PDA

View Full Version : GitP PrC Contest XXV: It's a Race Thing



ErrantX
2011-01-29, 03:52 PM
It's a Race Thing

---

Those who represent what's best and worst of a people


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

Giant in the Playground PrC Contest XXV

The contest begins with the posting of this thread and will run through midnight of February 28th.

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

Rules

1) You will be creating an 'original' prestige class. This class must be keyed to a specific race or culture of people from published materials. Examples of this could be a cadre of elite dwarven rangers who are capable of moving through stone to fight their underground enemies, elven archers with peerless skill who create phantom bolts of magic that fell their foes, or cultural examples from published works (as humans are normally bland) such as a group of Knights from the Forgotten Realms kingdom of Silverymoon who guard against the perils of the Trollmoors, or a secretive cult from Karrnath in Eberron who are devoted to the darkest aspects of the Blood of Vol. Any Wizards of the Coast 3.5 product is allowed, or you may use published Pathfinder works from Paizo.

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified. Joke entries will be disqualified, let's see something serious here.

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
2011-01-29, 03:58 PM
PRESTIGE CLASS NAME

http://Picture URL
Quote of Some Kind by a member of the class!

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
:
:
:
:
:

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

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+x|
+x|
+x|
+x|Class Ability

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

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

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

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

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

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

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

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

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

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

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

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

A brief description of how your class is persevered in the world and how he interacts with the world.

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

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

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

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

Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
-----------------------------------------------
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

Benly
2011-01-29, 07:59 PM
DARFELLAN DEEPSINGER

"The song of the sea is older than you know. Come and share in its strength."

The orca-like darfellan are known to those who ply the waves as fierce, barbaric warriors, implacable in their hatred of the sahuagin. Few land-dwellers know much, if anything, about darfellan culture. Those few who have stopped to think about it assume that whatever culture they had was lost when the sahuagin destroyed their homes, leaving only scattered groups of hunters filled with rage and sorrow to strike back against the ones who murdered their podmates.

It is never so easy as that to end a people.

Darfellan culture still exists, and it always will so long as their songs remain. The deepsongs of the darfellan are more than art and entertainment. They are the history and law of a people. The pods that were destroyed by the sahuagin live in the memories and songs they have left behind, teaching their lessons to those who live and those yet to be born. The creators and keepers of those songs are the deepsingers, warrior-sages who master the songs of lore and draw strength and guidance from them. Where once the deepsingers stayed with the pod to inspire and guide their people, they are increasingly often found abroad, seeking out deepsingers from other pods to share their songs so that neither pod's lore may be lost when one dies.

BECOMING A DEEPSINGER
All deepsingers are darfellan, and nearly all are bards. Most deepsingers know or hope that they will become deepsingers from reasonably early ages, but sometimes it will happen that, due to circumstances, a darfellan who has already begun another career will be tutored in the deepsongs. These deepsingers may already possess levels in other classes, and might enter the class through a prestige class such as Virtuoso (Complete Adventurer) which grants bardic music. Many deepsingers are savage bards or divine bards (Unearthed Arcana) rather than the more "standard" variety.

ENTRY REQUIREMENTS
Race: Darfellan (Stormwrack)
Skills: Perform (Sing) 8 ranks, Knowledge (History) 8 ranks
Class Features: Bardic Music or similar class feature (at DM's discretion)
Special: Must know or be taught the deepsong of a darfellan pod. A darfellan who begins play with ranks in both Perform (Sing) and Knowledge (History) may be assumed to have been tutored in his pod's deepsong if the player so wishes, even if she is not a bard.

Class Skills
The deepsinger'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), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellraft (Int), Swim (Str), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d8

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

1st|
+0|
+0|
+0|
+2|Bardic music, bardic knowledge, deepsong|-

2nd|
+1|
+0|
+0|
+3|Song of the Shallows|+1 level of existing spellcasting class

3rd|
+2|
+1|
+1|
+3|-|+1 level of existing spellcasting class

4th|
+3|
+1|
+1|
+4|Song of the Tides|+1 level of existing spellcasting class

5th|
+3|
+1|
+1|
+4|-|+1 level of existing spellcasting class

6th|
+4|
+2|
+2|
+5|Song of the Hunters|+1 level of existing spellcasting class

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

8th|
+6/+1|
+2|
+2|
+6|Song of the Sorrows|+1 level of existing spellcasting class

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

10th|
+7/+2|
+3|
+3|
+7|Song of the Savior|-[/table]

Weapon Proficiencies: A deepsinger gains no new weapon or armor proficiencies.

Bardic Music: A deepsinger adds her deepsinger level to her levels in any other classes that grant bardic music to determine the number of times per day she can use her bardic music, the bardic music abilities she can employ, and the power of those abilities.

Bardic Knowledge: A deepsinger gains the bardic knowledge ability, as the bard class feature, if she does not already have it. If she already possesses this or a similar ability, she may add her deepsinger levels to her levels in other classes that grant it for the purpose of making bardic knowledge checks.

Deepsong (Ex): One of the first skills a deepsinger learns is to use her racial subsonic abilities for communication as well as echolocation. A deepsinger may speak, sing, and use bardic music out to the limit of the blindsense granted by her echolocation ability even if she cannot breathe water. She may also speak or use her bite attack while singing, even above water. In addition, the range of her echolocation increases by ten feet for every level of deepsinger. A deepsinger who possesses the Sunken Song feat(Stormwrack) when she gains this ability may choose to replace that feat with any other feat she could have chosen at the time she gained the feat originally.

Spellcasting: At every level except first and tenth, the deepsinger gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. If she had more than one spellcasting class before becoming a deepsinger, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Song of the Shallows (Su): In the shallows and reefs off the shore, the darfellan first made their home in the sea, becoming its children. A deepsinger of second level or higher with at least 10 ranks in Perform (Sing) can use her bardic music to ease the passage of land-dwellers into the depths. Each round that the song continues, all allies who can hear the song gain a swim speed of 30 feet or +10 to their existing swim speed. They also may breathe and speak underwater as long as the song continues. Unlike most bardic music, this song may be started or continued without interfering with other bardic music, and other songs may be started and continued without interfering with the song of the shallows (although only one other song may be performed at a time as usual).

Song of the Tides (Su): The sea rises and falls, moves in and out, and the darfellan learned to move with it. A deepsinger of fourth level or higher with at least 12 ranks in Perform (Sing) can use her bardic music direct the flow of water with several possible effects. This may be used with the same effects as Control Water or Control Currents (Stormwrack), with the effects lasting as long as the deepsinger continues to sing and five more rounds thereafter. These effects have a caster level equal to the deepsinger's effective bard level for purposes of bardic music, and their effects begin immediately as soon as the song is begun. In addition, a deepsinger using this song aboard a ship may reduce the effects of heavy rolls to mild list, reduce heavy surges of green water to light surges, and prevent light surges entirely. Using the latter effects enables the deepsinger's ship to navigate strong winds without risk from rolls or wash, although storms strong enough to induce a capsizing risk will still do so and severe winds still require Profession (sailor) checks to navigate those winds.

Song of the Hunters (Su): The darfellan became hunters of the sea, learning from the orca who swam alongside them. A deepsinger of sixth level or higher with at least 14 ranks in Perform (Sing) can use her bardic music to grant her allies the group-combat tactics of the orca. While the deepsinger continues to sing and for five rounds thereafter, any ally who can hear the deepsinger's song is granted an attack of opportunity against any flanked enemy who is struck by another affected ally. These attacks of opportunity do not continue to prompt further attacks of opportunity due to Song of the Hunters, and this song does not allow a character to take more attacks of opportunity in a single round than he otherwise could. Additionally, the natural attacks or unarmed strikes of any allies who can hear the deepsinger's song deal damage as if they were one size larger.

Song of the Sorrows (Su): The sahuagin came and slaughtered the darfellan, ravaging their homes and scattering the pods. A deepsinger of eighth level or higher with at least 16 ranks in Perform (Sing) can use her bardic music to bolster her allies' hearts against fear and grief. Each round, the deepsinger makes a Perform check. While the deepsinger continues to sing, all allies who can hear her song are immune to fear and compulsion effects, and may substitute her Perform check for their saving throws against other mind-affecting effects if, after the saving throw is rolled, the Perform check result proves to be higher. If an ally within range of this song is already under the effect of an ongoing mind-affecting effect, he may make another saving throw each round it hears the song of the sorrows, but must use the deepsinger's Perform check result for the save.

Song of the Savior (Su): Some day, a Dweller In The Deep will appear to restore the darfellan race to its full vitality in an act not of revenge, but of rebirth. A deepsinger of tenth level or higher with at least 18 ranks in Perform (Sing) can use her bardic music to guard and renew her allies in the same way. The deepsinger makes a Perform check when beginning this song. While the deepsinger continues to sing, all allies who can hear her song gain fast healing equal to their hit dice. They also receive a morale bonus equal to the to-hit bonus granted by the deepsinger's Inspire Courage to their AC and saving throws to reduce the damage of damaging effects. Further, affected allies other than the deepsinger herself do not lose consciousness when reduced below zero hit points and do not die until their hit points are reduced further below zero than the deepsinger's Perform check.


Playing A Deepsinger
Your people have suffered long, and it is the deepsong that has sustained them through their trials. The foremost goal of any deepsinger must be to preserve the deepsong, but this does not mean that one should act in a cowardly or selfish manner. The best way to preserve the deepsong is to find deepsingers of other pods and share your knowledge, so that all the deepsongs each of you has gathered may live on in more hearts, weaving the threads of your individual pods into a tapestry of your people's history. While you journey, you may also wish to keep an ear open for resources or locations your pod can make use of in its restoration. Remember that while revenge may be sweet, rebirth is even sweeter.
Combat: Like many bards, your most potent weapon is your bardic music. Your deepsongs are most effective in the sea, and the song of the shallows will let you easily lead land-dwelling adventurers under the water, but even on land your songs are just as potent as any bard's. With your race's increased physical strength and powerful bite, you're especially well-equipped to lead from the front, using music to strengthen yourself and your allies before closing in to melee.
Advancement: Because your bardic music and deepsong are your primary resources, you'll probably be best served focusing on classes that continue to advance bardic music. Continuing as a bard is an obvious option, but the virtuoso (Complete Adventurer) and warchanter (Complete Warrior) are both strong possibilities. The virtuoso trades off combat ability for even more music options, while the warchanter will strengthen your melee and music abilities at the cost of magical advancement and steeper feat requirements.
Resources: Any darfellan community will respect and honor a deepsinger. While the support of scattered pods of impoverished nomads may not be worth much financially, they can offer shelter, guidance, and valuable information about their area.

Deepsingers In The World
"Darfellan? They're the dolphin-guys, right? Good folks, kind of mopey, hate sahuagin? So why are they singing?"

Most land-dwellers have never heard of darfellan unless they live in a coastal city. Sailors and shoredwellers may have heard of you, but will tend to think of darfellan as uneducated but fierce sailors and warriors. If anyone you meet above the surface is aware of the existence of deepsingers, it will be as a sort of barbarian shaman whose ability to control water currents is valuable to a ship's captain. There's not enough time to educate them all, and frankly you've got bigger things to worry about; your friends and allies will learn to respect your knowledge and power, and that will probably have to be enough.
Aquatic races are more likely to know something about the darfellan, at least enough to be aware of their bardic tradition and the existence of the deepsong. They are likely to accord you at least some of the respect they would give a bard or sage, although the darfellans' reputation as somewhat backwards hunters may still precede you among the more urbane sea-dwellers. That said, nobody underwater likes the sahuagin except other sahuagin, and so your race's reputation as their fierce enemies is likely to earn you at least some points among the other races of the sea - either in respect or pity, depending on what stories the other party has heard.

Daily Life: The daily life of a deepsinger, in these dark days, tends to revolve around the deepsong and the pod. You may be seeking out other deepsingers to share your song with, looking for lore to add to and extend your pod's deepsong, or looking for a new homeland for your pod, but whatever your goal is, the deepsong is too great a responsibility to put your personal interests ahead of it. This doesn't mean you won't have personal interests, but one way or another the deepsong and the pod come first.
Notables: Haktikka "Broadback" is a deepsinger little-known outside the ranks of other deepsingers. He has spent the past decades traveling from pod to pod, rebuilding lines of communication between them and spreading the song of the Dweller in the Deep so that the pods can more easily come together for their eventual rebirth. Weilalli "Sharp-Eyes", on the other hand, is probably the most famous darfellan among land-dwellers; she has travelled from kingdom to kingdom along the shore, persuading kings and nobles to support an enormous joint effort to drive the sahuagin out of their waters. She claims it is for the protection of her people and the nations involved, but some suspect she is driven more by the need for revenge.
Organizations: There is no formal organization of deepsingers, although they form a loose fraternity; all living deepsingers understand the need to preserve the deepsong, and will share their knowledge with other deepsingers. Some of them serve as leaders or guides to their pods. Others become members of a ship's crew or merchant company, using their songs to facilitate sea travel while taking advantage of the travel opportunities and information networks available to seek out others of their kind or send resources back to the pod.

NPC Reaction
Few land-dwellers have many significant preconceptions about (or, for that matter, much awareness of) darfellans generally, and so you are likely to be taken at more or less face value as a bardic and shamanic figure. Those who do know of darfellans as barbaric warriors may be surprised by the breadth of your knowledge and your magical talents, but that's the worst you're likely to face from them. Evil aquatic races are likely to be wary of you, and sahuagin will hate you, but that's okay - you probably hate them too.

Deepsingers In The Game
The deepsinger provides powerful support to her allies with bardic music. While the song of the shallows and the song of the tides are both potentially very useful and powerful in a naval campaign, they are likely to see limited use in a more "traditional" game. The other deepsongs are more conventional buffs. The song of the sorrows provides powerful but situational defense against certain effects, and the song of the savior can render the deepsinger's party extraordinarily difficult to kill with pure damage, although the deepsinger herself remains more vulnerable. The song of the hunters is probably the most dependent on party composition; with allies who are able to position themselves to take best advantage of it, the song of the hunters can provide a potentially enormous action advantage.
Adaptation: In a setting where the darfellan were not ravaged by the sahuagin, deepsingers could continue to operate as advisors and leaders to a thriving darfellan race. Alternately, with some work the race's deepsong ability could be altered to work with other races that have unusual sonic abilities, such as the desmodu (Monster Manual II) - although the class powers would require considerable adaptation from sea to caves.
Encounters: The first mate of a ship the PCs hire is a deepsinger who guides the ship with his song of the tides. Unknown to the PCs, he is guiding them into sahuagin waters in order to spark an ambush and prompt reprisals from the landbound nations against the sahuagin. He will do his best to help keep the PCs alive, but ultimately the danger is his fault as well.

Changes:

2/5: Clarified Song of the Tides and Song of the Hunters. Added AC and save bonuses to Song of the Savior.

unosarta
2011-01-29, 08:40 PM
The Fleshsinger

http://fc02.deviantart.net/fs15/f/2007/111/9/f/Andrin_Blackflame_by_rosethorn.jpg

In the beginning, Tarmuid created the Illumian by making words come to life, words filled with power, and strength. He fed them into our souls, and he made us. I sing, the words filled with power and strength. I feed them into my soul, and I shape the flesh.

The Fleshsinger applies the concept of the Ritual of the Words To Flesh to create an avatar for the song, out of them selves. Just as Tarmuid made the Illumians out of the humans, the Fleshsinger remakes himself as a song, as the song. The Fleshsingers live pretty much scattered, in many different monasteries and many different locales, but they all sing the song.

The song is a sort of harmonized version of Illumian, but rather than script, they use vocalized impressions, each phonetic symbol becoming a certain pitch in the song.

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

ENTRY REQUIREMENTS
Skills: Perform 10 ranks, Spellcraft 10 ranks
Feats: Words of Creation
Spellcasting: Able to cast 3rd level arcane spells
Special: Bardic music class feature
Race: Illumian

Class Skills
The Fleshsinger's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), 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), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Tumble (Dex), 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|
+0|
+2|Songflesh, Illumian Voice, Song Made Flesh (Countersong)|

2nd|
+1|
+0|
+0|
+3|Song of Aesh|+1 level arcane spellcasting class

3rd|
+1|
+1|
+1|
+3|Songsigils +1, Song Made Flesh (Fascinate)|

4th|
+2|
+1|
+1|
+4|Song of Hoon|+1 level arcane spellcasting class

5th|
+2|
+1|
+1|
+4|Fleshsong Adept, Song Made Flesh (Inspire Competence)|

6th|
+3|
+2|
+2|
+5|Song Made Flesh (Inspire Greatness), Songsigils +2|+1 level arcane spellcasting class

7th|
+3|
+2|
+2|
+5|Song of Krau, Song Made Flesh (Song of Freedom)|

8th|
+4|
+2|
+2|
+6|Song of Naen|+1 level arcane spellcasting class

9th|
+4|
+3|
+3|
+6|Song of Uur, Songsigils +3, Song Made Flesh (Inspire Heroics)|

10th|
+5|
+3|
+3|
+7|Song of Vaul, Song Made Flesh (two songs)|+1 level arcane spellcasting class[/table]

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

Songflesh (Su): The Fleshsinger may take upon the aspects of any song they play. Until she stops playing the song, she gains a benefit depending on the song being played. She may only use this ability once per song, and activating it requires a swift action. While under the effects of this ability, the bard may maintain the song as a swift action.

Countersong
The Fleshsinger gains increased magical capacity and ability, able to cut short sonic effects and attacks, and using the words of the song itself, cut the magic short.
The Fleshsinger gains a +4 bonus to all saves against magical effects, spell-like abilities, and supernatural abilities.
The Fleshsinger may cast Dispel Magic as a standard action, with a caster level equal to her hit dice. After using this ability, the Fleshsinger must wait 3 rounds before using it again.
The Fleshsinger may convert any spell slot or spell effect that affects her person or that she possesses into healing, healing herself for a number of hitpoints equal to 2d6 per spell level of the spell affecting her, as a full-round action. She may only affect beneficial spell effects in this way.


