindering his ally do not count against the duration.
The AbyssWhen augmenting his Dread Curse, the Twice Damned Disciple can nauseate or frighten a target under his Dread Curse. This effect lasts one round for each 2d6 of damage sacrificed. The two can also be combined at double cost.
PandemoniumWhen augmenting his Dread Curse, the Twice Damned Disciple can confuse his target. This effect last one round for each 1d6 damage sacrificed.

Planar Pact (Su) : At level 1, the Twice Damned Disciple must select a Lower Plane from which he draws a measure of his power. The choice is permanent and determines a number of abilities the Twice Damned Disciple acquires. The choices are : Acheron, Baator, Gehenna, The Gray Waste, Carceri, The Abyss and Pandemonium. This also damns the Twice Damned Disciple to the plane in question on his death, although it does not hinder spells such as raise dead (http://www.d20srd.org/srd/spells/raisedead.htm) affecting him. It simply entitles that his afterlife will be spend there.

Synergy of the Damned (Su) : At level 1, a Twice Damned Disciple's effective level in regards to bestowing Dread Curses and using Eldritch Blasts is equal to the sum of his Hexblade, Twice Damned Disciple and Warlock levels. This also applies for the DC formula of these abilities. This ability does not let Warlock levels increase the amount of Dread Curse uses every day, nor does it let Hexblade levels increase Eldritch Blast damage.

Fiendish Familiar (Su): At level 2, a Twice Damned Disciple gains a minor evil outsider as a familiar, whether he wants it or not. If the Twice Damned Disciple already has a familiar, the creature devours it and takes its place. The creature is treated as a normal familiar, using the Hexblade + Twice Damned Disciple + Warlock levels as the wizard's level. However, unlike a normal familiar, the share spells ability also applies for invocations. The minor evil outsider is up to DM discretion, but ought to have have a Challenge Rating of 2 or lower; imps and quasits being good examples.

Cursed Scourge (Su): A Twice Damned Disciple does increased damage with his Elditch Blast against anyone under the effects of any curse. This damage is 1d6 at level 3, 2d6 at level 6 and 3d6 at level 9.

Hex Defiance (Su): At level 4, a Twice Damned Disciple defies the curses of others. All curses bestowed upon the Twice Damned are only half as effective.

Eldritch Reserves (Su) : At level 4, a Twice Damned Disciple can increase his amount of Dread Curses per day by using his Eldritch Blast as a sort of fuel. As a standard action, he can decrease the damage done of his Eldritch Blast by 2d6 for the rest of the day, and gains another Dread Curse use. The Eldritch Blast damage can not be lowered beyond 1d6.

Retributive Curse (Su): At level 4, a Twice Damned Disciple's Dread Curses cause injuries to those that dare remove them. If a Twice Damned Disciple's Dread Curse is successfully removed, the individual that removed the curse suffers the full effects of a Twice Damned Disciple's Eldritch Blast. The Twice Damned Disciple can remove the Retributive Curse quality of any of their Dread Curses as a free action; as long as the target is within their sight. Once removed, the quality can not be reapplied.

Dark Gift (Su) : At level 5, the Twice Damned Disciple gains an enhancement to both his Eldritch Blast and Dread Curse ability. The nature of these enhancements depend on the specifics of his Planar Pact ability. Enhancements to his Eldritch Blast also apply if it affects multiple targets.

AcheronThe Twice Damned Disciple can make his Eldritch Blast deal slashing and piercing damage instead of it's normal untyped damage. If he chooses to do so, his Eldritch Blast's critical hit threat range is doubled and it's damage is increased by +1d6.

The Twice Damned Disciple Dread Curses now causes a bleeding wound by default, just as if he sacrificed 1d6 Eldritch Blast damage to cause the wound.

BaatorThe Twiced Damned Disciple exerts greater control over his Dread Curses. He can decrease the penalty of a number of effects and can spread halve the number among the other effects; for a maximum penalty increase of +2 on a single effect. For instance, he could decrease the skill penalty and the ability check penalty by 4 and increase both the attack and weapon damage penalty by 2. However, a single effect can never gain a bonus that's more than half it's original value. He can also have a Dread Curse only apply under certain circumstances or that the penalties only apply against certain creatures. For instance, the penalties of the Dread Curse might only apply against the Twice Damned Disciple or only when the target leaves a specified building. These conditions can be changed once every round as a free action, as long as the target is in his sight.

Furthermore, he can trigger a delayed Dread Curse at any moment. He now also can reapply the Retributive and Tenacious Curse qualities and can bring the effects a weakened Dread Curse back to it's full potential. All these actions require the target being in his sight and cost a free action. A suppressed Dread Curse can still be removed and the time it's suppressed counts for the duration.

Additionally, he can can now make his Eldritch Blast deal half fire and half hellfire (as per the BoVD, hellfire is not subject to energy resistance). If he chooses to do so, anyone hit by his Eldritch Blast must make a Reflex save (DC 10 + Twice Damned Disciple's class level + Cha modifier) to avoid catching on fire. Subsequent saving throws are also made at this DC. The flames can not be doused, although attempting to do so provides the victim with a +4 saving throw bonus. The usual bonus for rolling on the ground, smothering the fire or the like is reduced to +2. And, just as is the case with his Dread Curses, the Twice Damned Disciple can trigger a delayed Eldritch Blast any at moment as a free action.
GehennaThe Twice Damned Disciple's Eldritch Blast can now be used to create difficult terrain. He can target his Eldritch Blast at a square, to create difficult terrain for a duration of one hour for every 1d6 Eldritch Blast damage he has. He can create no more squares of difficult terrain than his Hexblade + Twice Damned Disciple + Warlock levels. He treats the difficult terrain created by himself as normal terrain.

Additionally, his Dread Curse now makes the target unable to directly assist or help any individual; at least, not without receiving compensation. For instance, he will not cast beneficial spells on his allies nor he will not risk his own life to help a surrounded ally. If someone is willing to compensate him, this ''compensation'' must take place before the next turn of the target; if not, he will attack the deceiver. However, the target is no fool and will not forgo doing actions that would drastically limit his short term survival; even if it does involve helping others without any ''real'' compensation.
The Gray WasteHis Eldritch Blast now deals 1d6 bonus damage by default, against anybody under the effects of a morale bonus. His Eldritch Blast can be used to dispel any prismatic spells and can also be used to dispel any spell with either the darkness or light descriptor. When dealing with prismatic spells, he receives a +4 bonus on his caster level check.