Fascinate
The Fleshsinger becomes infinitely alluring, her song luring passersby in, and making her enemies stop in their tracks.
The Fleshsinger gains a +3 bonus to all Charisma based skill checks.
The Fleshsinger may cast Charm Person as a standard action, with a caster level equal to her hit dice, at will.
During the Fascination, creatures affected take a -4 penalty to all Will saves, and automatically becomes indifferent towards the bard, if they were hostile or unfriendly before.


Inspire Courage
The Fleshsinger becomes the epitome of bravery, able to face great dangers and shrug them off without harm.
The Fleshsinger gains a +4 bonus to attack and damage rolls. This stacks with the bonus from Inspire Courage.
The Fleshsinger may smite an opponent as a standard action for a single attack, gaining a bonus to the attack roll equal to the Fleshsinger’s Charisma modifier, and dealing an extra 1d6 damage per Fleshsinger level she possesses. After using this ability, the Fleshsinger must wait 3 rounds before using it again.
The Fleshsinger gains fast healing equal to one half of their Fleshsinger levels, rounded down (minimum 1). They also become immune to fear and fear effects.


Inspire Competence
The Fleshsinger becomes inspiring beyond all belief, able to push allies into doing amazing feats of ability.
When the Fleshsinger attempts an Aid Another check, she gains a +4 bonus to the check, and gives the person being aided an additional +4 competency bonus.
As a standard action, the Fleshsinger may allow allies to take ten on a skill check, even under duress, that the Fleshsinger is inspiring competency towards, for three rounds. After using that duration is over, the Fleshsinger must wait 2 rounds before using this ability again. Only one person may be affected in this way.
During the Song, the Fleshsinger may use the skill to which they are inspiring competence untrained, and gain a +3 bonus to it.


Inspire Greatness
The Fleshsinger becomes a powerful warrior, capable of killing with a single blow, and gaining great accuracy.
The Fleshsinger’s base attack bonus becomes equal to his hit dice, and she gains the equivalent extra attacks.
As a standard action, the Fleshsinger may make a single attack against every opponent within melee range at her highest attack bonus. She must wait 3 rounds before using this ability again.
The Fleshsinger gains Damage Reduction equal to her Fleshsinger levels, and a +4 competency bonus to her armor class.


Song of Freedom
The Fleshsinger’s form become especially fluid, and her image wavers and flickers.
The Fleshsinger gains a 20% miss chance.
As a standard action, the Fleshsinger may treat herself as if under the effects of the Freedom of Movement spell for one affect affecting her.
The Fleshsinger gains a bonus to Escape Artist checks equal to one half of her Fleshsinger levels.


Inspire Heroics
The Fleshsinger’s visage becomes as that of a great leader, fearless and proud.
The Fleshsinger’s allies within 30 feet add one half of the Fleshsinger’s Charisma modifier to all saves and Armor Class.
As a standard action, the Fleshsinger may give an ally within 30 feet an extra standard action. The Fleshsinger may not affect herself in this way. After using this ability, the Fleshsinger must wait 3 rounds before using it again.
As a move action, the Fleshsinger may remove a fear effect that affects one of his allies within 30 feet. After using this ability, he must wait 2 rounds before using it again.


Illumian Voice: The Fleshsinger progresses bardic music uses, and bardic music effects as if they had gained a bard level for each Fleshsinger level they possess.

Song Made Flesh (Su): The Fleshsinger may summon an avatar of a song that they are singing as a full round action. The avatar appears anywhere within 30 feet of the Fleshsinger, and is fully under the Fleshsinger's control. The avatar lasts for a number of rounds equal to the Fleshsinger’s Charisma modifier, with a maximum number of rounds equal to the Fleshsinger’s Fleshsinger levels. The Fleshsinger may only use this ability once per encounter, or once per hour, if not in combat. When the avatar is summoned, it being the full representation of its song, grants all of the Fleshsinger's allies the benefits of the song, as long as they are in range as if the Fleshsinger were playing said song, but it gains no benefit from it. While an avatar is summoned, the Fleshsinger may not cast spells or play songs. Starting at tenth level, the Fleshsinger may summon two avatars of song, but those avatars share the same set of actions (standard, move, swift/immediate, free). The Fleshsinger is able to summon an Avatar based on the level of Fleshsinger that they possess. At first level, the Fleshsinger may summon Countersong. At third level, they gain access to Fascinate, at fifth level they gain access to Inspire Competence, at sixth level they gain access to Inspire Greatness, at seventh they gain access to Song of Freedom, and at ninth they gain access to Inspire Heroics.

Song of Aesh: Starting at second level, the Fleshsinger may, as a standard action spend a Bardic Music attempt, and play the Song of Vigor. For the duration of the song, all allies within 30 feet gain a bonus to their Strength score equal to the Fleshsinger’s Charisma modifier. This bonus may not be a number larger than the Fleshsinger’s Fleshsinger levels. The duration that the Fleshsinger may play is only 3 rounds long, but any time an ally affected by this song succeeds on a Strength check, a strength based skill check, or adds their strength modifier to a roll and succeeds, the duration that the Fleshsinger may play increases by one round.

Spellcasting: Starting at second level, and every other level thereafter, the Fleshsinger gain new spells per day and increase in caster level (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a Fleshsinger, she must decide which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Songsigils (Su): Starting at third level, the Sigils that surround the Fleshsinger’s head turn into a sort of floating song. The runes convert into a soft light that surrounds the Fleshsinger’s head, and softly sing. This effectively ruins any attempt by the Fleshsinger to use the Move silently skill, making any attempt to use the Move Silently skill automatically fail, but the Fleshsinger may turn off the sigils as a swift action. If she does so, she gains no benefit from the sigils. When the sigils are active, the Fleshsinger gains an additional +1 bonus to the sigils that he has. This bonus increases by +1 every three levels thereafter (sixth, and ninth).

Song of Hoon: Starting at fourth level, the Fleshsinger may, as a standard action, spend two Bardic Music attempts, and play the Song of Life. For the duration of the song, all allies within 30 feet gain Regeneration equal to twice the Fleshsinger’s Charisma modifier, that is bypassed by Fire, Cold, and Acid damage, as well as weapons forged out of cold iron. The song lasts until the end of the encounter.

Fleshsong Adept: Starting at fifth level, the Fleshsinger may take upon the aspects of a song even while not playing it. She activates the aspect as a standard action, but may only remain in that form for a minute at most. After the aspect fades, the Fleshsinger must wait 5 rounds before taking on an aspect again.

Song of Krau: Starting at seventh level, the Fleshsinger may, as a standard action, spend two Bardic Music attempts, and play the Song of Magic. For the duration of the song, all allies within 30 feet gain a increase to their caster level equal to on half of the Fleshsinger’s Charisma modifier. This bonus may never be a number higher than one half of the Fleshsinger levels the Fleshsinger possesses. The duration that the Fleshsinger may play is only 3 rounds long, but any time an ally affected by the song casts a spell, the duration that the Fleshsinger may play increases by 1 round.

Song of Naen: Starting at eighth level, the Fleshsinger may, as a standard action, spend a Bardic Music attempt, and play the Song of Mind. For the duration of the song, all allies within 30 feet gain a bonus to their Intelligence score equal to the Fleshsinger’s Charisma modifier. This bonus may not be a number larger than the Fleshsinger’s Fleshsinger levels. The duration that the Fleshsinger may play is only 3 rounds long, but any time an ally affected by the song succeeds on an Intelligence check, an Intelligence based skill check, or adds their Intelligence modifier to a roll and succeeds, the duration the Fleshsinger may play increases by 1 round.

Song of Uur: Starting at ninth level, the Fleshsinger may, as a standard action, spend a Bardic Music attempt, and play the Song of Grace. For the duration of the Song, all allies within 30 feet gain a bonus to their Dexterity score equal to the Fleshsinger’s Charisma modifier. This bonus may not be a number larger than the Fleshsinger’s Fleshsinger levels. The duration that the Fleshsinger may play is only 3 rounds long, but any time an ally affected by the song succeeds on a Dexterity check, a Dexterity based skill check, or adds their Dexterity modifier to a roll and succeeds, the duration the Fleshsinger may play increases by one round.

Song of Vaul: Starting at tenth level, the Fleshsinger may, as a standard action, spend a Bardic Music attempt, and play the Song of Soul. For the duration of the Song, all allies within 30 feet gain a bonus to their Charisma score equal to the Fleshsinger’s Charisma modifier. This bonus may not be a number larger than the Fleshsinger’s Fleshsinger levels. The Fleshsinger may not be affected by the song. The duration that the Fleshsinger may play is only 3 rounds long, but any time an ally affected by the song succeeds on a Charisma check, a Charisma based skill check, or adds their Charisma modifier to a roll and succeeds, the duration the Fleshsinger may play increases by one round.




PLAYING A FLESHSINGER
Fleshsingers, like many bards, are primarily a support class. They use their music to help and heal. They are also, through the use of various songs and the Songflesh ability, able to be relatively able combatants.
Combat: Combat usually starts with either spell buffs, or if they were already done before combat, a song. The Fleshsinger probably would start out with something like Inspire Courage, use Songflesh, and then start attacking the opponent. If the Fleshsinger has access to it, she might also use another combat oriented song and then use Songflesh. As soon as the Fleshsinger hits sixth level, though, he or she would probably summon a Song, and then either use a different one, since the Song keeps the song it is playing going, or use her other songs gained through this class. If the party members start getting low on health, Song of Hoon is a very useful ability, and the other Songs are helpful if the Fleshsinger’s allies have a more predominantly useful ability score.
Advancement: The possibilities for classes after the Fleshsinger class are vast. One could go to bardic classes, such as the Seeker of the Song, the Virtuoso, or any other bardic themed Prestige class. One could also take extra levels of bard, although that isn’t necessarily as effective as it could be.
Resources: The Fleshsinger’s main resources are those provided by her monastery, the Fleshsingers themselves not being a true organization, and are not really very organized. .

FLESHSINGERS IN THE WORLD
Her eyes. Oh her eyes. They changed. They changed, my son. Her face, it was... terrible. Terrifying. I could see it... the song. It flowed, twisted, and flew from my lips. My shuddering lips. She sang that song, into my soul. Into her soul. And she changed.

Fleshsingers persevere in the world, mostly because not necessarily very many of them travel throughout the world. Many, if not most, stay in monasteries and temples, with other Illumians, so relatively few are actually subjected to any danger.
Daily Life: Most Fleshsingers live in temples or monasteries, and those that do adventure spent at least some of their time in a monastery, and they take much of their practices from that lifestyle, including an hour or so of meditation and self reflection.
Notables: Two of the most famous Fleshsingers are Tele’ara Aeshoon, Singer of the Forgotten Monastery, and Sifsiki Uurnaen, Poet of the Wastes. They were married, long ago, but they ended the marriage after they had a huge battle, and realized that after the death of their child they could just no longer stay together.
Organizations: Any bardic college would probably allow a Fleshsinger into their ranks, and monasteries that house Illumians all over the world hold Fleshsingers. The House of Song, a monastery far to the north, holds only Illumian Fleshsingers, and it is said that that is where the Song of Song Made Flesh first was sung.

NPC Reaction
Most NPCs do not see the abilities of the Fleshsingers unless they are in direct combat, or the situation is dire, so very few actually know that a Fleshsinger is anything more than an Illumian bard, even with their stranger than normal sigils.

FLESHSINGERS IN THE GAME
The Fleshsinger tends to lack the versatility of higher tier classes, but it does have more power than normal bards, although less than it would be, with only half casting. Once the Fleshsinger gets Song Made Flesh, the powerlevel starts to rise significantly, since Song Made Flesh pretty much provides another character, with some pretty significant skills.
Adaptation: The Fleshsinger isn’t necessarily campaign specific, but it would be hard to actually change the racial and crunch parameters, and the fluff is relatively attached to the abilities of the class.
Encounters: Encounters that the party would face with a Fleshsinger would be different depending on the Fleshsinger’s alignment. For instance, many good Fleshsingers that adventure play in the streets in their spare time, in order to feel the rhythm of the people. The plays could meet them there. But for evil Fleshsingers, using their abilities for personal gain is the norm, and the players are more likely to find combat related encounters.

Avatars of the Song

Countersong

Countersong
Medium Humanoid (Song)
HD 12d8+24 (78 hp)
Speed 30 ft. (6 squares)
Init: +6
AC 16; touch 16; flat-footed 10 (+2 Dex, +4 Int)
BAB +9; Grp +10
Attack Touch +11 melee touch (1d6 Intelligence damage)
Full-Attack Touch +11 melee touch (1d6 Intelligence damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Gibbering Touch, Countersong
Special Qualities Made of Song
Saves Fort +5 Ref +5 Will +11
Abilities Str 12, Dex 14, Con 14, Int 18, Wis 16, Cha 10
Skills Knowledge (Arcana, The Planes) +22, Spellcraft +22, Spot +18, Listen +18, Perform (Song) +18, Craft (Songwriting) +19, Bluff +15, Disguise +15, Use Magic Device +15
Feats Skill Focus (Knowledge [Arcana]), Skill Focus (Knowledge [The Planes]), Improved Initiative, Skill Focus (Perform), Skill Focus (Spellcraft)
Alignment As the Fleshsinger

Combat

Gibbering Touch (Su): As a standard action, the Countersong may, as a touch attack, deal 1d6 Intelligence damage. This damage may not reduce the target to less than 2 Intelligence, although other Intelligence damage later applied may do so. Creatures reduced to 2 Intelligence in this way turn into a gibbering wreck, and become unable to move or take any actions in any way until their Intelligence damage is healed. They are also immune to Mind affecting abilities while at 2 Intelligence.

Countersong: While the Countersong is in existence, it may, every round make a Perform check, with the Fleshsinger’s Perform modifiers.. Any creature within 30 feet of the song (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves.

Made of Song: The Countersong is immune to sonic effects and mind affecting abilities. It may also add its Intelligence modifier to its armor class as a deflection bonus.



Fascinate

Fascinate
Medium Humanoid (Song)
HD 12d8+12 (66 hp)
Speed 30 ft. (6 squares)
Init: +3
AC 17; touch 17; flat-footed 10 (+3 Dex, +4 Cha)
BAB +9; Grp +9
Attack Lovebow +12 ranged (1d4 minutes charmed)
Full-Attack Lovebow +12/+7 ranged (1d4 minutes charmed)
Space 5 ft.; Reach 5 ft.
Special Attacks Blinding Beauty, Lovebow
Special Qualities Made of Song
Saves Fort +4 Ref +6 Will +10
Abilities Str 10, Dex 16, Con 12, Int 14, Wis 14, Cha 18
Skills Perform (Dance) +19, Bluff +19, Diplomacy +19, Intimidate +19, Use Magic Device +19, Disguise +19, Handle Animal +19, Heal +17
Feats Skill Focus (Perform), Skill Focus (Diplomacy), Skill Focus (Bluff), Skill Focus (Use Magic Device), Skill Focus (Heal)
Alignment As the Fleshsinger

Combat

Blinding Beauty (Su): Those who look directly at Fascinate must succeed on a DC 20 Fortitude save or be blinded for 2d4 minutes as though by the blindness spell. Fascinate can suppress or resume this ability as a free action.
The save DC is Charisma-based.

Lovebow (Su): Fascinate can form a bow out of pure attraction. As a free action, Fascinate can form a bow and twenty arrows. Any arrows shot out of the bow force the target to make a will save (DC 20), or be charmed for 1d4 minutes. This save is Charisma based.

Made of Song: Fascinate is immune to sonic effects and mind affecting abilities. It may also add its Charisma modifier to its armor class as a deflection bonus.



Inspire Courage

Inspire Courage
Medium Humanoid (Song)
HD 14d8+42 (105 hp)
Speed 40 ft. (8 squares); Fly 30 feet (poor)
Init: +6
AC 14; touch 11; flat-footed 13 (+1 Dex, +3 Con)
BAB +14; Grp +18
Attack Warmace +20 melee (1d8+10+3d6 fire damage)
Full-Attack Warmace +20/+15 melee (1d8+10+3d6 fire damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Warmace
Special Qualities Made of Song, Wings of Fire
Saves Fort +12 Ref +5 Will +7
Abilities Str 18, Dex 12, Con 16, Int 10, Wis 16, Cha 14
Skills Intimidate +19, Listen +20, Spot +20, Jump +21, Concentration +20, Climb +21
Feats Power Attack, Improved Initiative, Improved Bull-Rush, Shocktrooper, Brutal Strike
Alignment As the Fleshsinger

Combat

Warmace: Inspire Courage may create a mace from pure fire, which burns away fear. The mace counts as a +2 weapon, and deals an additional 3d6 fire damage to opponents. The mace deals bludgeoning damage. The mace unforms when it leaves Inspire Courage’s possession, and Inspire Courage may reform it as a free action.

Wings of Fire (Su): Inspire Courage possesses great wings of fire that purify and cleanse. All allies within 30 feet gain a +3 bonus to saves made against fear effects. All attacks made against Inspire Courage cause the attacker to take 1d6 fire damage. Inspire Courage also gains a fly speed of thirty feet, with a maneuverability of good.

Made of Song: Inspire Courage is immune to sonic effects and mind affecting abilities. It may also add its Constitution modifier to its armor class as a deflection bonus.



Inspire Competence

Inspire Competence
Medium Humanoid (Song)
HD 15d8 (71 hp)
Speed 30 ft. (6 squares)
Init: +2
AC 16; touch 16; flat-footed 10 (+2 Dex, +4 Intelligence)
BAB +11; Grp +12
Attack Touch of Knowledge +13 melee touch (Knowledge check damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Knowledge is Power
Special Qualities Made of Song, Omni-Competent
Saves Fort +5 Ref +9 Will +5
Abilities Str 12, Dex 14, Con 10, Int 18, Wis 16, Cha 14
Skills Knowledge (Arcana, Architecture, Dungeoneering, Geography, History, Local, Nature, Nobility, Religion, the Planes) +22
Feats Knowledge Devotion, Skill Focus, Skill Focus, Skill Focus, Skill Focus, Skill Focus
Alignment As the Fleshsinger

Combat

Knowledge is Power (Su): Inspire Competence may, as a standard action and with a melee touch attack, make a Knowledge check (type dependent on the creature against which this abilities is used) and deal an amount of damage equal to the roll plus its ranks in the skill, plus its Intelligence modifier, plus a bonus gained from Skill Focus, if applicable. Inspire Competence may gain no other bonuses to this roll. It deals that amount as damage to the touched target.

Omni-Competent: Inspire Competence always counts as having half ranks in a skill, and may use any skill untrained. It may change any Skill Focus feats that it possesses to any skill it wishes as a swift action that changes the skill of all of the feats. On being summoned, the Fleshsinger may choose which skills the feats are keyed to. In addition, Inspire Competence may add its intelligence modifier to any skill check it makes.

Made of Song: Inspire Competence is immune to sonic effects and mind affecting abilities. It may also add its Intelligence modifier to its armor class as a deflection bonus.



Inspire Greatness

Inspire Greatness
Large Humanoid (Song)
HD 17d8+34 (114 hp)
Speed 40 ft. (8 squares)
Init: +7
AC 17; touch 17; flat-footed 10 (+3 Dex, +2 Cha, +2 Wis)
BAB +17; Grp +20
Attack Lance +23 melee (2d6+7+3d6 cold damage, x4)
Full-Attack Lance +23/+18/+13/+8 melee (2d6+7+3d6 cold damage, x4)
Space 10 ft.; Reach 10 ft.
Special Attacks Maneuvers, Heavenly Lance
Special Qualities Made of Song, DR 15/--
Saves Fort +12 Ref +8 Will +7
Abilities Str 16, Dex 16, Con 14, Int 12, Wis 14, Cha 14
Skills Diplomacy +22, Sense Motive +22, Climb +23, Jump +26, Knowledge (Nobility and Royalty) +21, Heal +22, Concentration +25
Feats Power Attack, Improved Initiative, Blindfight, Hold the Line, Skill Focus (Concentration), Skill Focus (Jump)
Alignment As the Fleshsinger

Combat

Heavenly Lance: Inspire Greatness may form a heavenly lance with a free action. It deals 2d6 base damage, counts as having a +3 enhancement bonus, and deals an additional 3d6 cold damage. If the lance ever leaves Inspire Greatness’ possesses, it instantly unforms, and Inspire Greatness may reform it again as a free action.

Maneuvers: Inspire Greatness may initiate martial maneuvers as a martial initiator of his hit dice as a warblade. He recovers in the same way, and knows the following maneuvers:
1st; Moment of Perfect Mind, Steel Wind, Steely Strike, Sudden Leap, Charging Minotaur.
2nd; Emerald Razor, Wall of Blades, Action Before Though, Rabid Wolf Strike.
3rd; Iron Heart Surge, Insightful Strike, Soaring Raptor Strike.
4th; Ruby Nightmare Blade, Death From Above.
5th; Pouncing Charge.

Stances:
Punishing Stance, Tactics of the Wolf, and Press the Advantage.

Made of Song: Inspire Greatness is immune to sonic effects and mind affecting abilities. It may also add its Wisdom and Charisma modifier to its armor class as a deflection bonus.

Alternative, without ToB:

Inspire Greatness
Large Humanoid (Song)
HD 17d8+34 (114 hp)
Speed 40 ft. (8 squares)
Init: +7
AC 17; touch 17; flat-footed 10 (+3 Dex, +2 Cha, +2 Wis)
BAB +17; Grp +20
Attack Lance +23 melee (2d6+7+3d6 cold damage, x4)
Full-Attack Lance +23/+18/+13/+8 melee (2d6+7+3d6 cold damage, x4)
Space 10 ft.; Reach 10 ft.
Special Attacks Smite, Heavenly Lance
Special Qualities Made of Song, DR 15/--
Saves Fort +12 Ref +8 Will +7
Abilities Str 16, Dex 16, Con 14, Int 12, Wis 14, Cha 14
Skills Diplomacy +22, Sense Motive +22, Climb +23, Jump +23, Knowledge (Nobility and Royalty) +21, Heal +22, Concentration +22
Feats Power Attack, Improved Initiative, Blindfight, Hold the Line, Skill Focus (Concentration), Skill Focus (Jump)
Alignment As the Fleshsinger


Combat

Smite: Inspire Greatness may smite as a standard action, making a single melee attack, adding his Wisdom, Charisma, and Intelligence modifiers to the attack roll. He deals an extra amount of damage on the attack equal to his hit dice. Inspire Greatness must wait 3 rounds after using this ability before using it again.

Heavenly Lance: Inspire Greatness may form a heavenly lance with a free action. It deals 2d6 base damage, counts as having a +3 enhancement bonus, and deals an additional 3d6 cold damage. If the lance ever leaves Inspire Greatness’ possesses, it instantly unforms, and Inspire Greatness may reform it again as a free action.

Made of Song: Inspire Greatness is immune to sonic effects and mind affecting abilities. It may also add its Wisdom and Charisma modifier to its armor class as a deflection bonus.





Song of Freedom

Song of Freedom
Small Humanoid (Song)
HD 18d8+18 (102)
Speed 60 ft. (12 squares); Burrow 20, Fly 20 (poor), Swim 20
Init: +4
AC 17; touch 17; flat-footed 10 (+4 Dex, +3 Int)
BAB +13; Grp +13
Attack Dagger +23 melee (1d6+10)
Full-Attack Dagger +23/18 melee (1d6+10)
Space 5 ft.; Reach 5 ft.
Special Attacks Daggersong, Sneak Attack +6d6
Special Qualities Made of Song, Liberty
Saves Fort +6 Ref +11 Will +6
Abilities Str 12, Dex 18, Con 12, Int 16, Wis 16, Cha 10
Skills Escape Artist +28, Hide +28, Move Silently +28, Open Lock +25, Balance +28, Tumble +28, Disable Device +25, Sleight of Hand +28, Ride +25
Feats Weapon Finesse, Skill Focus (Hide), Skill Focus (Move Silently), Skill Focus (Tumble), Skill Focus (Escape Artist), Skill Focus (Balance), Skill Focus (Sleight of Hand)
Alignment As the Fleshsinger

Combat

Daggersong: Song of Freedom may create daggers out of song as a free action, forming them in its hands. The daggers have a base 1d6 damage, and have the equivalent of a +5 enhancement bonus. Song of Freedom may add its Dexterity modifier to damage, and the dagger deals an additional 3d6 damage when used with sneak attacks. If the daggers leave Song of Freedom’s possession, they automatically unform. Song of Freedom may reform them as a free action.

Sneak Attack: As the rogue ability.

Liberty: Song of Freedom is constantly affected by the Freedom of Movement spell, and may suppress the effect or reactivate it as a free action.

Made of Song: Song of Freedom is immune to sonic effects and mind affecting abilities. It may also add its Intelligence modifier to its armor class as a deflection bonus.




Inspire Heroics

Inspire Heroics
Large Humanoid (Song)
HD 21d8+63 (182 hp)
Speed 40 ft. (8 squares)
Init: +2
AC 18; touch 15; flat-footed 13 (+2 Dex, +3 Con, +3 Cha)
BAB +21; Grp +26
Attack Sword +30 melee (2d6+9+3d6 electricity damage)
Full-Attack Sword +30/+25/+20/+15 melee (2d6+9+3d6 electricity damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Lightning Sword, Lightning Strike
Special Qualities Made of Song, Thunderous
Saves Fort +15 Ref +9 Will +9
Abilities Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 16
Skills Tumble +26, Survival +24, Perform (Wardance) +27, Gather Information +27, Search +24, Knowledge (local) +24
Feats Run, Endurance, Die Hard, Improved Initiative, Power Attack, Improved Tougness, Iron Will
Alignment As the Fleshsinger

Combat

Lightning Sword: As a free action, Inspire Heroics may create a sword of lightning, great, terrible, and crackling with energy. It deals a base 2d6 damage, and counts a +5 weapon, and deals an extra 3d6 electricity damage. If it leaves possession of Inspire Heroics, it automatically unforms. Inspire Heroics may reform it again as a free action.

Lightning Strike (Su): As a standard action, Inspire Heroics may make a melee attack against a single opponent. If it hits, all opponents within 20 feet of the target hit take the same amount of damage the target took as electricity damage. They may make a reflex save (DC 23) for half damage. The save is Charisma based. After using this ability, Inspire Heroics must wait 4 rounds before using it again.

Thunderous (Su): Every time Inspire Heroics is hit by a melee attack, the attacker takes 2d6 electricity damage, and must make a Fortitude save (DC 23) or be deafened. This save is Charisma based.

Made of Song: Inspire Heroics is immune to sonic effects and mind affecting abilities. It may also add its Charisma and Constitution modifiers to its armor class as a deflection bonus.

Lord_Gareth
2011-01-29, 09:34 PM
Fiend-Blood Reconciler

http://i1005.photobucket.com/albums/af177/legionmedals/Ranks/red_death.jpg
A Fiend-Blood Reconciler prepares for battle.

"As much as I regret quoting my father, this is going to hurt you a lot more than it is going to hurt me."

- Kylan Half-Blood, a Fiend-Blood Reconciler, before laying down the law on a pack of muggers.

Tieflings have not had an easy hand dealt to them; their fiendish heritage damns them by association, forcing them to slink through the world with mistrust or even outright condemnation. As they grow more powerful, celestials may begin to hunt them down for the taint of their heritage, and even if they embrace their taint, a tiefling's evil relations are unlikely to offer them any respect or deference whatsoever. Nowhere to turn to. Nowhere to run.

Fiend-Blood Reconcilers are those tieflings that refuse to let their nature condemn them. Instead, they seek out methods of awakening both halves of their blood and embracing their place between the Prime Material and the Lower Planes. By mixing the magical prowess of their fiendish heritage and the limitless potential of their mortal blood, they transcend the limitations of both and reach for infinity.

Becoming a Fiend-Blood Reconciler
Most Fiend-Blood Reconcilers awaken their own blood; many of them are manifesters or spell-casters, but such things are not actually required. Sometimes, a tiefling totally unaware of other Fiend-Blood Reconcilers can manifest the powers seemingly by accident, though these cases are relatively rare.

Entry Requirements
Race: Tiefling
Alignment: Any but true neutral.
Base Attack Bonus: +4
Skills: Knowledge (The Planes) 6 ranks
Feats: Skill Focus (Bluff, Hide, or Knowledge (The Planes)) and either one or more metamagic feats OR one or more fighter bonus feats OR at least three general feats

Class Skills
Fiend-Blood Reconcilers add Bluff, Hide, and Knowledge (The Planes) to the list of class skills from one of their previous classes, chosen upon taking their first Fiend-Blood Reconciler level; that class's skills are considered class skills for the character's Fiend-Blood Reconciler levels.
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|
+0|
+0|
+2|
+2|Quickened Blood (Resistances), Power of Mortality

2nd|
+1|
+0|
+3|
+3|Fiendish Seduction

3rd|
+2|
+1|
+3|
+3|Quickened Blood (Fiend Sight), Fiendish Strikes

4th|
+3|
+1|
+4|
+4|Malevolence

5th|
+3|
+1|
+4|
+4|Quickened Blood (Damage Reduction), Glory of Mortality

6th|
+4|
+2|
+5|
+5|Blush of Youth

7th|
+5|
+2|
+5|
+5|Quickened Blood (Spell Resistance), Telepathy

8th|
+6/+1|
+2|
+6|
+6|Twin-Blood Aegis

9th|
+6/+1|
+3|
+6|
+6|Quickened Blood (Wings), Triumph of Mortality

10th|
+7/+2|
+3|
+7|
+7|Twin-Blood Serenity[/table]

Weapon Proficiencies: Fiend-Blood Reconcilers gain proficiency in all simple and martial weapons, as well as light armor.

Quickened Blood (Ex): As the Fiend-Blood Reconciler awakens his fiendish blood and begins to harness its power, he can awaken greater inherent properties within it than most tieflings would have dreamed possible. At first level, the Fiend-Blood Reconciler adds (1/2 his class level + his charisma modifier) to his cold, electricity and fire resistances (minimum bonus of +1).

At third level, the Fiend-Blood Reconciler's darkvision extends out to 120 feet, and he may see through even magical darkness without any loss of color or perception. The Fiend-Blood Reconciler can, in fact, function just fine with no light at all.

At fifth level, the Fiend-Blood Reconciler gains Damage Reduction X/Cold Iron or Silver, where X is equal to his class level plus his constitution modifier.

At seventh level, the Fiend-Blood Reconciler gains Spell Resistance equal to 15 + his class level.

Finally, at ninth level, the Fiend-Blood Reconciler sprouts large wings from his shoulder blades (these wings may have any appearance the player wishes, though they tend towards either bat-like or black-feathered), granting him a 60 foot fly speed with Good maneuverability.

Power of Mortality (Ex): Mortals are, above all things, adaptable, and the Fiend-Blood Reconciler draws that adaptability from the mortal part of his lineage, allowing him to continue his previous training while he walks this new path. At first level and every odd-numbered level thereafter, the Fiend-Blood Reconciler gains class features (including spellcasting ability) and an increase in effective level as if he had also gained a level in a base class to which he belonged before taking levels in Fiend-Blood Reconciler. He does not, however, gain the benefit of his previous class's hit dice, attack progression, skill points or saving throws. If he had more than one class before becoming a Fiend-Blood Reconciler, he must choose which class to each level for the purposes of determining features.

Fiendish Seduction (Sp): At second level, the Fiend-Blood Reconciler gains the ability to use charm person at will as a spell-like ability; the save DC is based on the Fiend-Blood Reconciler's charisma modifier.

Fiendish Strikes (Su): At third level, the Fiend-Blood Reconciler's natural attacks (as well as any weapons and/or spells he attacks with) are considered cold iron, evil, magic and silver for the purposes of overcoming damage reduction. Additionally, he ignores an amount of his enemies' energy resistance equal to his intelligence modifier.

Malevolence (Ps): Starting at fourth level, the Fiend-Blood Reconciler may manifest the malice of his heritage as an ego whip usable once per day as a psi-like ability.

Glory of Mortality (Ex): At times, it can seem as though the entire multiverse revolves around mortals and their kin, and the Fiend-Blood Reconciler can tap into that perception and unveil the full glory of mortality's power; starting at fifth level, the Fiend-Blood Reconciler may turn outsiders up to three times per day as a cleric of 3/4 his character level (rounded up) turns undead.

Glory of Mortality does not stack with any other turning ability the character might possess, and does not count as uses of turn undead for the purposes of feats, prerequisites, magical items or any other purpose.

Blush of Youth (Ex): At sixth level, the Fiend-Blood Reconciler gains a form of functional immortality; he ceases aging, no longer gaining aging bonuses or penalties, and never dying of old age. Additionally, his eternally youthful body is immune to any ability damage that would be dealt to his strength, dexterity, or constitution (though ability drain still functions against him normally).

Telepathy (Su): At seventh level, the Fiend-Blood Reconciler masters the most standard form of communication amongst outsiders; he gains the ability to communicate telepathically with any creature within 100 feet that has a language.

Twin-Blood Aegis (Su): A Fiend-Blood Reconciler learns to channel his twin bloodlines into an aura that helps shield him from the assaults and machinations of his kind; starting at eighth level, the Fiend-Blood Reconciler gains a +8 deflection bonus to armor class, as well as a +4 racial bonus to all saving throws, but only with regards to attacks, abilities, powers, and/or spells that originate from humanoids, monstrous humanoids, and/or outsiders.

Triumph of Mortality (Su): A Fiend-Blood Reconciler of ninth level or higher is the inheritor to mortals' dominance of the Prime Material Plane, with all that entails; once per day, the Fiend-Blood Reconciler may designate a single spell or attack with this ability. If the victim of the attack is struck (or fails their saving throw against the spell, if it does not allow an attack roll; spells that use neither an attack roll nor a saving throw may not be modified by this ability) they are affected as though by banishment, as if cast by a sorcerer of the Fiend-Blood Reconciler's character level.

Twin-Blood Serenity (Ex): At tenth level, the Fiend-Blood Reconciler is at harmony with both of his bloodlines, awakening them to their fullest potential. He gains a +2 inherent bonus to both dexterity and intelligence. Furthermore, the Fiend-Blood Reconciler is always treated as a native of whatever plane he is on. Finally, the Fiend-Blood Reconciler's type is treated as humanoid or monstrous humanoid whenever it would be beneficial to him.

Sidebar: Why Extraordinary?
Several supernatural-seeming abilities of this class have been labelled "extraordinary". This has been done quite on purpose. Part of the reason is to represent the greater forces of a mortal-shaped universe recognizing that the Fiend-Blood Reconciler's attempts to embrace and harmonize with their mortality. Partially, it is to represent the "mundanity" of being normal. Mostly, it's to ensure that a simple antimagic field doesn't render the Fiend-Blood Reconciler entirely impotent.

Playing a Fiend-Blood Reconciler
Fiend-Blood Reconcilers gain a slew of passive bonuses that help them proceed through the world with greater confidence; abilities like their spell resistance and wings afford them great mobility and some limited protection against harm. Their spell-like abilities can also grant them a great edge, even in purely social situations, though their inherently dangerous nature makes walking that road ethically murky. Indeed, many Reconcilers spend the rest of their lives attempting to perfect the balancing act that is their very existence, trying to determine where they should lie between mortal virtue and fiendish corruption.
Combat: Fiend-Blood Reconcilers gain a lot of protection in combat, allowing them to recklessly snatch at small opportunities for tactical positioning. Their energy resistances and damage reduction mean that they can be in many area-of-effect attacks or brave environmental hazards without needing to fear for their health, and their wings let them take the fight to even the most mobile enemies. Whenever they can, the Fiend-Blood Reconciler should use their malevolence ability on the weak-minded to eliminate them from the fight, reserving their Triumph of Mortality to deal with dangerous threats like fiends or spellcasters.
Advancement: Following their natural inclinations, many Fiend-Blood Reconcilers advance as rogues, though just as many advance as sorcerers, psions, or even fighters. A surprising number of paladins choose to become Fiend-Blood Reconcilers, seeking to understand the taint in their blood, and many of them continue their knightly training afterwards.
Resources: Fiend-Blood Reconcilers lack any formal organization, and are thus not privy to any special resources that normal adventurers would not be.