Additionally, his Dread Curse now suppresses a single spell or ability that provides his target with a morale bonus or is otherwise based on emotions (barbarian's rage, bard's inspire competence, etc). By default, this is the strongest effect, but the effect can also be specified; however, if the Twice Damned Disciple suppresses something non existent, then the choice is reverted to the default effect. Furthermore, while only one active source is suppressed; the target is not affected by any new spells or abilities that match the above given description, nor is the target capable of influencing others in a similar fashion (for instance, a Bard would not be able to use his Inspire Courage ability).
CarceriAt level 5, the Twice Damned Disciple can imbue his Eldritch Blast with poison. This follows the normal rules for poisoning weapons and he is treated as if he has the Poison Use (http://www.d20srd.org/srd/prestigeClasses/assassin.htm#assassinPoisonUse) special ability (but only for his Eldritch Blast). He can affect multiple targets with a poisoned Eldritch Blast, but the poison's DC decreases by 2 for each additional target beyond the first.

His Dread Curse will now always causes it's target hinder his allies for one round; just as if he sacrificed 1d6 Eldritch Blast damage to enhance his Dread Curse.


The AbyssAt level 5, if he slays a target with his Eldritch Blast; he can opt to make it's body explode in a shower of gore. Any individuals that are not allies of the Twice Damned Disciple and witness the act; must make a Fortitude save ( DC 10 + Twice Damned Disciple level + Cha modifier) or become sickened. He can also blow up corpses with his Eldritch Blast in the exact same fashion.

Furthermore, if a target under the effects of his Dread Curse dies; he is healed an amount of hit points equal to the target's hit dice. Excess hit points are converted into temporary hit points that disappear one hour later.
PandemoniumHis Dread Curse now deafens it's target for the entire duration.

Additionally, he can now deal sonic damage with his Eldritch Blast. While doing so, it is always accompanied by a severe wind; just as if he decreased the penalty of a Dread Curse by 1.
Grand Curse (Su): When a Twice Damned Disciple attains 10th level, he can bestow a Grand Curse once per day. A Grand Curse functions as a Terrible Dread Curse, but with one or more additions depending on the nature of his Planar Pact. Unless noted otherwise, the effects of a Grand Curse only apply on a failed saving throw and last for one hour.

Acheron The Grand Curse of Acheron causes the target to start taking 2 points of bleed damage every round. It also causes successfully confirmed critical hits against the target to have their multiplier increased by +1.
BaatorThe Grand Curse of Baator causes the target to be dominated. This functions in a similar fashion as the Dominate Monster (http://www.d20srd.org/srd/spells/dominatemonster.htm) spell, except the duration is only 10 rounds. Alternatively, the Twice Damned Disciple can have it function comparable to Charm Monster (http://www.d20srd.org/srd/spells/charmmonster.htm) spell, in which case it lasts for the full duration of the Dread Curse.
Gehenna The Grand Curse of Gehenna causes the target to fall prone for one round and to treat all terrain as difficult terrain. Whenever the target attempts to move, he must make a successful balance check ( DC 10 + 1/2 (Hexblade’s + Warlock's + Twice Damned Disciple level) + Cha modifier ) or fall prone again for one round.
The Gray Waste The Grand Curse of the Gray Waste compels the target to slump to the ground. He only seems to apathetically stare ahead in a coma-like state; effectively rendering him helpless.

Carceri The Grand Curse of Carceri compels the target to spend standard action to harm his nearest ally every round. Subtlety is not required and the target will seek the most efficient way to slay his ally.
The Abyss
The Grand Curse of the Abyss both panics and nauseates a target. Alternatively, the target can be infected by the Warp Touch (Book of Vile Darkness, p. 30) disease; although the DC to resist is equal to the DC of the Dread Curse (but only for the target, use the default DC if it is spread to others) and can not be separately removed from the curse. Even once the duration of the Grand Curse is up, the disease remains. Regardless of choice, if the target dies while Dread Cursed, his body explodes; just as if he was slain by the Twiced Damned's Disciple Eldritch Blast.
Pandemonium
The Grand Curse of Pandemonium causes the target to become insane. This function similar to the Insanity (http://www.d20srd.org/srd/spells/insanity.htm) spell, except that it lasts for the duration of the Dread Curse.
Share Damnation (Su): When a 10th-level Twice Damned Disciple is slain, his slayer suffers the effect of a Malevolent Blast(which can be modified by an Invocation); with all of the Eldritch Blast Damage being vile in nature. Unlike a normal Dread Curse, it lasts until removed and can be used against somebody that already resisted a normal Dread Curse that day. If the slayer already is affected by a Dread Curse, he can still be cursed; although the new curse overrides the old curse. Furthermore, if the slayer is slain while under the effect of the curse; his soul is condemned to the plane with which the Twice Damned Disciple has a pact. Only a resurrection (http://www.d20srd.org/srd/spells/resurrection.htm) spell or greater magic can bring the slayer back. This ability does not function if the Twice Damned Disciple has already used up all his Dread Curses for that day.

Terrible Dread Curse (Su): When a Twice Damned Disciple attains 10th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the Dread Curse becomes –8 instead of –6.


PLAYING A TWICE DAMNED DISCIPLE
You have doomed your soul to one of the Lower Planes. You are greeted with fear and hatred. But the power you gain is all worth it; as the malevolent harmony between your abilities will surely demonstrate.

Combat: Sufficient to say, your main combat tactics will rely on your Eldritch Blast and Dread Curse. You use your Eldritch Blast to fuel your Dread Curses, weakening if not crippling those that dare approach you. Frailty of your foes is rewarded by pummelling them with an enhanced Eldritch Blast or two.

Yet, despite your formidable powers; remember that you excel when working together with others. You can greatly increase the danger a spellcaster would impose, or cause a swordsman slaughter to a foe without receiving even a scratch.

But above all, experiment. Contemplate on the varying battle tactics available to you. Each different planar pact has it's own strengths; it's up to you to capitalise on them. And remember; only results matter.

Advancement: Once you've reached the end of this PrC, you will likely advance as a Warlock; as this will continue to improve both your Eldritch Blast and Invocations. A Hexblade is not unthinkable either, if you'd prefer additional use of Dread Curses and more of a martial edge.

Resources: The resources at your disposal are nothing special. You didn't become a Twice Damned Disciple for the connections. You can't even depend on collogues. If you want something, you'd need to take it yourself or pay for it.

TWICE DAMNED DISCIPLES
''I took care of one back in the day, aye. Well, not personally. I only did most of the work and and had my companion finish him off. He ended up with a wound that didn't stop bleeding. He might have poured worth an entire crate of healing potions down his throat, but still bled to death in the end. The guild priest couldn't revive him either. Anyway, what I'm getting at...if you want to kill one, don't have see you, especially don't look the hellspawn in the eye and don't strike the last blow! - Ireskel Siadra, a wise ''problem solver''

Twice Damned Disciples are seen as spiteful, power hungry individuals eager to embrace their dark gifts; no matter the cost. They are thought to be cursed, damned even. The term Twice Damned is used to refer to their dual ''curse'', that of the Warlock and the Hexblade. Their presence is considered to be an omen of misfortune by many.