Fiend-Blood Reconcilers in the World
"

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.

Fiend-Blood Reconcilers 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.

dyslexicfaser
2011-01-31, 06:32 PM
Black Shag

http://i384.photobucket.com/albums/oo289/dyslexicfaser/moddey%20dhoo/Moddey_Dhoo_by_turbofanatic.jpg
"Those who make friends with the Black Shag sooner or later are gonna get eaten." -- Goblin saying

Black Shags are goblins who have been blessed - some say cursed - by the goblin demi-god Ruthnog. Rothnog, called variously The Lurker In Darkness and The Hungry One, is the least well-known of the goblin pantheon, having no priesthood and no followers. Even many goblins do not know his name, being more inclined to follow the greater diety Magubliyet who rules over goblinkind - in true goblin fashion, abasing themselves to the strongest. Rothnog manifests himself as a massive dog or wolf with glowing red eyes, and so are his blessed known.

Black Shags grow more bestial and powerful with age and by devouring flesh and meat, the more raw the better.

BECOMING A BLACK SHAG


ENTRY REQUIREMENTS
Race: Goblin
HD: 5
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: 2 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Claws of the Lurker, Bloody Feast

2nd|
+2|
+3|
+0|
+0|Pelt of the Beast

3rd|
+3|
+3|
+1|
+1|Teeth for Gnawing, Eyes Like Embers

4th|
+4|
+4|
+1|
+1|Hunter’s Nose, Primal Strength I

5th|
+5|
+4|
+1|
+1|Hidden in the Deep

6th|
+6|
+5|
+2|
+2|Rip and Tear

7th|
+7|
+5|
+2|
+2|Powerful Build

8th|
+8|
+6|
+2|
+2|Primal Strength II

9th|
+9|
+6|
+3|
+3|Hide in Plain Sight

10th|
+10|
+7|
+3|
+3|Black Dog, The Flesh Immortal[/table]

Weapon Proficiencies: None

Claws of the Lurker: A Black Shag is first marked by her nails growing sharper, her hands hairier and rougher. She gains two claw attacks as natural weapons (1d3’s), able to attack with one as a standard action or with both as a full attack action.

Bloody Feast: A Black Shag may devour flesh and meat to recuperate far faster than they otherwise would. For every pound of raw or undercooked meat they eat, they regain a number of hp equal to 1d4+class level.

Eyes Like Embers: At third level a Black Shag gains the distinctive glowing eyes common to the breed. Her Darkvision increases out to 120’ (or by an additional 60’ if they already have Darkvision in excess of 60’). Unfortunately, their eyes shine, adding a -2 modifier to hide checks unless they choose to close their eyes and navigate by some other method.

Pelt of the Beast: A Black Shag swiftly grows hairier and its skin thicker as their transformation progresses. Their Natural Armor bonus increases by +1, and increases by an additional +1 for every two levels after this.

Teeth for Gnawing: A Black Shag’s teeth grow even sharper than the goblin norm, protruding from the mouth like true fangs. She gains a primary bite attack (1d4) to go with her two claw attacks, or she may use her bite as a secondary attack if she prefers to use weapons. If attacking with her bite, a Black Shag may initiate a trip as a free action.

Hunter’s Sense: A Black Shag’s nose is exceptionally sharp, granting them the Scent special ability and the Track feat. In addition, she gains a +2 bonus to her Spot and Listen skills.

Primal Strength The further the Black Shag goes from the goblin norm, the greater her progenitor's ferocious strength emerges. At 4th and again at 8th level, a Black Shag increases strength, dexterity and constitution increase by 1, while decreasing charisma by 1.

Hidden in the Deep: A Black Shag may use the Hide skill when underground or in other areas with lots of stone (mountains, etc.) without needing cover or concealment.

Rip and Tear: A Black Shag who hits with bite and both claw attacks in one turn begins to Rend her victim, dealing an additional 2d8. This damage activates her Bloody Feast ability.

Powerful Build: At 7th level a Black Shag becomes stronger than the goblin norm, gaining Powerful Build. Her natural attacks increase by one step (bite to 1d6 and claws to 1d4).

Hide in Plain Sight: When in her preferred terrain, a Black Shag may hide even while being observed.

Black Dog: A Black Shag who reaches the apex of her transformation may take the form of an enormous black dog with glowing red eyes. She loses her Powerful Build but increases in size up to Large, gaining +12 strength, +4 con and +2 to her natural armor, but -2 to her dexterity, AC and attack. Her bite attack increases by two die (typically from 1d4 to 1d8). In addition, when making a bite attack she may choose to initiate a grapple as a free action that gives no attacks of opportunity. When grappling, she may Rend for 4d8 in place of using her natural weapons. This activates her Bloody Feast ability.

In addition, in her Black Dog form a Black Shag is constantly under the effect of Pass Without Trace.

The Flesh Immortal: A Black Shag of 10th level when using their Bloody Feast ability may instead regress in age by 1d4+class level years instead of healing. If this decreases age enough to reduce an age category, the Black Shag regains their youth’s lost strength and constitution while retaining the experience they gained by their years. Further increase in age category will not further increase wisdom, intelligence and charisma.


PLAYING A BLACK SHAG
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..

BLACK SHAGS 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: Old Red Eyes is a goblin myth, detailing the fall of one of the first goblin kings. But he was a bad king, and the tribe suffered under his leadership. The myth goes that for his pride he was thrown down and driven away by his tribe, to live in the darknes of the deepest caves and tunnels, and surviving on what he could find. That he grew red eyes that burn like fire to see in the darkness like lanterns, and lived like a beast. But Old Red Eyes may not be as gone as all think…
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
Black Shags are most often ostracized from goblin kind, for they share something of Rothnog’s hunger for flesh, even that of other goblins. In fact, a few sources that can be found on Black Shags speak of goblins who prey on their own kind preferentially over other sapients.

Black Shags and their progenitor demi-god are revered by a few of the beast cults that dot the land, but then, humans will worship anything given the opportunity.

cooperflood
2011-02-01, 01:25 PM
HORIZON WATCHER

http://img34.imageshack.us/img34/705/goldmeadowharrierartbys.jpg
It still amazes me how many people underestimate the damage a little stone can do.

Horizon watchers are most often found patrolling the leading edge of a halfling caravan. These elite scouts have developed a special bond with hawk companions that give them both an edge in combat and allow them to spot most enemies before they can cause any trouble. Other than their hawks the most distinctive ability of a horizon watcher is their precocious ability with a sling.

BECOMING A HORIZON WATCHER

Rangers are the most common horizon watchers, but the odd druid has been known to take up the path. Their affinity to nature, particularly the unique ability to bond with an animal make them ideal horizon watchers. Rogues and the rare fighter have on occasion pursued this path but this route involves some unusual multiclassing.

ENTRY REQUIREMENTS
Race: Halfling
Feat: Precise Shot or Rapid Shot
BAB: +5
Special: Hawk or Chordevok Animal Companion

Class Skills
The Horizon Watcher's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (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|
+1|
+2|
+2|
+0|Avian Companion

2nd|
+2|
+3|
+3|
+0|Coordinated Assault

3rd|
+3|
+3|
+3|
+1|Sling Protégé

4th|
+4|
+4|
+4|
+1|Protective Wings

5th|
+5|
+4|
+4|
+1|Distracting Flurry

6th|
+6|
+5|
+5|
+2|Sling Master

7th|
+7|
+5|
+5|
+2|Scatter Blast

8th|
+8|
+6|
+6|
+2|Twin Talons

9th|
+9|
+6|
+6|
+3|Sling Champion

10th|
+10|
+7|
+7|
+3|Superior Coordinated Assault[/table]

Weapon Proficiencies: A horizon watcher does not gain proficiency with any weapons or armor.

Avian Companion (Ex): A horizon watcher adds his class levels +3 to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his hawk or chordevok companion. This ability may not raise his effective druid level higher than his character level.

A horizon watcher's avian companion gains 4 + Int modifier skill points per hit die with a minimum of 4 instead of 2 + Int modifier with a minimum of 1. This bonus is retroactive. They may also consider the following skills as class skills: Hide, Listen, Move Silently, Sleight of Hand, Spot, and Survival. Additionally an avian companion is considered to have a 5ft reach despite being tiny.

Coordinated Assault (Ex:) As a standard action an avian companion may make a melee attack that does no damage, but instead gives you a bonus to damage with ranged weapons equal to your Class Level + Wis modifier until the end of your turn.

Sling Protégé (Ex): A horizon watcher may load a sling as a free action, additionally slings do deal damage as if you were two size categories larger ( 1d6 for small creatures).

Protective Wings (Ex:) As an immediate action when an opponent would attack your avian companion or an ally adjacent to your avian companion you may make a ranged attack. If you deal damage with this attack your avian companion or ally gains a dodge bonus to AC vs attacks by that opponent equal to your dexterity modifier until the end of that opponent's turn.

Distracting Flurry (Ex): As a standard action an avian companion may make a melee attack that does no damage but instead causes the opponent loose DEX to AC, take -4 to Spot/Listen Checks, and can't cast defensively for one round on a successful hit.

Sling Master (Ex): A horizon watcher does X4 damage on a critical with a sling, additionally you may add your wisdom modifier to your armor class vs attacks of opportunity.

Scatter Blast (Ex): When you use the full attack action, you can give up your regular attacks and instead make one ranged attack at your full base attack bonus against each opponent within a 30ft Cone. These attacks don't provoke attacks of opportunity. If your Avian Companion is in the cone it may move its speed as a free action.

Twin Talons (Ex): As an immediate action when an opponent would provoke an attack of opportunity from your avian companion you may make a ranged attack. If both your attack and your avian companion's attack of opportunity hit the opponent's turn immediately ends. (Note: Your avian companion doesn't have to make an attack of opportunity to use this ability.)

Sling Champion (Ex): When attacking with a sling all of a horizon watcher's bonus attacks gained from BAB are made at only a penalty of 5 (20/15/15/15 for a horizon watcher with 20 BAB). Additionally a horizon watcher may move 10ft (or 5ft in difficult terrain) when using the 5ft step action.

Superior Coordinated Assault (Ex): Once per round before a horizon watcher makes an attack he may choose to attempt one of the following shots instead of the dealing damage against a target which he has a bonus to damage from the coordinated assault ability:


Eye Gouge: Target must make a reflex save or become blinded for one round. DC 20 + WIS
Head Shot: Target must make a fortitude save or become confused for one minute. DC 20 + WIS
Overpowering Shot: Target must make a fortitude save or be pushed 5ft per wisdom modifier. DC 20 + WIS

PLAYING A HORIZON WATCHER
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.

The Vorpal Tribble
2011-02-02, 12:37 AM
Foregoer

http://oi55.tinypic.com/qsqpom.jpg
I have temper of an orc, the ears of an okilei, the dreams of the shifter, and the spirit of a human. I am many things and many people, but together they are me. Out of this, chaos is all most see. They don't see the potential. I am beautiful. - Tastes-Of-Raspberries, Foregoer High-Sister

Mongrel, the word itself brings to mind the snarling, mangy dog in the alley. Thus were named these people, an insult to the gratuitous heritage they inherit. Shunned and mocked, chased and killed, it is no wonder that even the most comely of these mixed peoples is under the burden of self-loathing. The only comfort they could gain was being apart of the family of these mongrels. Though they may share no common ancestors, or fifty, they were all brothers and sisters by circumstance and of the mind.

A number however, through random personality, or a mix of traits, grew with a connection to their ancestors. A respect of their heritage and the love it took for the parents to produce the offspring, or the strength of the mother to endure the child of forced coupling. They began to trace their ancestry and draw upon their family tree to discover who these people were in life. Those who had a spark of psi turned their knowledge within and began to grow with the wisdom and experiences of people spanning race, culture and plane. They embrace the best of their parent's people, and shored up the weaknesses.

They became known as the Others of the Foregoing, or more simply, the Foregoers.


Becoming A Foregoer
With the racial self-disgust and mutations, the mongrelfolk rarely succeed in overcoming themselves enough to take any such class but the Society Mind (http://dsp-d20-srd.wikidot.com/society-mind), with the frequent Ardent as well. Their natural wisdom comes to their aid and shores up their other weaknesses, allowing them to discover themselves. Those with a martial bent, or perhaps an ingrained anger at the injustice done them, often become Psychic Warriors. However, Mongrelfolk with even a single level in a psionic class may follow the path of the Foregoers with the Practiced Manifester feat. As such, psionic meld-shapers or barbarian foregoers are also known. Like the mongrelfolk themselves, Foregoers are built by a vast variety of possibilities.

Hit Dice: d8

http://i56.tinypic.com/2qsorgx_th.jpg

Entry Requirements
Race: *Mongrelfolk
Feat: Metamorphic Transfer (http://dndsrd.net/psionicFeats.html#metamorphic-transfer)
Skills: Knowledge (history) 8 ranks
* Races of Destiny, p. 98

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers Known
1st|
+0|
+2|
+0|
+2|Ancestral Memory, Family Traits +0|-

2nd|
+1|
+3|
+0|
+3|Jack Of All Tongues|+1 level of existing manifesting class

3rd|
+2|
+3|
+1|
+3|Improved Diffuse Blood|+1 level of existing manifesting class

4th|
+3|
+4|
+1|
+4|Ego Cleanse +2|+1 level of existing manifesting class

5th|
+3|
+4|
+1|
+4|Family Traits +1, Flesh of My Flesh|-

6th|
+4|
+5|
+2|
+5|Flesh Ghost, Ego Cleanse +4|+1 level of existing manifesting class

7th|
+5|
+5|
+2|
+5|Possessed By the Past|+1 level of existing manifesting class

8th|
+6|
+6|
+2|
+6|Ego Cleanse +6|+1 level of existing manifesting class

9th|
+6|
+6|
+3|
+6|Family Traits +2, Introspection|-

10th|
+7|
+7|
+3|
+7|Allchild|+1 level of existing manifesting class[/table]

Class Skills
The Class Name's class skills (and the key ability for each skill) are All. A Mongrelfolk finds all skills within their grasp, aided by their ancestral link.
Skills Points at Each Level: 4 + int


http://i56.tinypic.com/2qsorgx_th.jpg

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

Weapon Proficiencies: You gain proficiency with all racial specific weapons for which you have the appropriate appendages to wield, such as an orc double-ax or a halfling war-sling. This acts as if having the appropriate Exotic Weapon Proficiency feats.

Powers Known: At every level except 1st, 5th, and 9th a Foregoer gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Foregoer to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a Foregoer, she must decide to which class she adds the new level of Foregoer for the purpose of determining power points per day, powers known, and manifester level.

Ancestral Memory: You tap back into the memories of your ancestors, gleaming hints and pieces of knowledge.

A foregoer may make a special ancestral knowledge check with a bonus equal to her HD + her Wisdom modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
Knowledge of such events and people cannot be gleaned if they are more recent than your age. For example, if you are 30 year old mongrelfolk, you cannot tap memories newer than 30 years as you would not have acquired such memories from your ancestors.
Bardic Knowledge does not stack or interact with Ancestral Memory. Each check must be rolled separately.
They may also at any time expend their psionic focus to cross reference thousands of lives worth of memory flashes and gain a bonus to any Knowledge check equal to their Foregoer level.

Family Traits: Each level of Foregoer you may choose a single living, breeding race with no HD and no Level Adjustment. You are considered that race for the purpose of feats, prestige classes, and all other 'race only' restrictions. When you use your Emulate Race ability it is no longer limited to humanoids, but any race you have chosen through this ability. Every Foregoer must choose a race with the Humanoid (human) descriptor at first level.

Furthermore, each time you gain a level in Foregoer you may choose a single racial trait from the chosen race and retain it permanently. This may be a single spell-like ability from a gnome to the gaining of a raptoran's wings or even a human's extra skill point each level. If a spell-like/psi-like you may use it as many times as the chosen race can. If it grants a bonus to multiple skills, saves etc, you must choose only one. Abilities and feats mentioned as being first-level only are open to the Foregoer as they are reborn in the image of their ancestry. In fact, they take on a strong physical trait of the ancestor's race. A racial bonus to stats is not considered a racial trait, though see below.

You may even choose the same race to gain a secondary racial trait. If you choose the same race three times, consecutively or interspersed through your Foregoer progression, you gain a +1 bonus to any stat that that race has a bonus to in addition to that third racial trait.

At 5th level you may choose a single racial trait from any +1 LA race each level. Total Effective Character Level of the creature cannot exceed half your own.

At 9th level you may choose a single racial trait from any +2 LA race each level. Total ECL of the creature cannot exceed half your own.

DM Note
For Campaigns or settings with a limited amount of races to choose from, consider allowing your players to choose from races that aren't even part of the setting. Those people may be extinct, have evolved to a new form (neanderthal into humans for example), or be explained by the mixed genetics of several races coming together to produce a new effect for all intended purposes. If you have no dragons, but the character wants scales and a breath weapon, perhaps a domovoi (fire) and a were-snake and/or yuan'ti (scales) were part of their heritage a thousand years ago.

Jack Of All Tongues: You gain Jack-Of-All-Trades and Smatterings (RoD) as bonus feats even if you don't meet the requirements.

Improved Diffuse Blood: A Foregoer may choose to be unaffected by any spell or ability that targets a particular race or ignores a particular race. For example a Foregoer would be considered an Elf for the purpose of a Ghoul's paralysis attack.

Ego Cleanse: At fourth level your Charisma score increases by +2 as you stabilize your mixed ancestry and allow the most comely features to flow to the surface. Your score increases by another +2 at 6th level, and then again at 8th level, for a total of +6 to Charisma. This stacks with Family Traits bonuses.

Flesh of My Flesh (Su): At 5th level you add Empathic Transfer and Hungry Touch (Complete Psionic, p. 90) to your list of powers known. You may spend a full round action to manifest either of these powers and take in a sample of the being and incorporate it into your own genetics. You must be physically in contact with the target for the full round. This creature is now considered to be included within your Family Traits ability if it meets the ECL and LA requirements.

You may shape change into this creature as the Metamorphosis power if their HD is equal to or lower than your own (with the subsequent chosen supernatural ability as granted through the Metamorphic Transfer feat). Even if you cannot metamorph into the creature currently due to HD, once you attain the required HD you may metamorph into it. You may stay metamorphed for up to 1 minute/Foregoer level. You do not regain hit points through use of this ability.
Each time you metamorph into a creature, there is a chance your body reacts harmfully to the abrupt change and takes 1d6 points of Constitution burn (http://dndsrd.net/psionic.html#ability-burn). The chance percentage is equal to the racial HD of the creature you metamorphed into, minimum 1, and each time you take a new form the HD stacks.
For instance, if you changed into the form of a Hobgoblin (1 HD) there is a 1% chance that you take Constitution burn (http://dndsrd.net/psionic.html#ability-burn). If you then touched an Ogre (4 HD) there would be a 5% chance. If you then turned into a young bronze dragon (12 HD) there would be a 17% chance of burn. If your time ran out on this dragon and you metamorphed into it a second time, you add its 12 HD a second time as well, for a chance of 29%.

Once you have taken Constitution burn (http://dndsrd.net/psionic.html#ability-burn) through this ability you cannot use the Flesh of My Flesh ability until your burn has healed. You may still metamorph through other abilities and powers.

This chance of ability burn resets after each time you remain in your natural form for 8 hours straight, usually during your resting period, though not limited to.

The DNA and memory of creatures you take in degrade and are lost within 1 hour/PrC level and cannot be used afterward if different than your natural creature type. Otherwise the DNA is permanently retained.

Flesh Ghost (Ex): At 6th level you have learned to speak with the genetic memory of any creature that you have gained through Flesh of my Flesh. This acts as the Psionic Speak With Dead power, ML equal to your HD. You need not share the same language, nor need the being be dead. You can only question each individual genetic memory 1/week, though can question as many separate individual ones as you retain
With your own genetic memory you are considered to be continuously using this ability as reflected in the Ancestral Memory and Jack of All Tongues abilities.

Possessed By the Past (Su): Once per day at 7th level you may allow the personality of any creature you have gained genetic material from to come to the surface when you metamorph through use of Flesh of My Flesh. You become that creature mentally as well as physically, and for the purpose of spells and powers are considered under the Schism power, except you are the secondary personality, and your siphoned personality is the primary. As such, mind-reading powers and abilities only read the primary personality if it fails a save and you make yours. You also are fully aware of your surroundings while this is occurring. At any point you may retake control as a full-round action, your form automatically adjusting to your natural one.

DM Note
You could also potentially allow a player to become possessed by a true ancestor. This ancestor should be of any race chosen through the Family Traits ability. As for what the personality and abilities would be, that should be at your discretion. Cunning players might choose to say they're great-grandfather was a wealthy merchant with access to fleets of ships, and show up to the shock of the company to take control back. Thus encourage your player to write as detailed a family tree as he can as soon as he expresses interest in taking levels in Foregoer.

Introspection (Ex): At 9th level you may cross-reference the inherent memories through all the generations to arrive at a conclusion to a question. This acts as the Hypercognition power 1/day. At tenth level you add Hypercognition to your powers known.

Your tie with thousands of minds allows you to effect even hive-minds and swarms with your abilities if their creature type allows for it. For example, a swarm of bats would normally be immune to mind-affecting effects due to being a swarm, but a Foregoer may treat them as a single creature. An undead or vermin swarm however would still be immune as undead creatures and mindless vermin are immune through type, not through the swarm trait.

Allchild: At 10th level all your heritage combines into a new being who is literally a culmination of the best your past with that which is uniquely you. This grants you the following abilities.

You lose your race and creature type as you basically become all at once, gaining a nameless "Ur-type" of being that is above simple race and type. Since you are considered to be all living types, you no longer reject genetic material captured through use of the Flesh of My Flesh ability and retain it permanently. You do not lose any of your original traits or abilities.
Your new, true form changes to an idyllic version of how you view yourself, though it remains at least vaguely humanoid. You may still shapeshift and metamorph and use all shapechanging abilities, but when you die, or the duration of the ability expires, it is this form you revert to.
You are no longer affected by spells, powers and abilities that targets a particular creature type or ignores a particular type. For example Rangers gain no bonuses from Favored Enemy against you. You also qualify for all feats, PrC's, templates, etc, that may only be taken by a certain creature type. No effect, ability, class or similar can grant you a creature type. As well, Knowledge skills cannot be used to determine your type or gain information about your heritage.
You gain immunity to polymorph, disease and poison.
You may speak and understand all languages as the Tongues and Speak With Animal spell except it is not a spell-like or supernatural ability.



http://i56.tinypic.com/2qsorgx_th.jpg

Playing A Foregoer
You have come to terms and embraced the life of an individual with no true culture, no racial family to call your own. You instead embrace all and leave out none. In each city they feel you are one of theirs as you speak their language and mingle like a native.

You are a cultural polyglot, tapping back to memories so that everywhere you go you feel you have been there before. You are comfortable and experience continuous deja vu amongst peoples you've never even seen before.

You may do this out of respect, or curiosity. An urge to better know yourself. Other Foregoers see it as a path to power, drawing upon the knowledge and ways of warlords, despots, tyrannical rulers and generals in their past. This, coupled with the psionic spark that such introspection begets, makes a formidable individual indeed.

Combat: Many Foregoers are prepossessed of particularly violent races or heritage, and allow their bloody proclivities to erupt outward. More powerful foregoers may even steal away the flesh of their enemies and come to know their weaknesses and strength. The Foregoer gains the strength as well, and pits it against them. Fighting a foregoer is as fighting yourself, except you are but one in the collective crowd ready to mob you.

Advancement: Realizing the potential of your unparalleled ancestry, you will continue to get to know yourself and those that contributed their genetic memories to their own.
Your psionic potential increases as you search every deeper inwards, realizing things about you and those that came before that you never even dreamed.
It is a heady, rewarding search that has no inner limit, though all Foregoers fantasize about coming down to the original spark that ignited all life.

Resources: Foremost, a Foregoer draws from a vast background of internal resources. She is technically an entire nation worth of a information to draw upon all her own. All in all a Foregoer is ultimately self-contained and independent.

However, in her work and wanderings she meets and befriends those of all races and nations, and discovers family that allows her to forge ties of blood.

There is also the Brotherhood and Sisterhood of Others that is even more extensive. Through this gathering of combined internal collections there is next to nothing the order cannot eventually learn or connect with.

Foregoers In the World
She Went Through All the Ceremonies And Defeated All In The Test. She Did Not Look Quite Orc Until We Put The Axe In Her Hand. Then We Saw The Light In Her Eye. SHE WAS ORC! We Accepted Her Into Our Tribe And Named Her Tastes-Of-Raspberries For The Hue Of Her Lips. The Elder Recited To Her The Lineage. She Learned It Word For Word And Showed Him Her Place In The Line. If All The Young Orc Were So Respectful Of Blood We Would Be A Stronger People. - Warlord Teh, Terror of the Frostfell

Few outside the Brotherhood/Sisterhood realize what a Foregoer is, and the rare times they trust another to tell them they hardly understand. To most, they are simply an exotic looking individual interested in the history and genealogy of the area. They spend much of their time in the libraries or speaking with the Elders and midwives, making a detailed account of who beget who. This endears them to many, glad to tell of their family lines and often seeing something familiar in the Foregoer that opens them up to their queries.
Once this curious stranger leaves they are rarely seen again.

Daily Life: Studying graveyards, speaking with historians, and following the birth and death records of clan and city, you set down roots in each one like the family tree you grow within. Piecing bit by bit you trace your line and all its branches, jumping from limb to limb like as might squirrel. With each piece resolved you come a little closer to truly knowing yourself and the accumulated potential that you can tap.

You then dream dreams that are not your own, loving and hating those dead for centuries. They do not touch you though, stand aloof and watching them as a curious bystander watching the documentaries unfold before you. You step in to ask questions and speak with these ghosts, and they tell you of days ancient and obscure.
You then awake to another day. This is your life.

Notables:

Gottlöb, the Gobbler

Like every people, there is at least one who casts a shadow on their history. Such is the one called Gottlöb, later to be known as The Gobbler. His beginnings are all but unknown, except that his birth was but one in a long line of perverted unions and abominable act performed during the frenzy of a cult's religious ceremonies. Even amongst other Mongrelfolk he was to be shunned.

While of no great intellect or beauty, there was a power to him, a sickening inevitability that pervaded all those he met. He would take of you, and you would be glad he left behind the rind. At first, content to simply taste of others and gain their ancestry into himself, he later wished to ingest them whole and fully, to have them in his belly as well as his genes. A cannibal of mind, body and soul he became, relishing it with a raging desire sickening to behold.

Monstrous were his ways, but his cult encouraged it, for with each body he took his power and knowledge grew that they could tap. He was said to be defeated by a holy man and his followers one day, an order dedicated to the destruction of this cult. He did not die it is said, but rose up as an abomination even worse than he was in life. There was a great battle that leveled the city, though none are certain if he was finally defeated, or crept away under a stolen guise, sated for a time but preparing for his next great feast.

Organizations: The Brotherhood/Sisterhood of Others is the height of Mongrelfolk culture who track the lines of their members. They are the keepers of the lineage, entrusted to protect and teach the inner lore.
Those with particularly auspicious or unusual ancestry are given special attention and encouraged all the more towards the path of Foregoing. That is not to say others are not, as even a line of simple farmers and peasants yield surprising knowledge. This knowledge is then used for the good of their members specifically and Mongrelfolk kind in general.
Many elders also encourage the unions of certain Others so as to strengthen a line or add knowledge unknown to it.
It is nearly a religion to some, believing that once certain lines are connected in the far future that all of the world's history will be contained in a single individual who shall become a great power, even a deity, who will lift up the Mongrelfolk from obscurity.

NPC Reaction
Most treat the casual encounter with a Foregoer as simply a meeting with an unusually exotic seeming individual of their own race. However, those that see one in action tend to feel fear and paranoia as they undergo drastic alterations in face and body. Many think them a horrible Doppelganger come to replace them or wreak havoc. Rarely is the Foregoer trusted afterward, for they could quite literally be anyone, indistinguishable both physically and mentally from the original.

Foregoers In the Game
Foregoers can fulfill practically any function in the game due to the varied background and classes they can draw from. A Foregoer that draws upon warrior races and aggressive individuals can do battle with the best, while those that remain more academic and self-searching function as the party's mage. Despite the roll they choose, all foregoers may function as spies and rogues due to their shapeshifting abilities and wide range of skills and learning.

Adaptation: This class may function in any campaign where psionics and mongrelfolk are allowed. The NPC below and a number of abilities were chosen to function best in my personal campaign, A Dying Ember (http://www.giantitp.com/forums/showthread.php?p=10251820#post10251820). There all but three of the 12 races are human derivative, making mongrelfolk a common encounter in the chill land.
In other settings the Foregoers could be found anywhere where humans and their subraces may freely breed.
Encounters: From libraries and cities, to ancient ruins, fairy circles and legendary battlefields are found the Foregoers. Their heritage may cross entire nations, lands and worlds, and so they backtrack along the paths of ancestry, following in their footsteps.


http://i56.tinypic.com/2qsorgx_th.jpg

Sample Encounter


Berry Picking (ECL 13)
Once a trusted friend of the city, a woman that goes by the name of Tastes-Of-Raspberries has been seen by scouts sneaking into the lands of an orc/shifter alliance. Having no protective clothing in the midst of winter, many think her an undercover shifter and sprouting fur.
She was taken into custody and questioned for selling military secrets to the alliance. She is said to have denied everything, but refused to explain her secretive visits with the enemy. Several days later she somehow escaped under close guard. Unable to find her, and fearing she has sought sanctuary within the encampment, the government has asked for the aid of an elite group to find her and capture her.

What none of them know is that Tastes-Of-Raspberries is a mongrelfolk High-Sister of the Others who has been researching orc/shifter relationships, and her ancestral ties to them. She is indeed gathering information, but for her organization, not the government or the alliance. None outside of the mongrelfolk know her heritage or of the organization and she is sworn to secrecy.



Tastes-Of-Raspberries
CN Female Mongrelfolk Ardent 5/Foregoer 8
http://oi53.tinypic.com/2lkpcw7.jpg

Medium Humanoid (human, psionic)
Init +3, Senses: Listen +10, Spot +6, darkvision 60 ft., low-light vision
Languages Common, Orc, Sylvan
-----------------------------------------------
AC 11, touch 11, flat-footed 10
hp 79 (13 HD)
Fort +9 (+10 poison), Ref +4, Will +15 (+16 enchantment/illusion)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Masterwork orc double axe +10/+5 (1d8/1d8)
Ranged Psychic Composite Longbow +19/+14 (1d8)
Base Atk +9, Grp +9
Combat Gear Composite longbow, orc double axe
Supernatural Abilities Flesh of My Flesh, Possessed By the Past

Psionics: Manifester level 13th. (Power Points per day = 133; Save DC 15 + power level):
1st - Call To Mind, Chameleon, Hungry Touch, Know Direction and Location
2nd - Empathic Transfer, Object Reading, Sensitivity to Psychic Impressions
3rd - Time Hop, Touchsight
4th - Metamorphosis, Quintessence
5th - Metaconcert, Psionic Revivify, Second Chance
6th - Psychometry
* From Complete Psionic

Mantles
Natural World (Wild Empathy +13 )
*Nostalgia (Regain pp's from single manifestation)
Knowledge (Focused: All knowledge as trained/Expend: +5 to one check)
Time (+2 init, 1/day expend focus to delay damage or affect)

* New mantle. See bottom of entry page.
----------------------------------------------
Abilities Str 10, Dex 12, Con 14, Int 10, Wis 20, Cha 14
SQ Ancestral Memory +21, emulate race, flesh ghost, immunity to sleep, improved diffuse blood, sound imitation
Feats Expanded Power (metaconcert), Extend Power, Jack-Of-All-Trades(B), Metamorphic Transfer, Practiced Manifester, Smatterings(B) Zen Archery
Skills Appraise +1, Autohypnosis +20, Climb +1, Concentration +17, Hide +5, Jump +1, Knowledge (geography) +4, Knowledge (history) +16, Knowledge (local) +4, Listen +10, Move Silently +2, Search +1, Sense Motive +7, Sleight Of Hand +5, Spot +6
Possessions

Family Traits
Human x2
- Trait: Bonus feat and extra skill point
- Physical: Face/Complexion

Okilei (http://www.giantitp.com/forums/showpost.php?p=10252031&postcount=15) x2
- Trait: +4 Listen checks and Immunity to Depression
- Physical: Okilei ears
- Mental: Uplifting song of self within

Orc
- Trait: Darkvision 60 ft.
- Physical: Wild orc eyes

Shifter
- Trait: Shift (dreamsight)
- Physical: Alpha Posture

Wild Child (http://www.giantitp.com/forums/showpost.php?p=10252031&postcount=15) (rusalka)
- Trait: Descendant of the Elements (comfortable down to -50)
- Physical: Cold, flawless skin


http://i56.tinypic.com/2qsorgx_th.jpg


Nostalgia Mantle
Granted Ability: You may regain lost power points from the use of a single power manifested that day.
1 Know Direction and Location
2 Object Reading
2 Recall Agony
2 Sensitivity to Psychic Impressions
3 Speak With Dead, Psionic
4 Fabricate, Psionic
4 Quintessence
5 Psionic Revivify
5 Second Chance
6 Fabricate Greater, Psionic
6 Psychometry
9 Time Regression


Disease, Egophrenia: Spread by contact with infected psionic creatures or developed naturally; contact; DC 18; incubation 1d4 days; damage special, see text.

There is a disease amongst shapeshifters, psychometabolicists and foregoers known as egophrenia. It is usually acquired when one shapeshifts continuously, weakening the body's true structure. The infected being begins to lose control over their abilities, shapeshifting at random every 1d4 minutes. If they can metamorph or change shape they automatically lose psionic points as if they had manifested the power that allows them shape change. The shape-changing ability of the highest level is always triggered. For instance Metamorphosis, a 4th level power would be triggered before Claws of the Beast. Greater Metamorphosis would be used before Metamorphosis.
If the shape change is natural, such as a doppelganger's natural ability, or a shifter's shifting, there is no loss of power points. A Foregoer uses up power points on any shape-changing powers. After that they repeatedly use the Flesh of My Flesh ability.
Each time they change shape they must make a DC 18 fortitude save or take one point of strength burn. Once reduced to a Strength of 0 they collapse into a mass of twitching, mutated flesh.

Amphetryon
2011-02-02, 03:10 PM
Wilds Reclaimer

http://www.obsidianportal.com/uploads/images/4743/vigil.jpg
”The city-dwellers think the timber of the forest, and the meat of its animals, is their divine right, and they aim to take it. They very well might... but, not today.” - Ennimbel, Wilds Reclaimer

Oath-sworn defenders of the wild places against the encroachment of civilization, Wilds Reclaimers are elite, stalwart fighters for the divine power of nature.

BECOMING A WILDS RECLAIMER
Only a Killoren will teach another Killoren the ways of the Wilds Reclaimers. Their rigid code, and the central need to cast Bless Weapon to gain the class’s benefits, couple to make most Wilds Reclaimers start out as Paladins. Some Clerics who access the Glory Domain, Slayers of Domeil, and Knights of the Chalice are drawn to the Wilds Reclaimers’ path as well. While a Champion of Gwynharwyf could potentially qualify, the antithetical alignment makes this an unlikely choice. Rumors abound of a Paladin of Tyranny managing to wheedle her way into the Wilds Reclaimers’ number, but so far, this has proven unfounded.