Daily Life: There's no such thing as a truly ''usual'' day for Twice Damned Disciples, considering much of their goals and personality depend on the nature of their planar pact. Despite this, most tend to spend at least a hour each day theorising of new ways to combine their talents; often followed up by actual practice later that day.

Notables: Notables figures among the Twice Damned Disciple's tend to lack subtlety and are infamous for their wicked deeds. This is not say there are no subtle Twice Damned Disciples, rather, they just tend to cover their tracks well.

One of the first and most notorious figures among the Twice Damned Disciples was Dralvor Mazarax. He's known for being the leader of a rampaging horde that left a trail of death and mayhem; the likes of which his world had never seen before. Even though he was eventually slain on the battlefield, it did not stop there. The hero that had struck the killing blow brought back home a deadly souvenir; a Warp Touch plague, killing and horrendously deforming many. Amidst the chaos caused by the plague, the hero committed suicide out of guilt; damming himself to share the same fate as Dralvor. Thusly, Dralvor had the last laugh.

Nevertheless, while Dralvor might have enlightened the world about the Twice Damned Disciples; he's by no means representative of all. Numerous Twice Damned Disciples consider him to be little better than a bloodthirsty madman.

Organizations: Twice Damned Disciples can be found in various types of organisations, such as vile cults, crime syndicates, mercenary bands or evil churches. The Twice Damned Disciple often does not care, as long as he gets what he wants. However, in the case of vile cults or evil churches; they are nearly always sponsored by an entity who's domain is located on the same plane with which the Twice Disciple has his planar pact.

They have no organisations exclusively dedicated to their own ilk, as they have no special liking for one-another. In fact, it is not uncommon to find Twice Damned at odds at each other, be it simply due the egoistical mindset of most or the Blood War.

NPC Reaction
Reactions to known Twice Damned Disciples are often at two extremes. Either he will get a lynch mob after him or he'd be treated awfully polite out of fear. Even in the (more prevalent) latter case, a Twice Damned Disciple should be on his guard, as it's only a matter of time before smite happy Paladins will show up.

Of course, the above assumes a ''normal'' community. Communities lacking ethics might welcome a Twice Damned Disciple much warmly, sinister organisations may very well vie for his favour. Or regard him as competition and attempt to eliminate him. Needless to say, careless Twice Damned Disciples have a short life expectancy.


TWICE DAMNED DISCIPLES IN THE GAME
Twice Damned Disciples will usually only be played in a group where the dominant alignment is evil. Good aligned groups will be unable to stomach the nature of his abilities; a traditional Hexblade or Warlock is frequently already bad enough. However, when they are actually part of a group in which they are welcome; a Twice Damned Disciple is a good addition to a well balanced party. They make excellent debuffers, often sealing the fate of their targets once their Dread Curse takes hold, and can alternate as good blasters. They can also be decent at other roles, although this wholly depends on their planar pact.

When used against PC's, a Twice Damned Disciple is, most of all, unpredictable. The nature of the planar pact determines a great deal of their tactics and makes it hard for PC's to properly prepared. Certainly, they know that they will be cursed and blasted, but don't know what this exactly entitles.

Adaptation: As long as the setting uses the Great Wheel cosmology, the Twice Damned Disciple should be relatively easy to adapt. If a setting does not, you might want to look for planes that are similar in nature. The pact could also be changed to be with specific planar layers or extra-planar entities (including deities) for which the abilities are thematically appropriate. Generalisation is not unthinkable either. For instance, if you have only ''hell''; all pacts could be about merely walking a different dark path. Baator could be the ''Path of Tyranny'', the Abyss could be the ''Path of Mayhem'' and Carceri could be the ''Path of Treachery''.

The Prestige Class can also be expanded to include specific planar layers or entities in general; even if it just involves changing one ability. For instance, a pact with Orcus could function just as the Abyss planar pact, except that individuals that died, while cursed, are animated as zombies.

Encounters: Encounters with a Twice Damned Disciple are commonly not positive. They'd nearly always be in the process of furthering their own agenda, in a less than saintly fashion (to put it lightly). However, often certain happenings betray their presence before they are actually encountered in the first place.

For example, a gladiator champion might surprisingly loose in the arena against a weaker opponent. The PC's might learn that a cowled, dark robed figure visited the champion a hour before his fight. They could hear about an area plagued by curses and a supposed priest that can remove them; be it for a price. A noble could break his neck while falling from the stairs, even though there was nothing wrong with man's sense of balance nor were the stair steps slippery.


Sample Encounter
EL 16: D'arund Navorem is the power behind the throne of a powerful crime syndicate active in multiple countries. There's nothing they don't dabble in, but their specialisation is gambling. Fraudulent gambling at that.

Starting out as an adventurer, D'arund decided to settle down after he obtained a starting capital and joined a local thieves guild as a supposed advisor. He has steadily raised his fortune, mostly thanks to betting on arena fights and always winning. The winning, of course, entitles him cursing one of the gladiators; who only realise it once they are already fighting. At the same time, he advanced within the guild smoothly, be it under a bit of ''encouragement'' from himself.

Today, he stands at the top. The thieves guild have been transformed into a syndicate that his it's hands in nearly everything that goes on it's home nation. The guildmaster is his puppet, a man scared into complacency by a careful mixture of bluffing, deception and displays of power. He's under the illusion that D'arund has bestowed a permanent curse on him that can be activatedd whenever he wishes.

In the long term, D'arund is primarily concerned with expansion. He wishes to expand to many more countries, even across the oceans. His current short term goals involve eliminating or subverting all threats to his main base of operations. He's well on his way with this goal; there's no competition, the city guard is corrupt, the nobility is starting to harass local Paladin orders and the more saintly religions are slowly being suppressed.

PC's might be contacted by representatives of one or more of these religions. They rightfully believe that a dark force is threatening to suffocate that is just and right in their region. Alternatively, if the PC's are more...selflessly minded, they could be hired a foreign crime syndicate that feels itself threatened and would like to make a pre-emptive strike.

Regardless of why the PC's get involved, it will not be an easy task to discover that the organisation is behind it and certainly not that D'arund is it's true leader; let alone actually stopping him. Of course, a lot will also depend on the PC's strategy. As it stands, D'arund is deeply entrenched and it would be foolish to confront him on his own terms. PC's are better off to either, somehow, lure him out or loosen his bonds with his supposed allies.

D'arund Navorem
Male Human Hexblade 3/Warlock 3/ Twice Damned Disciple 10
Lawful Evil Medium Humanoid
Init +9, Senses: Listen +0, Spot +0,
Languages Abyssal, Common, Infernal
------------------------------------------------
AC 25, touch 19, flat-footed 21 (+6 Armor, +5 Dex, +4 Deflection)
hp 126 (16 HD) DR 1/cold iron
Fort +10, Ref +11, Will +14
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +12/+7/+2 Adamantine Dagger(1d4-1)
Base Atk +13, Grp +12
Atk Options Eldritch Blast +19(7d6)
Combat Gear
Invocations Known 9 (CL 16 th)
Least (at will) Baleful Utterance, Beguiling Influence, Dark One’s Own Luck
Lesser (at will) Charm, Fell Flight, Flee the Scene, Walk Unseen, Voidsense
Major (at will) Vitriolic Blast
Supernatural Abilities
6/day - Terrible Dread Curse CL 16th)
Spell-like Abilities (CL 16th)
At will—Detect Magic
-----------------------------------------------
Abilities Str 8, Dex 20, Con 18, Int 16, Wis 10, Cha 26
Special Qualities Arcane Resistance, Cursed Scourge(+3d6), Evasion, Hex Defiance, Mettle, Planar Pact (Baator), Share Damnation, Synergy of the Damned
Feats Ability Focus (Dread Curse), Extra Invocation, Improved Critical (Ray), Improved Initiative, Mortalbane*, Practiced Spellcaster, Spell Penetration
*BoVD, p. 49
Skills Bluff +24, Intimidate +24, Diplomacy +11, Knowledge (Arcana) +22, Knowledge (the Planes) +22, Sense Motive +19, Spellcraft +24,
Possessions
258702 of 260 000 gp*
+1 Mithral Breastplate - 4 200 gp
Adamantine Dagger - 3 002 gp
Amulet of Health +6 - 36 000 gp
Boots of Speed - 12 000 gp
Cloak of Charisma +6 - 36 000 gp
Ioun Stone, Pale Green Prism - 30 000
Gloves of Dexterity +6 - 36 000 gp
Ring of Evasion - 25 000 gp
Ring of Protection +4 - 32 000 gp
Rod of Magical Precision - 12 000 gp (see Complete Mage, p.128)
Rod of Metamagic, Empower (normal) - 32 500 gp

*D'arund has the same amount of wealth as a PC of his level would. Considering his vast wealth, there's really no reason for him to actually be have less coin than a single PC.

Virenerus
2010-11-25, 07:55 AM
My Knight/Wizard Hybrid

It should be noted that the following text is referring to demons as I understand them.
You may want to replace demon with devil to more fit your setting.


DEMON BLADE



http://img204.imageshack.us/img204/5325/arthasstolensoulbysaiya.jpg


I tried learning the way of magic. I failed. I tried learning the way off the sword. I failed. Finally I have found my destiny. I know that my future is dark. I know that my soul is as damned as the ones I collect. I know that HE is manipulating me. But I also know I can use HIS power. I damn my soul so you can bear a careless life. So don't judge me.

A Demon Blad is a bearer of a soul edge. They are chosen ones, chosen by dark powers. Each demon blade bears a sword forged of steel from the deepest parts of hell. He seeks out what he assumes to be his enemies and collects their souls to strengthen his weapon. His constant companion is a demon, manipulating him, helping him.
Some of them still think they can use their dark powers for good, others are fallen deeper and have no illusions about their doing.

BECOMING A DEMON BLADE
Demon Blades are chosen very careful by their masters. They all start their career as wizards. The demon interrupts the summoning ceremony of the young wizards new familiar and disguises himself, taking the place on the wizards side. The demon starts manipulating the wizard. He first subtly lets the mage fail in his studies. Earlier or later he breaks and abandon his studies. The next step is to let him learn of valor and greatness. The demon infects the mind of his chosen with the idea of becoming a knight. Then he shatters this dream. When he destroyed the dream of knowledge and the dream of greatness it is time to reveal himself. He speaks of power, that no knight and no wizard can match. He gives a person who failed at everything he ever tried the feeling he is someone special. And he gives him a new blade.

ENTRY REQUIREMENTS
Base Attack Bonus: 4+
Special:
the Knight's Code class feature
the Summon Familiar class feature
your familiar was with you since your times as an adept
must be persuaded by his familiar to accept the soul edge
must be able to cast arcane spells and must have studied this magic
must not be able to cast spells of 3rd or higher level


Class Skills
Climb(Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge(planes), Profession (Wis), Ride (Dex), Swim (Str) and Spellcraft (Int).
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|Demonic Savior, Fallen Knight, Fallen Wizard, Soul Edge, Thirst of the Blade

2nd|
+2|
+3|
+0|
+0|Souldrinker

3rd|
+3|
+3|
+1|
+1|Cries of the Damned, Demon Scabbard

4th|
+4|
+4|
+1|
+1|Trained Adept

5th|
+5|
+4|
+1|
+1|

6th|
+6|
+5|
+2|
+2|Demonic Knowledge

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

8th|
+8|
+6|
+2|
+2|Tortured Souls

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

10th|
+10|
+7|
+3|
+3|True Soul Edge[/table]

Weapon Proficiencies: A Demon Blades recieves Proficiency with his Soul Edge.


Demonic Savior: Your familiar reveals his true demonic nature. Thus you can now consider him a demon. He gets the Fiendish template. The DM assumes control over him. He will follow you everywhere but is never trying to get involved directly and will never use his abilities in your favour. He will whisper to all friends you have left trying to corrupt them. Your "familiar" further advances as shown in the given table.

{table=head]Demon Blade Level|Bonus HD|Natural Armor Adj.|Str/Con Adj.|Special

1st-2nd|
+2|
+2|
+2| 2/day Arcane Sight, Tongues

3rd-4th|
+4|
+3|
+4| Evasion

5th-6th|
+6|
+4|
+6| 2/day Charm Monster, Suggestion

7th-8th|
+8|
+5|
+8| Improved Evasion

9th-10th|
+10|
+6|
+10| 1/day Dominate Person

[/table]

Fallen Knight: You have fallen from the honorable way of the knight. You are no longer obliged to the Knight's Code (see Knight's Code class feature). Also you can never use your Shield Ally or Improved Shield Ally abilities without succeeding a will save[courage] against DC 12+your Demon Blade class level, because of your fear of hell.
Also your Demon Blade levels are considered cumulative to your Knight levels for all relevant calculation of your Knight's Challange class skill.

Fallen Wizard: You lost all hope of ever being a real wizard. Thus you can never learn a new spell and you can never attain a new level in an arcane spellcaster class.
Also your Demon Blade levels are considered cumulative to your wizard levels for calculating the abilities and the level of your familiar.

Soul Edge: You finally recieve your promised Soul Edge, a weapon of unimaginable power. Your Soul Edge has the form of a slashing weapon of your choice, when you recieve it. It is monstly black or has organic elements.
Your Soul Edge is a masterwork weapon of its type. It is unbreakable and you can never be parted of it. If you leave it behind or loose it it simply reappears within 24 hours. A Soul Edge hast a strong magical and evil aura.
Because the Soul Edge consumes the soul, an enemy that is killed by a Soul Edge can not be revived by any mortal means other than a wish spell.