ENTRY REQUIREMENTS
Race: Killoren
Alignment: Any Lawful
Base Attack Bonus: +5
Skills: Diplomacy +8, Intimidate +4, Sense Motive +4
Feats: Improved Smiting (Complete Divine p82), Killoren Destroyer (Races of the Wild p151)
Spells: Ability to cast Bless Weapon as a Divine spell.

Class Skills
The Wilds Reclaimer's class skills (and the key ability for each skill) are: Concentration, Diplomacy, Handle Animal, Intimidate, Ride, Sense Motive, and Survival.
Skills Points at Each Level: 2 + int

Hit Dice: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Casting
1st|
+1|
+0|
+0|
+2|Undiscovered Enemies, DR 5/Cold Iron and Magic|-

2nd|
+2|
+0|
+0|
+3|Focused Frenzy|+1 existing divine spellcasting class

3rd|
+3|
+1|
+1|
+3|Undiscovered Enemies|+1 existing divine spellcasting class

4th|
+4|
+1|
+1|
+4|Extended Blessing, DR 10/Cold Iron and Magic|-

5th|
+5|
+1|
+1|
+4|Undiscovered Enemies|+1 existing divine spellcasting class

6th|
+6|
+2|
+2|
+5|Focused Frenzy|+1 existing divine spellcasting class

7th|
+7|
+2|
+2|
+5|Undiscovered Enemies|+1 existing divine spellcasting class

8th|
+8|
+2|
+2|
+6|Expanded Blessing, DR 15/Cold Iron and Magic|-

9th|
+9|
+3|
+3|
+6|Focused Frenzy, Undiscovered Enemies|+1 existing divine spellcasting class

10th|
+10|
+3|
+3|
+7|Unhindered Blessing|+ 1 existing divine spellcasting class[/table]

Weapon Proficiencies: A Wilds Reclaimer gains proficiency in all melee, martial weapons if she does not already have it. She gains no new proficiencies in any armor or shields.

Undiscovered Enemies (Ex): A new Wilds Reclaimer quickly discovers that enemies of nature are all around him. At each odd-numbered level, a Wilds Reclaimer may add one of the following creature types to his list of eligible targets for his smite attacks, including Aspect of the Destroyer and any other smites he gets from class features or feats: Animal, Dragon, Elemental, Giant, Magical Beast, Monstrous Humanoid.

DR Cold Iron and Magic (Ex): Though still averse to the touch of Cold Iron, a Wilds Reclaimer become more resilient to damage otherwise found in nature. At 1st level, he gains DR 5/Cold Iron and Magic. At 4th level and again at 8th, that DR increases by 5.

Focused Frenzy (Ex): When fighting against those who defile nature through intent or negligence, a Wilds Reclaimer enters a hyper-aware state of mercurial action. Starting at 2nd level, a Wilds Reclaimer can enter a Focused Frenzy. In this state, Wilds Reclaimer adds a 10’/round as an Enhancement bonus to her base speed; this bonus applies to any movement rate she possesses, but does not extend to any mount or conveyance she rides. She gains a +2 bonus on Spot, Listen, and Initiative checks. When wielding a melee weapon with which she is proficient, a Wilds Reclaimer in a Focused Frenzy may make one additional attack per round at her highest attack bonus if fighting against a valid target of her Aspect of the Destroyer. While in a Focused Frenzy, a Wilds Reclaimer is considered always to be taking 10 on Concentration checks, even if circumstances would otherwise make this impossible. She may cast any divine spells she knows as normal while in a Focused Frenzy. A Wilds Reclaimer can enter a Focused Frenzy once per day at 2nd level, plus an additional time per day at 6th level, and a third time per day at 9th level.

Spellcasting: At all but 1st, 4th, and 8th levels, a Wilds Reclaimer gains new spells (and new spells known, if applicable) as if she had gained a level in a divine spellcasting class to which she belonged before becoming a Wilds Reclaimer. She does not, however, gain any other class feature a character of that class would have gained. If she had more than one divine spellcasting class before entering the Wilds Reclaimer prestige class, she must decide to which class to add each level for the purposes of determining spells per day, caster level, and spells known.

Extended Blessing (Sp): Bless Weapon is central to the teachings of the Wilds Reclaimers magical tradition. As such, those who follow this path become extraordinarily adept at its use. Starting at 4th level, a Bless Weapon cast on a melee weapon by a Wilds Reclaimer has a duration of 1 hour/level, rather than the default 1 minute/level. This confers no additional benefit on ranged weapons.

Expanded Blessing (Sp): Beginning at 8th level, a melee weapon on which a Wilds Reclaimer casts Bless Weapon automatically confirms any critical hit rolls against an eligible target of her smite ability, regardless of the target’s alignment. These critical hits will even work against targets normally immune to critical hits, such as Constructs or Undead. A weapon loses this ability immediately if it is taken from the Wilds Reclaimer, whether disarmed by an enemy or handed to an ally.

Unhindered Blessing (Su): Upon reaching 10th level, a Wilds Reclaimer gains access to the pinnacle of her power to use Bless Weapon. Any melee weapon with which she is proficient that she wields is considered to have been affected by her Bless Weapon spell and the Extended and Expanded Blessing abilities, so long as she has at least one divine spell available still to cast.

PLAYING A WILDS RECLAIMER
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

Glimbur
2011-02-02, 04:58 PM
Cogitator

http://i718.photobucket.com/albums/ww185/Glimbur/Warforged.jpg
Initiating attack plan gamma. Maximal force authorized.

Lots of people have a plan when they go in to combat. Only a few have the innate ability to practice the same actions over and over until they become nearly automatic. Warforged, drawing upon their mechanical heritage, can master this unusual combat style.

Becoming a Cogitator
Most warforged are taught the secrets of this class by other warforged. They might also discover the secrets on their own, or be led there by Lawful outsiders or texts.

ENTRY REQUIREMENTS
Alignment: LG, LN, or LE
Race: Warforged
BAB +5
Skill:4 ranks in Concentration

Class Skills
The Cogitator's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis(Wis), Balance (Dex), Climb (Str), Concentration (Con), Intimidate(Cha), Jump (Str), Knowledge(Architecture and Engineering(Int), Ride (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d8

LevelBABFortRefWillSpecial

1st+1+2+0+2
Tactics, Tactical Response
2nd+2+3+0+3
Tactical Strike, Practiced Action 1/encounter
3rd+3+3+1+3
Tactical Speed, Lengthened Tactic
4th+4+4+1+4
Tactical Defense, Practiced Action 2/encounter
5th+5+4+1+4
Tactical Focus, Long Range Planning



Weapon Proficiencies: A Cogitator gains no new armor or weapon proficiencies.

Tactics(Ex): A Cogitator may prepare a number of Tactics, which are sets of actions which will be taken in combat. A Tactic is a list of every action which will be taken in a number of rounds: move, standard, and swift. A 1st level Cogitator may prepare Tactics which are three rounds long. A Cogitator may, as a free action which can be taken out of turn at the start of combat, declare that he is using a tactic. He must then execute the actions specified in the Tactic. If he decides not to follow the tactic, he is dazed on his next round and the Tactic ends. A Tactic must specify actions fully except for direction and distance of movement and use of feats like Power Attack which are declared each round they are used. For example, a Tactic of (Move, cast a spell) (cast a spell) (cast a spell) is too general. A legal Tactic would be (move, cast Fireball) (Move, single attack) (Full Attack). A Tactic does not need to specify, for example, (Fireball 100' in front of me); geometric concerns can be chosen as normal. A Cogitator may prepare as many Tactics as his class level plus his intelligence modifier. It takes 15 minutes to prepare a new Tactic or replace an old Tactic with a new one. A Tactic is not expended when it is executed in a combat.

Attacks of Opportunity are an exception to the limitation on actions during a Tactic. They may be taken as normal, and may benefit from applicable benefits which occur during a Tactic. Immediate Actions may be scheduled in a Tactic and can be taken at any point between the end of the Cogitator's turn and before the Cogitator's next turn at the choice of the Cogitator. The Immediate Action must be taken some time between those two turns; if it has not been used it occurs immediately before the turn it was scheduled to come before, possibly with no effect. For example, a Tactic could include (Move, Mountain Hammer) (Immediate: Moment of Perfect Mind) (Full Attack) and Moment of Perfect Mind would have to be used some time between those two scheduled turns.

Tactical Response(Ex): A first level Cogitator executing a Tactic gains a +4 Insight bonus to initiative. This can move him up in the initiative track if he declares a Tactic at the start of a combat. At character level 10 the bonus to initiative improves to +6. At character level 15 the bonus increases to +8. At character level 20 the bonus improves to +10.

Tactical Strike(Ex):A second level Cogitator executing a Tactic gains a +3 insight bonus to weapon damage rolls. This improves to +4 at 10th character level, +5 at 13th character level, +6 at 16th character level, and +7 at 19th character level.

Practiced Action(Ex): A second level Cogitator may treat one d20 roll as a 10 per encounter. This is viable for attack rolls, saving throws, and other d20 rolls in combat. This is done as a free action which can be taken out of turn. At fourth level, a Cogitator may use this ability twice per combat.

Tactical Speed(Ex): A third level Cogitator gains a +10 foot insight bonus to all movement speeds they possess. At 13th level this bonus improves to +15 feet. At 18th level this bonus improves to +20 feet.

Lengthened Tactic(Ex): A third level Cogitator deepens his experience and memory banks and can now prepare Tactics which are four rounds long. Tactics which are four rounds long can include one bonus move action which can be scheduled at any point in the Tactic. For example, a viable tactic is (Move, Full Attack) (Full Attack) (Full Attack) (Full Attack). He can also still use Tactics which are three rounds long but these tactics do not include a bonus move action.

Tactical Defense(Ex): A fourth level Cogitator who is executing a Tactic gains a +4 insight bonus to AC. At character level 13 this bonus improves to +6. At character level 17 the bonus improves to +8.

Tactical Focus(Ex): A fifth level Cogitator who is executing a Tactic is under the effects of a Mind Blank spell with a caster level equal to his character level. If the Mind Blank is dispelled it comes back in effect on the next action the Cogitator makes.

Long Range Planning(Ex): A fifth level Cogitator may make Tactics up to five turns long. These Tactics may include a bonus Standard action which can be taken at any point in the Tactic as scheduled, similar to the bonus Move action from Lengthened Tactic. He may still use four turn or three turn tactics as normal.

Playing a Cogitator
Combat: Make a couple of useful Tactics. This is actually pretty simple unless you are a Martial Adept... have a couple with move actions and standard attacks interspersed with Full Attacks. Kill stuff, you are a full BAB class.
Advancement: Warblade or Crusader are generally nice.
Resources: Whatever you can lay hands on. You should probably follow the law... if only there were a profession based around killing bad people and taking their stuff.

Cogitators in the World
It was uncanny. Once he fell in to one of his patterns, he cut through his enemies with practiced ease . - Albert, Wizard in a party with a Cogitator

Daily Life: As lawful robot-like beings who do not need to eat or sleep, Cogitators have a lot of time they can spend in pursuit of order and such.
Notables: Mr. Shiny, noted Warforged Paladin, dabbled on the path of a Cogitator when he crusaded against a Slaad invasion of his home town. Bloodspike was spotted using similar techniques in his role as the muscle for Mad Wizard Zarah.
Organizations: Many cities with significant Warforged population have Cogitator groups. These groups might be more effective if they separated between Good and Evil, but they are still structured and ordered.

NPC Reaction
Warforged are given a varied reaction anyway, but when they begin acting mechanically they tend to draw more negative attention. Cogitation is not a very flashy power source, however, so this class often flies under the radar.

Cogitators in the Game
Cogitators are interesting mechanically, but none of the bonuses are that significant except the Mind Blank at ECL 10. This is significantly before it can be cast by a wizard, but it only applies during combat which somewhat limits the use. The bonus actions are also quite useful but shouldn't break anything important.
Adaptation: The class works fine for any strongly lawful race, especially if they have a mechanical bent. So, for example, it could be adapted (by which I mean just change the pre-reqs) for Inevitables.
Encounters: Warforged tend to do what they do. Some of them might have levels in Cogitator. No big deal.

classy one
2011-02-02, 08:51 PM
Keeper of the Uroboros

http://haszak.org/roleplaying/campaigns/lizards/Quetzalcoatl_800.jpg
While we rest on top of our enemies' tombs, the Lords of Dust, and the Dreaming Dark have slaughtered us to near extinction. Never again.


Much like Bahamut has his dragonborn and Tiamat has her spawn, the Shulassakar were selected by the couatl to help in their struggle against the the Lords of Dust. They are commonly referred to as feathered yuan-ti, due to their many of their similar abilities and potent psionics. Both are thought to share a lineage, but most shulasskar dispute this and often oppose their evil counterparts. Shulassakar take pride in their lineage as the successors of the noble couatl, for their ancestors were viewed as equals (or even superior to) dragons, and selflessly sacrificed almost their entire race to defeat the dreaded Rakshansa rajahs.

For many centuries, the Shulassakar tried to live in peace and silently watch over the entombed rajahs. Most stayed near their place of guardianship in fear that the resting rajahs or his prakutu would manipulate weaker minds and undo the couatl's seals. The largest settlement for this secretive race was the kingdom of Khalesh in Sarlona, where the Shulassakar ruled over the humans in disguise hoping to keep a close eye on the rajah (thought to be Tul Orehska) entombed in Khunan just south of Khalesh. But all that changed 1,500 years ago during the great conflict known as the Sundering. The humans were made aware of the Shulassakar. The Inspired used paranoia to unite the humans under their rule and the shulassakar were exterminated in great numbers. This may have resulted in the momentary unsealing of the rajah. Much mystery surrounds the event, but the rajah was quickly resealed (maybe by even more shulassakar sacrifices), the Kingdom of Khunan was lost, and its wake the yuan-ti rose to take over area now known as Syrkarn (lending credence to the theory that yuan-ti are corrupted shulasskar).

Since that event, the shulasskar are a race on the verge of extinction. They dig into their stewardship with even more zeal, feeling that Khalesh was a mistake and indulgence that cost them dearly. A new breed of shulassakar hope to restore the balance (the uroboros) that the couatl goddess, Jazirian toted, and elect to take the fight directly to their foes. They try to do this by increasing their bond to the couatl and embrace their psionic heritage and noble history.

The Uroboros, the symbol of Jazirian, is of a couatl eating it's own tail, symbolizing the sacrifice that the Keepers are willing to make in order to purge the world of evil outsiders and their vile influence. Even if it means sacrificing a part of themselves.


Bloodsworn shulassaka statline
Shulassakar bloodsworn characters possess the following racial traits.
— +2 Dexterity, +2 Intelligence, +2 Charisma.
—Medium size.
—A bloodsworn shulassakar's base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: A bloodsworn shulassaka begins with four levels
of monstrous humanoid, which provide 4d8 Hit Dice, a base attack
bonus of +4, and base saving throw bonuses of Fort +1, Ref +4,
and Will +4.
—Racial Skills: A bloodsworn shulassaka’s monstrous humanoid
levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Concentration, Disguise, Hide, Knowledge (any), Listen and Spot.
—Racial Feats: A bloodsworn shulassaka’s monstrous humanoid levels give it two feats. Bloodsworn shulassaka receive Knightly Training and
Ranged Smite as bonus feats.
— +1 natural armor bonus.
—Special Attacks: Psi-like abilities.
—Special Qualities: Alternate form (snake), power resistance equal to class levels + 14.
—Automatic Languages: Yuan-ti, Common. Bonus Languages: Abyssal, Draconic.
—Favored Class: Paladin.
—Level adjustment +2.



Psi-Like Abilities:

At will—detect hostile intent, psionic charm (affects animals, fey, giants, humanoids, magical beasts, and monstrous humanoids, DC 13*), psionic daze (6 HD, DC 12*)
1/day—aversion (DC 13), concealing amorpha, darkness, entangling ectoplasm

BECOMING A KEEPER OF THE UROBOROS

ENTRY REQUIREMENTS
Race: bloodsworn (pureblood)Shulasskar
Religion: the Silver Flame and/or Jazirian
Alignment: lawful good
Feat: Knowledge Devotion [planes]
Skill: Knowledge (planes) +6

Class Skills
Skills Points at Each Level: 4 + int
Class Skills (4 + Int modifier per level): Autohypnosis, Concentration, Craft, Disguise, Knowledge(any), Profession, Psicraft, Sense Motive, Spot, Swim

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Power Points|Powers Known
1st|+0|+2|+0|+2|Expanded alternative form, Mantle (2), Practised Manifester, Enlarge Power|7|3

2nd|+1|+3|+0|+3|Purity of Sight, Camouflaging Plumage|11|4

3rd|+2|+3|+1|+3|Feathered Wings (60ft good), Probe trap|15|5

4th|+3|+4|+1|+4|Hypnotic Plumage, Couatl avatar (1/day)|20|6

5th|+3|+4|+1|+4|Rain of feathers|25|7

6th|+4|+5|+2|+5|Transcendent breath, Mantle|31|8

7th|+5/+1|+5|+2|+5|Dominant Mantles, Couatl avatar (3/day)|37|9

8th|+6/+2|+5|+2|+5|Prismatic Plumage|44|10

9th|+6/+2|+6|+3|+6|Couatl avatar (constant), Mantle|52|11

10th|+7/+3|+6|+3|+6|Silver Flame containment|60|12[/table]

Weapon and armor Proficiencies: A Keeper of the Urobosos gains proficiency with all simple and martial weapons as well as light armor.

Power Points/Day: A Keeper's ability to manifest powers is limited by the power points she has available. Her base
daily allotment of power points is given on the table. In addition, she receives bonus power points per day if she has a high Charisma score (see Table 2–1: Ability Modifiers and Bonus Power Points, EPH 18).

Powers Known: A Keeper begins play knowing three of the powers available to her based on her choice of mantles. A Keeper selects three of these powers from her two known mantles at 1st level.
At each additional level, a Keeper learns one new power from her available mantles. She must be able to manifest the new power at the level at which she learns it, however.

Mantles: The first two mantles a Keeper selects, one of which must be Mantle: Good, are her primary mantles. All others gained are secondary mantles. A Keeper cannot choose a power from a secondary mantle if doing so would give her more powers known from that secondary mantle than she knows from either of her primary mantles. At levels 3 and 6, a Keeper can gain access to an additional mantle.