Thirst of the Blade: Your Soul Edge thirsts for the souls of your victims. If you fail a will save against DC 15+your Demon Blade class level you you can neither spare an opponent nor can you kill him with another weapon or let another person kill him.
After each fight in wich you killed a victim, if you don't succeed a will save against DC 10+your Demon Blade class+the number of victims, you become shaken, by the rising cries of pain and sorrow, that you feel through your blade.
Like every soul related class feature this rules only apply to living creatures with souls.

Souldrinker: Your Soul Edge feeds of the souls of its victims. Thus your Soul Edge increases its enhancement bonus by one each time you attain a Soul Edge level. You can decide to permanently substitute an enhancement bonus gain with another magic weapon ability at the DMs discretion. The ability has to be of fiendish source. (You can't have a blessed Soul Edge).

Cries of the Damned: When attaining the third Soul Blade level your Soul Edge has consumed enough souls that everyone touching it bare handed feels the pain of the souls inside. Every living creature that is touching your Soul Edge directly (you too) or is hit by it, has to succeed a will save against DC 12+your Soul Blade class level or becomes shaken. If a creature succeeds it is immune to this power for the next 24 hours.

Demon Scabbard: You recieve a Demon Scabbard from your companion. It is a scabbard that fits your Soul Edge. It is made of demon hide and has the natural ability to contain the evil aura and the cries of the soul of your Soul Edge. As long as your edge remains sheathen, no one can sense any aura of your Soul Edge.

Trained Adpet: You used the few spells you know so often as you can't learn any new, that their use has become a part of you. You now don't need to prepare any spells that you could cast when you joined the Soul Blade class. You can cast them naturaly like a sorcerer Furthermore you can cast 3 spells of each level per day.
E.g. A character level 1 wizard with 4 levels in the Soul Edge class could cast 6 0 level spells and 4 first level spells per day and he could cast spontanous like a sorcerer.

Demonic Knowledge: You can ask your demonic companion for councel. This allows you to reroll any knowledge check with a bonus of +5. You have to accept the new result. You can use this ability 1/day.

Tormented Souls: The agony in your edge has reached a level so high that it is flooding into the world of the mortals. If you draw your sword from your Demon Scabbard after a period of more than 24 hours the outbreak of agony is overwhelming. Every creature with a soul in a radius of 40 ft, that fails a will sae against DC 12+ your Demon Blade class level + 1 for each consecutive 24 hours that you didn't draw your Soul Edge, is shaken. If a creature fails its save by 10 or more it also becomes cowering. Each cowering creature can make a new will save every turn (without +10) to shake off the cowering. They then become shaken.

True Soul Edge: You unlock the true power of your weapon as you become one with it. You are now immune to all abilities of your Soul Edge (except the soul stealing) and the Cries of the damned class feature expandes to yourself (Everyone you touch feels the crying of souls). Also all attacks with your Soul Edge are considered as evil for all purposes.

PLAYING A DEMON BLADE
You are damned. But you also for the first time in your life haave found your way. Be strong and live out every moment to its extend. Beyond there is nothing but pain for you.
Combat: Demon Blades are strong meeles. With your Soul Edge you should have a overwhelming weapon that no one can withstand. You can use your special abilities to debuff your enemies and you have some minor spells to help you in difficult situation. Just never rely upon HIM.
Advancement: Any magic profession is no option for a Demon Blade. Attaining more knight levels could be useful to boost your defense. If you want to further strengthen you Soul Edge a Kensai could be the right choice for you.
Resources: Soul Edges are almost everywhere outcasts. Hiding your abilities is the key to recieve at least the basic resources every adventurerer needs. Don't underestimate your demon. With some bargaining and sharpness you can recieve help and knowledge from another world.

DEMON BLADES IN THE WORLD
And there he was. Well, he looked like trouble, but when he draw his sword. i never felt something like this and I never want to feel it again. It was like a thousand deaths. As if thousand hungry cats tear you to thousand little pieces. Short, it was hell.

Demon Blade are scarcely seen in most parts of the world. But they exist even if no one needs them. There are several theories why demons go through this much trouble. Maybe this is their way of creating mighty weapons. Maybe there is a special value to the soul of a Demon Blade. Maybe they just enjoy the mayham.


TODO


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

GoatBoy
2010-11-25, 11:08 AM
BATTLESONG HARBINGER

http://fc07.deviantart.net/fs25/i/2008/141/e/7/The_Mighty_Thor_God_of_Thunder_by_EmegE.jpg

Songs of this time will resound for ages to come. None of them shall make mention of you.

Most hardened warriors never give up a chance to recount the glories of past battles, but it takes more than a half-faded memory to truly recapture the thrill of victory. Mere words cannot communicate the smell of blood, the screams of the dying, and the elation of success. What words are unable to capture, battlesong harbingers immortalize in song.
Battlesong harbingers are no mere minstrals. They are far more focused on direct melee combat than bards, and prefer to inspire their allies while fighting alongside them. By recapturing the thrill of victories of old, these warriors revitalize the fighting spirits of their companions and instill despair in their enemies.
Though battlesong harbingers generally possess much higher charisma than the barbarian tribes from which they arise, they seldom take up leadership roles. They prefer to observe the successes of others or share in the victories with their allies, rather than writing their own histories or benefiting from the work of others.


BECOMING A BATTLESONG HARBINGER
Battlesong harbingers all possess the barbarian's rage and bardic music. Most have focused on either or both of these classes up to the time they take this prestige class. While individuals who have taken levels in other classes are not barred from becoming battlesong harbingers, they are almost unheard of except in legend, and most have a song or two written about their exploits.

ENTRY REQUIREMENTS
Alignment: Any chaotic.
Base Attack Bonus: +5.
Skills: Perform (sing) 7 ranks.
Special: Bardic music class feature, inspire competence class feature, rage class feature.

Class Skills
The battlesong harbinger's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skills Points at Each Level: 6 + int

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+2|Bardic music|+1 level of existing arcane spellcasting class

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

3rd|
+3|
+3|
+1|
+3|Dirge of pain|+1 level of existing arcane spellcasting class

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

5th|
+5|
+4|
+1|
+4|Inspire greatness|+1 level of existing arcane spellcasting class

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

7th|
+7|
+5|
+2|
+5|Dirge of terror|+1 level of existing arcane spellcasting class

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

9th|
+9|
+6|
+3|
+6|Inspire heroics|+1 level of existing arcane spellcasting class

10th|
+10|
+7|
+3|
+7|Doomchord|+1 level of existing arcane spellcasting class[/table]

Weapon Proficiencies: Battlesong harbingers gain no proficiency with any weapon or armor.