As followers of the Silver Flame and the Couatl, a Keeper can only select from the following mantles: Good (1st level), Law, Guardian, The Planes, and/or Mental Might.

If the Keeper selects Mental Might as a mantle, she can allow its mantle ability to apply to her CHA score rather than her WIS score.

Expanded Alternate Form: Keepers need to blend in as well as their foes in and keep a low profile if they are to cut out the cancer that is the Dreaming Dark and the Lords of Dust. In addition to taking the shape of a snake, the shulassakar can also take the appearance of a humanoid. This form usually will be sporting clothing with a feather/plumage motif. This grants the shulassakar a +10 circumstance bonus on disguise checks. If she uses her read mind psi-like ability (gained at level 2) she gains an additional +4 bonus to disguise.

Practised Manifester and Enlarge Power: A entrant Keeper trades his Knightly training and ranged smite bonus feats for Practised manifester and enlarge power.

Purity of Sight (Ex): A keeper make use Read Thoughts at will as a psi-like ability (DC= 12+CHA), you are not stunned when reading thoughts of creatures with INT of 26 or higher, and receives a +10 morale bonus on sense motive checks when detecting Quori, Yuan-ti and rakshasas, or pawns under their control (via charm, dominate, suggestion, etc). If the Keeper succeeds on her sense motive check by more than 10, she gains permanent True Seeing against that target.

Camouflaging Plumage (Su): The shulassakar that reaches 2nd level as a Keeper's bloodline is purified further. They gain the ability to alter their feathers' color much like flamedtouched shulassakar can. She may use Chameleon as a psi-like ability at will.


Feathered Wings: At level 3, a pair of rainbow feathered wings burst from the Keeper's back. Like the transendants and the flametouched, a bloodsworn shulassakar gains wings that give her a fly speed of 60 feet, good maneuverability.

Probe trap(Ex): At level 3, any creature attempting to read a Keeper's mind (such as a rakshasa's detect thoughts) must make an opposed hide check against the keeper's Spot check. The Keeper gains a bonus to this spot check equal to her class level and CHA modifier. If the the Keeper beats this opposed skill check by 10 or more she instantly knows the race, name and general location of the person trying to pry into her mind while denying the spy any information. She may use this ability even if she failed her will save against mind reading.

Hypnotic Plumage(Ex): When engaged with their hated enemies, a Keeper only wishes to deal with the ring master, and spare the minions if possible. At level 4, a Keeper has established a constantly changing pattern to put the weak willed pawns in a thrall so she can hit the source of corruption unmolested. All those gazing upon the Keeper and within 60 feet must make a Will save (DC= 12+ Keeper's CHA modifier+1/2 class levels). Those that fail will become fascinated by the Keeper. This effect remains active as long as the target maintains a line of sight with the Keeper, but they must make another check each subsequent time line of sight is reestablished or until it succeeds on a will save against fascination. If the target is fascinated by this effect for 5 consecutive rounds, he must make another will save at the same DC or become charmed. If the target succeeds his save against becoming charmed he continues to be fascinated.

A Keeper may also fully extend her wings as a standard action to increase this range to an 80 ft radius (like when she is flying) and choose to exclude allies from this effect. If someone breaks out of their fascination (by having an ally shake them), or succeeded on their initial save against it, they cannot be affected by this effect again for 24 hours.


Couatl avatar(Su): At level 4 is when you can first channel the essence of your couatl heritage for a short time (10 minutes/class level). When active, the Keeper's weapons are covered in a silvery wisp and its feathers glow even more brilliantly. When you use this ability, you gain the following benefits:
-your mantle abilities that require expending your psionic focus are available for use even when you are not psionically focused. If you have both the law and good mantle the extra damage granted by both do not stack. This also applies for mantle abilites granted from other classes and the Don Mantle feat.
-When rolling for your Knowledge Devotion (planes) feat, you gain a +10 morale bonus on your knowledge skill checks.
-the DC of hypnotic plumage increases by 2.
-all your attacks are considered good and silver for the purpose of overcoming damage reduction.
-When a Keeper targets a possessed victim with an attack or offensive power that deals damage, that target is automatically under the effect of fleshbound (Secrets of Sarlona).
-When a Keeper deals damage to a creature under a compulsion effect, the target is allowed another will save with a bonus equal to the damage dealt to free itself of the compulsion.
-A Keeper PC may spend one action point to treat one melee attack on a evil outsider or a target possessed by one as if it were a confirmed critical that deals the maximum damage. NPC who do not gain action points will not be able to benefit from this aspect of couatl avatar.

A Keepers gains additional uses for this ability at 7th level, and by 9th level is constant.

Rain of Feathers(Su): In hopes of lessening unneeded causalities in the fight against the evil outsiders, a Keeper use her feathers to rain down a living lullaby. Once per week, a Keeper can shed her feathers while hovering in place for over one minute. All living creatures within the effective range must make a Will save with DC=10 + CHA modifier or fall asleep for 1 hour per class level.

The effective radius for this ability is the Keeper's hovering height to a maximum of 120 ft.

Transcendent Breath(Ex): At 6th level, the Bloodsworn Keeper gains an ability usually only honored to the transcendent shulassakar, their acid breath. They can now use the power breath of the black dragon with a manifester level equal to 1/2 their ECL. They may use this at will.

Dominant Mantles: At 7th level, the primary mantles of the Keeper selected become a Keeper's dominant ideals in her philosophy. She no longer needs to expend her psionic focus when applying metapsionic feats to powers she manifests from her chosen primary mantles, and the power point cost of augmenting or applying metapsionic feats to these powers are reduced by 2 (to a minimum of 0). The reduction in cost applies only to the additional power points spent on augmentation or metapsionic feats; the power's normal power point cost is not reduced.

Prismatic Plumage(Su): The ever changing patterns on the Keeper's feathers now bleed psionic might that even if observers where strong enough to resist hypnosis they now must contend with the the prismatic armor that seems to surround her. At 8th level, when any opponent strikes a Keeper with a melee or natural weapon, she may use an immediate action to make the attack regret his actions. The attacker must make roll a d10, and corresponding save or suffer the listed effects.
{table=head]Roll|Color|Effect
1 |Red | 20 points fire damage (Reflex half)
2 |Orange |40 points acid damage (Reflex half)
3 |Yellow | 60 points sonic damage (Reflex half)
4 |Green | 80 points acid damage (Reflex half)
5 |Blue |100 points cold damage (Reflex half)
6 |Indigo |Insane, as insanity power (Will negates)
7 |Violet |120 points electricity damage (Reflex half)
8 |White |Turned to crystal for 2d4 rounds(Fort negates)
9 |Silver |Sent to the Astral Plane for 2d4 rounds (Will negates)
10 | --|Struck by two effects; roll again twice ignoring any "10" results[/table]

A Keeper of the Uroboros can use this reactive defense once per encounter.

Silver Flame Containment: By sacrificing their own life force, the couatl were able to seal the Lords of Dust. This sacrifice is the highest honor that the shulassakar hope achieve in their pursuit of Good. By level 10, a Keeper can seal an outsider (usually powerful Quori or rakshasas) with their own life force. When a Keeper uses this power, the target is consumed in a bonfire of silver flames that extends towards the sky. The target cannot take any immediate actions to counter or anticipate this reckless act. As an additional cost, a Keeper permanently loses one class level and half of the preceding level. This lose of XP cannot be regained even with reality revision or wish. The target must then make a Will save (DC= 14+Keeper level+ ML+ CHA modifier Keeper levels are counted twice) or have his soul sealed in an object (usually a dragonshard) for 10 years per Keeper level (prior to XP lose). A failed Will save will the deal 25d10 good and silver damage.
If used on a possessed target, the silver flame will attack the possessing creature directly.
In this state of imprisonment, the target is completely aware of what is happening around him but cannot communicate or affect the surroundings in anyway. The only way to escape is for the Keeper to let it out willingly or for the effect to wear off. If the object is sundered, the prisoner will move to the largest shard. A detect psionics will reveal which fragment the trapped being resides.
It is from this ability that a Keeper earns it's namesake, both in the fact that they keep the demons in check but also in their willingness to reduce themselves to achieve their goals (the Uroboros is a serpent eating its own tail).
If this object is taken or lost a Keeper of Uroboros will go to great lengths to retrieve it.


http://cdn.obsidianportal.com/images/108338/uroboros1.jpg
Symbol of the Keepers of the Uroboros
PLAYING A KEEPER OF THE UROBOROS
A Keeper has two primary goals: 1) to kill evil outsiders and 2)to spare and/or save innocents. In that order. A Keeper will kill innocents if it makes killing the mastermind behind them easier. That being said a Keeper has many tools to deal with the manipulated with violence.
Combat: Most Keepers will do a through investigation to find the ringleader or the brains behind any incident before engaging. Once it is confirmed that a Lord of Dust of the Dreaming Dark are pulling the strings, a Keeper will try to attack them directly by using chameleon at early levels to bypass guards and underlings. At all levels, Protection from evil is a favored power.
At mid to higher levels, hypnotic plumage and rain of feathers can deal with the vast majority of underlings. In one-on-combat, Keepers use their psionic powers and knowledge devotion with great effect at all levels, but really shines against her sworn enemies once they get couatl avatar. If the Keeper has The Planes mantle, she will waste no time using Dimensional Anchor, Banishment or Dismissal on her sworn foes.
If open combat is unavoidable due to Hypontic Plumage failing, Keepers take to the sky and rain down acid and celestial conduit from above.
At the height of a Keeper's power it no longer even fears outsiders stronger than her, and use silver flame containment.
Advancement: Some Keepers take up the fight to include aberrations by advancing into sanctified minds or slayers. However, given the nature of the Keeper's Silver Flame containment, few advance past 10 levels of this class since 100 years is not a lot of time for immortals or to accumulate the XP to use it again. It is not unknown for a Keeper to have a collection as many as 8 demons under her care, adding to the urgency to regain the XP and start the trapping process all over again, like the uroborus eating its own tail.
Resources: A Keeper, like most other shulassakar, has its own race to call upon, but are also given special latitude from the Church of the Silver Flame. The Keepers are viewed as distillations of the Silver Flame and treated with reverence. Any Keeper can expect a warm welcome from a local Church, including lodgings and rations.

http://c4.ac-images.myspacecdn.com/images02/73/l_5a0ef1ec211a43a9a3aa9932ea68853f.jpg
KEEPERS OF THE UROBOROS IN THE WORLD
I could not take my eyes off of her. The feathers covering her body swirled like a kaleidoscope, mesmerizing the lot of us. Only councilor panicked, kept ordering us to attack her, he patted our captain Lord Gathrod and snapped him out of it but she flew right over him and killed the councilor with her silver sword.

The Keepers were formed in response to the destruction of their empire of Khalesh, now a province of Reidra. The shulassakar were but one of many victims in the xenophobia fanned by the Inspired to unite the humans of Sarlona. As a result, many shulassakar realized that while played warden to the rakshana of old, the Lords of Dust were grewing in power, and the Quori had consolidated their power. Many decided that to become passive would result complete extinction and hence the Keepers were born.

Daily Life: Keepers spend most of their time gathering information, hiding from spies of the Dreaming Dark and Lords of Dust. Keepers are more active on Khorvaire but some can be found in areas not under Reidran control in Sarlona. Keepers always verify they information from contacts in several ways but the most common to read thoughts. Keepers also try to expose themselves to potential suspects in order to bait them into using some mind reading power or spell and gain information passively. This can take weeks or even months if the Keeper is working alone, but once a Keeper is sure of his target she will try to disable or bypass the target's minions to make a surgical strike against him.
Notables: Aadokr'nesubo was among the first of the Keeper of the Uroboros and is said to have about decorated her belt with the souls several demons that even the elder wyrms fear to face. Aadokr knows she cannot hope kill these fearsome demons with her current power (which is substantial) but hopes that when the first binded demon breaks out in the next 40 years, she will be strong enough to permanently destroy it, or at least have a group strong enough to.

Organizations: No formal organization exists for Keepers, but they are often see working with over Purified members of the Silver Flame. Keepers usually work alone, even when part of an adventuring group of younger races, a shulassakar's arrogance won't allow her to fraternize completely. It is not to say that shulassakar are indifferent to them, but she often feels they cannot possibly understand what it is like to be an immortal race on the verge of extinction.

NPC Reaction
The Silver Flame zealots are regarded as fanatics that are willing to sacrifice anything for the pursuit of utopia. This sentiment is even more salient in the shulassakr, who are not only willing to sacrifice themselves but all who stand with them as well if the greater good demands it. Keepers also follow the hierarchy of evil, viewing the evil of outsiders as a priority and the evil of mortals on a lesser degree. They feel, as do most of the Purified, that if evil at the top is eradicated, it will stop or even reverse on a wider scale.
KEEPERS OF THE UROBOROS IN THE GAME
Adaptation: The Keepers of the Uroboros can be present anywhere evil outsiders use pawns to further their own agendas. While made for Eberron to be used against the Lords of Dust and the Dreaming Dark, Keepers can easily be used for any denizen of the lower planes.
Encounters: After defeating a rakshana that was pulling the strings of behind a coup, the PCs retrieve a Eberron dragonshard from his possession under several magic protections. As far as anyone can tell the shard is magical and gives off a soft silver aura but little else. A few days after defeating the devil, you are approached by a homely female in a black feathered cloak. She introduces herself as Galeru and offers to buy the shard for ten times the market value. Galeru is elusive about why she wants the dragonshard other than insisting that it is returned to her quickly.

If the PCs refuse to sell or give her the dragonshard, she will reveal her true form and demand it from the PCs. If the party is determined to keep the drangonshard, then she will attack the PCs by revealing her real form and try to fascinate/charm as many of the party as possible. Galeru knows the PC defeated the rakshana, a sworn enemy of hers so a fight would be the worst outcome.
If the PCs win her trust, Galeru reveals herself to be a shulassakar, sworn enemy of the Lords of Dust, and the the dragonshard contains a fiend of great power. Galeru was able to seal it with a part of her soul almost 100 years ago, but soon the strength of her soul seal will weaken and the fiend will break through. Galeru has not yet fully recovered from her fight with the fiend and enlists the PC's help to defeat him when the time comes.

Hyooz
2011-02-03, 08:33 PM
THE DREAM DANCER

http://fc00.deviantart.net/fs21/f/2007/294/9/9/998819223aedd4d9.jpg
"Remember the dreams you had as a child? Hounded by some unknowable horror you were sure was out to destroy you? I am that creature, and I have come for you at last."

Kalashtar are a race practically swimming in dreamstuff. Their Quori ancestors have left them with a connection to dreams so strong, that some have found themselves able to touch a plane unknown to many others, the Dal Quor. While their nights are silent and dark, their waking hours are full of visions of the dreams of others, some long past, some brand new.

These few who awaken to the visions of Dal Quor are able to awaken capabilities beyond those of normal mortals, combining martial prowess with dreamstuff into an artform few can experience.

BECOMING A DREAM DANCER
Some amount of martial and psionic aptitude is necessary to begin the path. While it is possible to advance as a Dream Dancer while specializing, many find it is beneficial to multiclass before entering.

ENTRY REQUIREMENTS
Race: Kalashtar
Base Attack Bonus: +5
Maneuvers: Must be capable of initiating maneuvers, including a 1st level strike and stance
Manifesting: Must be able to manifest 1st level powers

Class Skills
The Dream Dancer's class skills (and the key ability for each skill) are Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge (psionics), Martial Lore, Profession, Ride, Search, and Swim.
Skills Points at Each Level: 4 + int

Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Onyx Dreams

2nd|
+2|
+3|
+0|
+0|Dream Dance

3rd|
+3|
+3|
+1|
+1|Dream Slip

4th|
+4|
+4|
+1|
+1|Onyxian Manifestation

5th|
+5|
+4|
+1|
+1|Lost Secrets, Dreamer’s Deadly Dance

6th|
+6|
+5|
+2|
+2|Relieved Manifestation

7th|
+7|
+5|
+2|
+2|Quori Knowledge

8th|
+8|
+6|
+2|
+2|Dancer’s Waltz

9th|
+9|
+6|
+3|
+3|Dancer’s Beguiling Blade

10th|
+10|
+7|
+3|
+3|Class Ability[/table]

Maneuvers Known and Readied: At every level except 3rd and 8th, a Dream Dancer gains new maneuvers known from the Black Heron, Crescent Moon, and Diamond Mind disciplines. You must meet a maneuver’s prerequisites to learn it. You add your full Dream Dancer level to your initiator level to determine your total initiator level and your highest-level maneuvers known.

At levels 3rd, 6th, and 9th, you gain additional maneuvers readied per day.

Stances Known: At 4th and 6th level you learn a new martial stance from the Black Heron, Cresent Moon, or Diamond Mind discipline. You must meet a stance’s prerequisites to learn it.

Manifesting: At every level but 1st, 4th, 7th, and 10th, the Dream Dancer gains additional power points per day and access to new power as if he had also gained a level in whatever manifesting 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.

Onyx Dreams (Su): While Kalashtar are unable to dream like other creatures do, their Quori ancestry left them with a unique connection to the Region of Dreams. Some simply live with this connection and pay it no heed. Others take the time to explore the connection, and a select few discover what is barely even there – a tendril of connection to another plane called the Dal Quor. It is a vaporous reflection of our own world, built of dreamstuff and shadows.

By seeking out and embracing the Dal Quor, the Dream Dancer finds a new source of strength, and the closest substitute to true dreams available to a Kalashtar. With just the slightest mental exertion, he can see the world of the spirit’s dreams intersecting our own, watch the dancing mists shift subtly in response to minds of the material, showing its dreams and memories. By expending his psionic focus as an immediate action, the Dream Dancer can peer at the dreamstuff shifting around his opponents, granting him unique insight into their next actions and fighting form. They gain a bonus equal to their class level to attack, armor class, Reflex, Fortitude, or Will saves for 1 round.