Spells per Day: When a new battlesong harbinger level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in the arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of battlesong harbinger to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Bardic music: A battlesong harbinger's class levels stack with bard levels for the purpose of bardic music uses per day and the bonuses granted by the inspire courage ability. The character may use bardic music while raging.

Dirge of pain (Su): At 3rd level, a battlesong harbinger with at least 10 ranks in Perform can expend one use of bardic music as a swift action to wrack an opponent with pain. The targeted creature suffers a -2 morale penalty on attacks and saving throws for 10 rounds. This is a mind-affecting effect.

Inspire greatness (Su): As the bard ability. You must have 12 ranks in Perform to use this ability.

Dirge of terror (Su): At 7th level, a battlesong harbinger with at least 14 ranks in Perform can expend two uses of bardic music as a move action to make an Intimidate check on all opponents within 30 feet.

Inspire heroics (Su): As the bard ability. You must have 16 ranks in Perform to use this ability.

Doomchord (Su): Upon reaching 10th level, a battlesong harbinger with at least 17 ranks in perform can expend three uses of bardic music as a standard action to unleash devastating scream that can shatter enemy lines and rip his opponents asunder. The character emits a 10 foot cone that does 10d6 points of sonic damage. Creatures caught in the effect are stunned for one round. A successful Fortitude save (DC 20 + the battlesong harbinger's Charisma modifier) halves the damage and negates the stun effect.

PLAYING A BATTLESONG HARBINGER
The beginnings of your legends are forged amidst the tide of battle, and nowhere else but in battle is where the tales continue.
Combat: You fight as a barbarian usually would, on the front lines and with the intent of crushing your foes where they stand. But you are most effective within range of your fellows, augmenting their fighting prowess with your magical abilities. Your best bet is to activate your bardic music effect of choice as close to the beginning of combat as possible, refreshing it every five rounds as the fight continues. You have almost as much spellcasting capability as a full-fledged bard, but your spells are best served to augment the fighting abilities of you and your comrades before stepping into melee. Single out tough opponents for your dirge of pain, and crush the weak-willed via dirge of terror. After this, the only task left is to write the song.
Advancement: It is important to maintain maximum ranks in at least one Perform skill as you advance along the path of the battlesong harbinger. Your charisma will serve you well with high ranks in Intimidate. You might be tempted to select feats that improve your combat capability, and this is a valid choice. But if more than one or two allies benefit from your bardic music abilities, you'll probably be better served by focusing on your music. Extend Spell is a fine choice for "buffing up" before combat and making sure your spells last the duration.
Resources: You are likely part of a tribe, adventuring team, or mercenary company. But you are not just another big warrior with a big weapon. All allies around you will fight harder and stronger, and as such, they are likely to protect you in preference to the more replaceable members of your group. Make sure this special treatment does not go to waste! But just as important as your skill in war, are your gifts of word and song. If you immortalize an ally in an epic, he will be far more likely to risk his life on your behalf. Don't hold back on the embellishment, either. Your comrade did not just defeat his opponent, he dominated the conflict with masterful skill, his axe's blade shining like a shard of moonlight and dancing to and fro like a falling leaf. It was not a mere fireball that wiped out the squad of goblins, it was a fist of divine wrath from the heavens, for surely the gods themselves saw fit to send down their power in our moment of need. Sing the praise of an ally, and you have made a friend for life.

BATTLESONG HARBINGERS IN THE WORLD
"And when the tide shifted and all seemed lost... there he was, shouting the epic of the Crashing Storm Tribe. Their battle call echoing on the air, over and over... "The sky breaks! The battle goes on! The sky breaks!" And even as we rallied and pushed them back, I swear, I could see the Crashing Storm fighting alongside us!" - Greshodar Threetusk, on the Battle of Hellfrost Pass

When morale begins to fail and the tide of battle turns, it is the battlesong harbingers who rally the warriors and keep hope alive. When the battle is won and there are heroes and ancestors to be honored, it is the battlesong harbinger who sings their legends.
Daily Life: Battle is your meat and glory your ale. If you are not singing the stories of yesteryear's heroes, you are preparing to forge the next generation of song. If you are not in battle, you are preparing for it. If you are not singing, you are writing. Your life is war, legend, or death.
Notables: Battlesong harbingers prefer to sing or write legends, not become the subject of them. Nonetheless, a few names have crept into the words of their own songs.
When the Ruined Blade orc tribe sacked the city of Duneport, the battle began with the tribe's battlesong harbinger shouting a single sentence in orcish. It is said that much is lost in the translation, which scholars roughly translated to, "the ground cries in hunger for your internal organs, and by my blood, it shall not be denied." Survivors of the siege claimed that, of the thousand men stationed at the ramparts, no fewer than one hundred abandoned their posts at this exact moment.

Organizations: A battlesong harbinger owes loyalty to none but those he fights alongside, but if two happen to meet by chance, there is always a degree of respect. Outside battle, they share tales and find new ways to spin words and capture their experiences. But in a time of war, this respect means that each will declare their right to face the other amidst the carnage of battle, in single combat to the death. The victor, however, is expected to claim the written works of his foe, and keep their legends alive.

NPC Reactions
People will regard battlesong harbingers with the same degree of courtesy they offer other barbarians, as there is little to distinguish the two by their appearance. But anyone with an attitude of at least unfriendly can have their opinion swayed via a Perform check, for no one can deny the talent these warriors possess.

BATTLESONG HARBINGERS IN THE GAME
Before combat, a battlesong harbinger resembles a bard, usually putting their extensive spell and skill lists to use in a similar manner. Though they lack Diplomacy on their skill list, between their spells and high Charisma scores, they might be able to turn an unpleasant encounter in the party's favor. During combat, they focus exclusively on melee combat, and it is in the party's best interests to rely on the battlesong harbinger's combat ability, rather than asking them to spend their actions on spells.
Adaptation: There is room for this prestige class in any campaign setting which features savage warrior tribes on the fringes of civilization. In a world with extensive history and myth, battlesong harbingers become valuable windows into the tales of ages long past.

Sample Encounter
Members of this prestige are almost exclusively found in the company of their barbarian fellows. In the rare instances where these tribes feel the need to negotiate, the battlesong harbinger usually accompanies his chieftain on any diplomatic outings.
EL 11: The Jaguar Fury orc tribe has declared war on the nearby farmsteads for reasons unknown. On their way to investigate, the party encounters their first strike team, a group of five orcish level 4 barbarians, led by the half-orcish battlesong harbinger H'letka Black Fire. The warrior informs the party that they have no business with the tribe's war, but his demeanour suggests that he might be willing to listen to reason. However, he is ready to fight to the death if he does not like what the party has to say.

H'letka Black Fire
CN male half-orc barbarian 4/bard 3/battlesong harbinger 3
Init +1, Senses: Listen +12, darkvision 60 ft.
Languages Common, orcish
------------------------------------------------
AC 19, touch 11, flat-footed 18
hp 77 (10 HD)
Fort +10, Ref +9, Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 shock battleaxe +14 (1d12+7 x3 plus 1d6 electricity)
Base Atk +9, Grp +13
Combat Gear potion of cure critical wounds, potion of remove fear
Spells Known: (CL 6th)
2nd (3/day) - eagle's splendor, heroism, invisibility (DC 14)
1st (4/day) - alarm, disguise self, expeditious retreat, silent image (DC 13)
0 (3/day) - dancing lights, flare, know direction, mending, message, resistance (DC 12)
Supernatural Abilities: Bardic music (6/day), countersong, fascinate, inspire courage +1, inspire competence, dirge of pain
-----------------------------------------------
Abilities Str 18, Dex 12, Con 14, Int 8, Wis 8, Cha 14
SQ Half-orc traits, fast movement, illiterate, rage 4/day, uncanny dodge, trap sense +1
Feats Power Attack, Extra Rage, Battle Dancer, Lingering Song
Skills Concentration +15, Intimidate +15, Listen +12, Perform +15
Possessions combat gear plus +1 shock battleaxe, +1 breastplate, ring of protection +1, amulet of natural armor +1, spell component pouch

When H'letka Black Fire is raging, the following changes to his stat block apply:

AC 17, touch 9, flat-footed 16
hp 97 (10 HD)
Fort +12, Ref +9, Will +9
Melee +1 shock battleaxe +16 (1d12+10 x3 plus 1d6 electricity)
Grp +15
Skills Concentration +17

Amphetryon
2010-11-25, 05:11 PM
This my first entry in the Homebrew PrC contest. PEACH.

Overbearers

http://images.cryhavok.org/d/1133-1/Bear+Cavalry.jpg

I did tell you bad things would happen if you invaded my woods, didn't I? - Dargon Kavvu, Overbearer

Blending the debuffing abilities of a hexblade with the mastery of the animal kingdom typical of a druid, overbearers are a fearsome mounted force.

BECOMING AN OVERBEARER

ENTRY REQUIREMENTS
Alignment:Any non-good neutral
Base Attack Bonus: +5
Feats: Mounted Combat, Ability Focus: Hexblade's Curse
Skills: Handle Animal 5, Intimidate 9, Ride 9
Spells: Ability to cast Summon Nature's Ally II
Special: Nature Sense and Mettle class features

Class Skills
The Overbearer's class skills (and the key ability for each skill) are Bluff (CHA), Concentration (CON), Craft (INT), Handle Animal (CHA), Intimidate (CHA), Jump (STR), Knowledge (arcana) (INT), Knowledge (nature) (INT), Ride (DEX), Spellcraft (INT), Survival (WIS), and Swim (STR).
Skills Points at Each Level: 4 + int

Hit Dice: d10

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

1st|
+1|
+0|
+0|
+2|Brown Bear Companion Familiar|-

2nd|
+2|
+0|
+0|
+3|Hexblade's Curse +1/day|+1 level of existing spellcasting class

3rd|
+3|
+1|
+1|
+3|Leaping Dismount, Greater Hexblade's Curse|+1 level of existing spellcasting class

4th|
+4|
+1|
+1|
+4|Scent, Improved Grab|+1 level of existing spellcasting class

5th|
+5|
+1|
+1|
+4|Hexblade's Curse +1/day, Spirited Charge|+1 level of existing spellcasting class

6th|
+6|
+2|
+2|
+5|Dire Bear Companion Familiar|+1 level of existing spellcasting class

7th|
+7|
+2|
+2|
+5|Aura of Unluck 1/day|+1 level of existing spellcasting class

8th|
+8|
+2|
+2|
+6|Hexblade's Curse +1/day, Venom Immunity|+1 level of existing spellcasting class

9th|
+9|
+3|
+3|
+6|Aura of Unluck 2/day|+1 level of existing spellcasting class

10th|
+10|
+3|
+3|
+7|Dire Hexblade's Curse, Companion Familiar of Legend|+1 level of existing spellcasting class[/table]

Weapon Proficiencies: An overbearer gains no new weapon or armor proficiencies. Note that an Overbearer with Druid levels must a adhere to the materials restrictions for armor types.

Brown Bear Companion Familiar:Upon becoming an overbearer, you must dismiss your familiar, if you have one. (You do not risk losing XP for doing so.) You must also dismiss your animal companion, and summon a brown bear to serve as your companion familiar by performing a ceremony requiring 24 hours of uninterrupted prayer. You add your overbearer class level to your druid level for purposes of determining your animal companion’s bonus Hit Dice, natural armor adjustment, and Strength/Dexterity adjustment (see the sidebar The Druid’s Animal Companion, page 36 of the Player’s Handbook). At 6th level, your companion familiar undergoes a startling metamorphosis and becomes a dire bear. An overbearer who uses her companion familiar as a mount never suffers a penalty to her Ride checks for the mount being ill suited to that purpose.

In addition, your companion familiar gains many of the abilities that a familiar would normally possess. You add your overbearer class level to your hexblade level, and determine the Intelligence bonus and special abilities of your companion familiar accordingly (see the sidebar Familiars, page 53 of the Player’s Handbook, and page 7 of Complete Warrior). For example, a 4th-level druid/6rd-level hexblade/4th-level overbearer has a companion familiar equal to that of a 7th-level wizard and 8th-level druid (Intelligence 9, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, devotion). If your hexblade level is insufficient to summon a familiar, you are considered a 4th level hexblade for purposes of determining the Intelligence bonus and special abilities of your companion familiar.

The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the companion familiar are determined as normal for an animal companion. Due to the companion familiar's unusual Intelligence score, it may very well have more skill points than other animals of its kind. The companion familiar is a magical beast (augmented animal), but you can bestow harmless spells on your companion familiar as if it were an animal instead of a magical beast. If your companion familiar is killed, you do not lose XP. You can summon a new companion familiar by performing a ceremony requiring 24 hours of uninterrupted prayer.

Spellcasting: At each indicated level, you gain new spells per day and an increase in caster level (and an increase in spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before before becoming an overbearer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and (if applicable) spells known.

Hexblade's Curse: At 2nd, 5th, and 8th level, you can an additional use per day of your Hexblade's Curse ability. At 3rd level, this becomes a Greater Hexblade's Curse. At 10th level, it becomes a Dire Hexblade's Curse. See Complete Warrior, pages 6 - 7, for more information on the Hexblade's Curse ability.

Leaping Dismount: At 3rd level or higher, if you succeed in the fast dismount use of the Ride skill, you may immediately take a standard action to attack a foe within reach, regardless of whether you have any actions left in the round. You may not use this standard action for any purpose other than a melee attack.

Scent: Upon reaching 4th level in the overbearer prestige class, you gain the scent ability.

Improved Grab: Beginning at 4th level, you begin to emulate the fighting style of your bear companion familiar. You gain the improved grab ability.

Spirited Charge: At 5th level, you gain Spirited Charge as a bonus feat, regardless of whether you meet the prerequisites. If you already have the Spirited Charge feat, you may instead gain any other single, non-Epic feat which has Mounted Combat as a prerequisite, regardless of whether you meet any other prerequisites.

Aura of Unluck: Starting at 7th level, you gain the hexblade's Aura of Unluck ability. You gain an additional use per day of the Aura of Unluck at 9th level. See page 8 of Complete Warrior for details of the Aura of Unluck.

Venom Immunity: As an overbearer of 8th level or higher, you gain Venom Immunity, as a 9th level druid, if you did not already have this ability.

Companion Familiar of Legend: At 10th level, your companion familiar undergoes a second, and final, transformation, becoming a special Monster of Legend. Its type changes to outsider (native), though it remains as a loyal companion familiar; you can bestow harmless spells on your companion familiar as if it were an animal instead of an outsider (native). It gains a +5 Natural Armor bonus,and ability score bonuses as follows: STR +10, DEX +6, CON +10, INT +2, WIS +2, CHA +2. It gains Improved Initiative as a bonus feat if it does not already have it. It gains an additional +3 on all Saving throws. It gains the Frightful Presence special attack. All creatures within 20' of the Companion Familiar with fewer HD than the companion familiar must make a Will save or become Shaken when it growls or successfully Pins an opponent. The save DC is CHA-based. A successful save makes the opponent immune for 24 hours. The damage from all its attacks improves by one category. Finally, it gains SR 21.

PLAYING AN OVERBEARER
Overbearers mesh the unsettling menace of a hexblade with the fear their opponents feel when they see bears charging in, carrying a rider who can unleash nature's fury.
Combat: Overbearers approach combat headlong, racing to the forefront, where they can unsettle their opponents and then maul them. They generally choose spells that funnel the opposition toward them, either walls or other barricades, or summon spells that can harry from a flank.
Advancement: Many overbearers will focus on mounted combat-related feats and skills, to better utilize their bear companion familiars. Others choose to emphasize debuffing effects like Daunting Presence, to synergize with their Curse abilities. Still others will emphasize their spellcasting ability with metamagic feats, and control the battlefield through that method.
Resources: Overbearers consider themselves members of an elite cavalry unit. As such, they share a comraderie with others who pursue the same path, and will often call on each other in times of need.

OVERBEARERS IN THE WORLD
You're asking why we ran away? Seriously? It was a cavalry of dire bears! - Flintbottom Fizzwizzle, former gnome adventurer

Those that count overbearers as allies are always thrilled to see them on the battlefield. Those who oppose them usually rethink their allegiences shortly after witnessing them in action.
Daily Life: Overbearers are most often found in the wilds, where their ursine companion familiars can roam and feed as they wish.
Notables: Capen Haggerty became the first overbearer when the Duke of Drockinham attempted to claim Haggerty's grove as part of his own hunting grounds. Four separate attempts were made to dislodge Haggerty from his grove, each time without success. After each attempt, another hexblade or druid would approach him, to learn from and emulate him. By the time Haggerty was finally taken out by a spellwarp sniper, a dozen people were calling themselves overbearers, living as Haggerty had preached.
Organizations: Starting from the cult of personality that Capen Haggerty engendered, the overbearers are relatively tight-knit even to this day. While the life of a druid or hexblade is often solitary, overbearers seek out each other in times of need. When one chooses a cause for which to fight, it's a virtual certainty that another overbearer will not be opposing him.

NPC Reaction
Druids are often loners who don't deal with people particularly well; hexblades are more manipulators than negotiators, making many people uneasy. Combine these factors in an overbearer and give him a large bear for a mount, and fear is the most common response from anyone dealing with an overbearer. While they often have the raw people skills to bring folks around to their side, most overbearers don't bother.

OVERBEARERS IN THE GAME
While lacking the druid's Wild Shape ability, an overbearer combines battlefield control spells with mounted combat power and the debilitating effects of the hexblade to minimize multiple foes at once while often eliminating one entirely.
Adaptation: Virtually any campaign with a wilderness can find uses for an overbearer. In a game that's primarily subterranean, change the familiar companion to dire bats.
Encounters: The PCs are asked by their local ruler to see if they can enlist the help of the overbearer in the nearby grove in repelling maruading Hill Giants.

Sample Encounter
EL 10:


Dargon Kavvu
N/M/Human/Druid 3/Hexblade 3/Overbearer 4
Init: +0, Senses: Listen +3, Spot +3
Languages:Common, Druidic
------------------------------------------------
AC: 16, touch 10, flat-footed (16)
hp: 72(10 HD)
Fort +9, Ref +5, Will +16
------------------------------------------------
Speed 20 ft. ( 4 squares)
Melee:+1 Lance +10/+5
Base Atk +9, Grp +9
Combat Gear +1 Lance, +1 Darkwood Breastplate, Cloak of Resistance +2, +1 Chain Barding (for companion familiar)
Spells: (DC 14 + Spell Level) 0 (5/day) - Cure Minor Wounds, Detect Poison, Flare, Guidance, Resistance; 1 (4/day) - Entangle, Faerie Fire, Obscuring Mist, Produce Flame; 2 (4/Day) - Barkskin, Fog Cloud, Soften Earth and Stone, Summon Swarm; 3 (3/Day) - Greater Magic Fang, Sleet Storm, Spike Growth
Supernatural Abilities: Hexblade's Curse, Arcane Resistance, Mettle
-----------------------------------------------
Abilities Str 10, Dex 10, Con 14, Int 10, Wis 18, Cha 16
SQ: Spontaneous Casting, Companion Familiar(Ex), Nature Sense (Ex), Wild Empathy (Ex), Woodland Stride (Ex), Trackless Step (Ex), Hexblade's Curse (Su), Arcane Resistance (Su), Mettle (Su), Scent (Ex), Improved Grab (Ex)
Feats: Rapid Spell, Ability Focus (Hexblade's Curse), Mounted Combat, Entangling Spell
Skills: Concentration +14, Handle Animal +12, Intimidate +16, Ride +15, Survival +13
Possessions +1 Lance, +1 Darkwood Breastplate, Cloak of Resistance +2, +1 Chain Barding

ErrantX
2010-11-30, 06:49 PM
Contest is closed, voting thread is up (http://www.giantitp.com/forums/showthread.php?t=177893)! Vote it up!

-X