Dream Dance (Su): The motion of a Dream Dancer on the battlefield is something truly unique to behold. Slipping in and out of the realm of dreams, almost on a whim, they are almost impossible to predict and harder to strike while moving. One moment the Kalashtar is gliding toward you, and the next he is behind you, driving a blade into your back.

The Dream Dancer is able to briefly fade into the dreamstuff as he moves, vanishing almost entirely from our plane. When moving, the Dream Dancer can teleport any distance of their move. They cannot teleport in response to any effect, or teleport anywhere they could not reach in an ordinary move action (i.e. they cannot teleport into the air if they are unable to fly or up a wall if they could not climb it in their normal move action.)

Dream Slip (Su): The Kalashtar’s connection to the Dal Quor might keep them from experiencing the kind of dreams others do, but with a certain shift of mental focus, and a unique knowledge of the connection between our world and the world of the Quori, they find themselves able to slip in and out of the strange shadowy plane, albeit for a mere instant. For the Dream Dancer, an instant is all they need.

At 3rd level, the Dream Dancer learns a unique new stance: Dream Slip. While in this stance, a Dream Dancer can teleport 30ft as an immediate action once per round. If they teleport in response to an effect, they are considered to have 30% concealment against that effect.

Onyxian Manifestation (Su): The vast expanses of the realm of dreams is a wellspring of knowledge for any who have the ability to tap into them. From the Temple Wakers to the original Onyxian Dreamers, many have found knowledge otherwise hidden from them.

As a standard action, a Dream Dancer can expend his psionic focus to draw upon the knowledge hidden within Dal Quor to manifest a power he does not otherwise know, bolstering his own lack of proficiency with dreamstuff. The power must be of a level the Dream Dancer can manifest, and the Dancer must expend power points as if manifesting the power normally. Since the power is driven partially by the realm of dreams, however, and not entirely by his own mental power, it is only 20% real - though creatures who believe the power to be real are affected by it at full strength.

Any creature that interacts with the manifested power can make a Will save to recognize its true nature.

Powers that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the power being manifested allows.

In addition, any effect created by the power allows power resistance, even if the power it is simulating does not. Dreamstuff objects or substances have normal effects except against those who disbelieve them.

Against disbelievers, they are 20% likely to work.

A dreamstuff creature or construct has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as dreamy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a dreamstuff creature, however, the dream creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the dream creature’s AC bonuses are one-fifth as large.

A creature that succeeds on its save sees the power as vague, vaporous forms coerced into shape by psychic energy.

Objects automatically succeed on their Will saves against powers manifested this way.

Lost Secrets (Su): While the kalashtar cannot fully explore dreamscapes on their own, their quori ancestors are able to do so. The connection to their ancestor is often fleeting and hard to establish, but through extended focus and concentration, at the expense of something they may currently understand, the Dream Dancer can connect to their ancestor long enough to gain some amount of new knowledge.

In a ritual that requires 8 hours of uninterrupted meditation, the Dream Dancer can exchange knowledge one of his known martial maneuvers, martial stances, or psionic powers for another that they meet the prerequisites for. The new knowledge must be of equal or lesser level than the knowledge being exchanged, and must be of the same type (a stance for a stance and a maneuver for a maneuver, etc.)

Dreamer’s Deadly Dance (Su): The stuff of dreams is fantastic and horrifying simultaneously. It is in these dreams that we find our moments of highest elation and times of deepest fear. A Dream Dancer has access, however brief, to these dreams and the plane that gives them shape. As his training is perfected, he subconsciously brings these dreams back with him, clinging to his blade in a fearsome cloud of darkness.

During any round in which he has used his Dream Dance or Dream Slip ability, DCs of his maneuvers or damage of his attacks are increased by half his class level.

Relieved Manifestation (Su): There is great power to be found from the realms of dreams, and the Dream Dancer is more than capable of drawing upon it. By expending his Psionic focus as part of the action of manifesting a psionic power, he can use the power he has discovered to save some of his own. The power costs half as many points to manifest (but augment cost is unchanged.)

Quori Knowledge (Su): The Onyx Dream is a reflection of our own world – not exactly the same, by any means, but the echoes of the dead dwell there, and great knowledge can be gleaned by those with access to it – as both the Onyxian Dreamers and Temple Wakers acknowledge. It is, however, restrained to the legends and histories that would be within the Onyx Dream. With an hour of uninterrupted meditation, the Dream Dancer can enact an effect identical to a casting of Legend Lore with no material component.

Dreamer’s Waltz (Su): A true dance requires rhythm and grace, give and take, back and forth. Performing one step over and over will never build to anything greater, and a dance performed by a master of the art is a thing to behold, especially on the battlefield. The three steps of a Dream Dancer’s waltz are maneuvers, psionic powers, and normal attacks.

At any time during combat, as a free action that can be taken out of turn, a Dream Dancer can declare that he is beginning to waltz. A ‘step’ in the waltz is whatever action is performed in a standard action (or full attack action in the case of normal attacks). While waltzing, he must maintain a pattern of three types of actions, declared when declaring the waltz (Ex. A power, then a maneuver, then an attack, repeated as a pattern). The waltz ends when combat ends or the Dream Dancer breaks the flow.

If the Dream Dancer breaks the flow of the waltz, he is fatigued until the end of the encounter. While Waltzing, his movement speed increases by 15’, and his reach is increased by 5’.

Dancer’s Beguiling Blade (Su): A Dancer at this level is so often and so fully inundated and surrounded by the dreamstuff he brings back with him it is nearly impossible to tell where he is at any given point – and when dealing with a man with a blade, that is a very problematic state to be in. In any round he could use his Dreamer’s Deadly Dance ability, he can, instead, opt to re-roll any roll made as part of his actions that round. This can only be performed once per round.

Perchance to Dream: At the pinnacle of their power, a kalashtar who has trained thus has become as much a creature of dreams as his quori ancestors. The realm of dreams fills them with its energies, and transforms them from within. He gains the Phrenic and Shadow creature templates, empowered by the dreams and psychic energies of all other creatures and masked by a haze of dreamstuff.

PLAYING A DREAM DANCER
Mobility and flexibility are key to being an effective Dancer. Use your class abilities to confound and confuse your enemies as you dart around the battlefield and lash out with your maneuvers and powers. Don't stay in any one place for too long.
Combat: A common tactic for Dream Dancers is to move in quickly to strike with a maneuver then get out quickly and respond with a power. When to use your Dream Slip stance is a key decision to be making. Will you keep it for defensive purposes, or use it to further your offense?
Advancement: The main choice to make after the class is whether to further your martial or psionic abilities. A clever Dancer will find a way to increase both, but focus never hurt anyone.
Resources: Other Kalashtar will often be more than willing to help a Dream Dancer with whatever he needs done. Obviously those ideologically opposed to him won't, but the Dancer represents a level of achievement that represents a new level of possibilities for all kalashtar. Groups interested in the realm of dreams and other dream related issues are often usually sympathetic to the Dancer.

DREAM DANCERS IN THE WORLD
"He was just... everywhere. I couldn't pin him down, couldn't even keep a decent eye on him. I just wanted to pull the covers over my head and hide like a little kid." - Oroborus Maxim, the first Inspired to encounter a Dream Dancer

Kalashtar will never be popular with groups such as the Inspired for a number of reasons, but even within Kalashtar circles, they find opposition. Those that follow the path of the lightbringer find the Dancer's willingness to turn to martial conflict and drown themselves so fully in the world of dreams to be a hindrance to their overall cause. Some Kalashtar think the Dancers have forsaken their duty to continue the war against the Dreaming Dark, and that their mobile, artistic style of fighting reveals a loss of the understanding that they are constantly at war with the world around them.

The Shadow Walkers welcome the Dream Dancers into their ranks, however, seeing their unique talents as a great boon as they fight the physical manifestations of their enemies.

You see your dance as a way to express your fight to those around you. As much as a barbarian's rage is an art form in your eyes, your control and grace in the face of conflict is your way of demonstrating your mind and heart to the world as a whole.

Daily Life: While you may have taken a path unique from your brethren, the philosophies you held to that led you to this path still ring true. If you practiced the path of shadow, it will still be a major part of your daily routine. From there, meditation on the unique connection you have established may become something you enjoy, fishing for information in Dal Quor to learn of a region's legends and heroes. The past holds a great deal of valuable information, even against the Dreaming Dark.
Notables: Danne Tsruk was a vigilante of sorts that became a small legend in the city of Sharn. Using his abilities, he struck from the shadows quickly and nearly untracably, becoming the scourge of the Inspired there. Even on streets flooded with light, it was said he could strike and vanish entirely before you even felt the pain. He was, in time, brought down by a very powerful member of the Inspired, but he left his mark on the man's face, and put the fear of the Dancers into the hearts of those who fight for the Dreaming Dark.
Organizations:

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

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

Derjuin
2011-02-04, 12:48 PM
WARDEN OF DUSK

http://fc02.deviantart.net/images3/i/2004/177/4/b/Death_Knight.jpg
You killed good men and women among my people. You assume that because we are undead, we are free to be slaughtered. That slaughter ends now. ~ Arami Nostrsellyn, Master Warden of Dusk

Wardens of Dusk are warriors that revere Evening Glory, the goddess of love and life eternal. Though they can be called holy warriors, their dealings are not with defeating the undead (as many paladins are concerned with) nor defeating the living (as many disillusioned, vile undead are concerned with) – they seek to preserve the followers of Evening Glory against all odds. Wardens of Dusk are exclusively Necropolitans; only those that revere Evening Glory and go through the ritual of Crucimigration may begin to heal themselves of the taint the ritual leaves on them. Most of the time, Evening Glory does not care for evil undead, but those that make an attempt in earnest to regain some form of neutrality or goodness sometimes earn Evening Glory's attention and, with time, her support.

BECOMING A WARDEN OF DUSK
Wardens of Dusk are often initiated into an order of wardens, generally after they have lived life as a Necropolitan for some time. The usual time limit before entry is considered – ten years – is sometimes averted in the cases of particularly powerful or devoted characters; however, for most, ten years are required for the prospective Warden to show Evening Glory that they truly wish no evil for the world, and wish to protect her followers. Some Wardens are employed by secretive societies dedicated to Evening Glory; these Wardens may not be required to go through any initiation tests. Paladins that join the ranks of the Wardens usually fall in the process of becoming a Necropolitan, since the ritual requires the intervention of evil deities. However, some Paladins seek out Master Wardens specifically to avoid falling.

ENTRY REQUIREMENTS
Race: Any Necropolitan
Base Attack Bonus: +4
Alignment: Any Non-evil
Special: Must worship Evening Glory

Class Skills
The Warden of Dusk's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (religion) (Int), Ride (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+0|Oath to the Goddess, Smite 1/day|2|0|-|-|-

2nd|
+2|
+3|
+0|
+0|Spurn Not Death, Detect Life|3|1|-|-|-

3rd|
+3|
+3|
+1|
+1|Grace of Glory, Smite 2/day|4|2|0|-|-

4th|
+4|
+4|
+1|
+1|Touch of Boundless Beneficence, Charm Domain|4|3|1|-|-

5th|
+5|
+4|
+1|
+1|Unchanging Perfection, Smite 3/day|4|3|2|0|-

6th|
+6|
+5|
+2|
+2|Cleanse Spirit, Protection Domain|5|4|3|1|-

7th|
+7|
+5|
+2|
+2|Time Holds No Sway, Smite 4/day|5|4|3|2|0

8th|
+8|
+6|
+2|
+2|Dusk's Intervention, Magic Domain|5|4|4|3|1

9th|
+9|
+6|
+3|
+3|Glorious Toughness, Smite 5/day|5|4|4|3|2

10th|
+10|
+7|
+3|
+3|Arbiter of Crucimigration|6|4|4|4|3[/table]

Weapon Proficiencies: Wardens of Dusk that are not already proficient with Heavy Armor and all Simple and Martial Weapons gain proficiency with all three groups of equipment.

Spells per Day: To cast a spell, the Warden of Dusk must have a Charisma score of at least 10 + the spell’s level, so a Warden with a Charisma of 10 or lower cannot cast these spells. Warden of Dusk bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the Warden’s Charisma modifier. When the Warden of Dusk gets 0 spells of a given level, such as 0 2nd-level spells at 1st level, he or she gets only bonus spells. (A Warden of Dusk without a bonus spell for that level cannot yet cast a spell of that level.) A Warden of Dusk has access to any spell on the Cleric list and can freely choose which to prepare, just like a cleric. A Warden of Dusk prepares and casts spells just as a cleric does (though the Warden cannot spontaneously cast cure or inflict spells).

If the Necropolitan entering the Warden of Dusk class already has divine spellcasting levels, as from Cleric levels, he or she instead advances spellcasting and caster level in one previous Divine spellcasting class as if he or she had gained a level in that class at every odd level of Warden of Dusk, though he or she does not gain any other abilities from gaining a level in that class.

Oath to the Goddess: Wardens of Dusk swear an Oath to their Lady Evening Glory, an Oath never to betray the principles of affection and love and honoring eternal life for those that harbor no ill intent for their newly extended time in the world. Even though Crucimigration for most is a vile ritual to go through, Evening Glory brings those that utilize the power of evil deities to become undead under her wing, so long as they swear by, and never break, her oath. For those undead that specifically seek to harm others, however, Evening Glory will allow a Warden to put the offending undead to permanent rest without breaking their vow.

Wardens of Dusk lose all class abilities if they ever slay another Warden that has not earned the ire of the Goddess for betraying her principles, or if they ever murder a Necropolitan that does not pose a threat to the world and its various peoples. There are some exceptions – Necropolitans that threaten a kingdom because they are allied with an enemy kingdom are not potential "targets" for a Warden to eliminate, unless the Warden was allied with the threatened kingdom, for example.

Wardens of Dusk may regain the favor of their lady by receiving an Atonement spell, performing exceptional deeds in the name of Evening Glory, and by attending a Ritual of Crucimigration initiated by another potential Necropolitan whose intent cannot be for ill. The Warden seeking redemption must hold and complete the Ritual for the Necropolitan for the required 24 hours.

Smite (Su): Once per day, the Warden may make an attack empowered by his or her conviction. When initiating a Smite attempt, the Warden adds his or her Charisma to his or her attack roll, and twice his or her Warden class levels to his or her damage rolls. If the Warden already has a Smite class feature from a previous class, he or she may add half his or her levels from that class, rounded down, to her Smite damage.

At 3rd level, and every odd level after that (5th, 7th and 9th) the Warden gains an additional use of Smite per day. If the Warden already has a Smite class feature from a previous class, he or she gains an additional use of this ability at 4th and 8th levels (to a total of 7/day at level 10).

Spurn Not Death (Ex): Wardens of Dusk are empowered against the affects of disciples of other gods and goddesses, and extend this empowerment to close undead allies. At 2nd level, the Warden gains immunity to both Turn and Rebuke Undead (and all other effects turning and rebuking may create). This immunity radiates as an aura of pale light, barely noticeable to those except other undead. Allied undead within 30 feet of the Warden are similarly protected, though not nearly as completely: they gain +5 Turn Resistance.

Spurn Not Death does not protect the Warden against feats and other abilities that use turning or rebuking uses to power (such as the various Devotion feats, or bonus damage from Divine Might).

Detect Life (Su): As a Paladin detects Evil, a Warden detects life. At 2nd level, the Warden gains the ability to use Deathwatch as a spell-like ability at will.

Grace of Glory (Ex): The grace of Evening Glory extends to her Wardens, granting them the ability to resist the attacks of others. At 3rd level, a Warden of Dusk adds his or her Charisma bonus to his or her Saves. In addition, a Warden of Dusk who successfully saves against a spell or effect with "Fortitude Half" or "Will Partial" instead suffers no effects from the spell or effect. Grace of Glory does not stack with Divine Grace.

In addition, you gain a +4 bonus to Will saves to resist being controlled by the Control Undead spell. This ability stacks with Resist Control.

Touch of Boundless Beneficence (Su): Wardens bring good health to those allies they visit, even those that are suffering from grievous wounds – even the undead. The touch of a Warden using Touch of Boundless Beneficence heals wounds, whether they belong to undead or living creatures. The Warden can heal up to an amount equal to (2 * his or her Warden levels) * his or her Charisma bonus; this ability functions almost identically to Lay on Hands, except it cannot be used to harm.

Charm Domain: The Warden gains access to the first of Evening Glory's three domains, the Charm Domain, at 4th level. If the Warden does not already have Domain spell slots, he or she gains one Domain spell slot at each spell level. If the Warden already has Domain spells, he or she does not gain extra Domain spell slots; if the Warden already has the Charm domain, he or she does not gain this ability.

Unchanging Perfection (Ex): The Warden, like Evening Glory, becomes as if frozen in time and shape – ever after gaining 5th level, the Warden may choose to ignore any Polymorph-like effects cast against him or her. If he or she chooses to be affected, he or she may end the effect at any time as a standard action.

Your body also removes from itself of all remaining taint the ritual of Crucimigration may have left on you, and your undead body becomes blessed by divine power - your type changes to Deathless (Augmented Humanoid); you lose all traits associated with being Undead, and gain all traits associated with being Deathless. However, unlike other Deathless, you may take a Run action and are not immediately destroyed upon reaching 0 hit points. You are considered dead - not destroyed - when you reach -10 hit points, as a living creature would be, and can be brought back with the use of a Resurrection, True Resurrection or Miracle spell.

Cleanse Spirit (Su): By expending divine energy, a Warden may grant a creature an attempt to shake off the effects of a disease, poison or curse. The Warden may give up a prepared spell of any level and give a creature suffering from any of the above three effects another saving throw. No extra ill effects are suffered if the creature fails this save. In addition to granting an extra save, the Warden grants the creature a bonus on this extra save equal to the spell level of the spell slot sacrificed. The saving throw against a curse made in this manner is the same saving throw made to resist its casting.

Protection Domain: The Warden gains access to the second of Evening Glory's three domains, the Protection Domain, at 6th level. The Warden gains a bonus Domain spell slot at each spell level in addition to any Domain spell slots he or she already has. If the Warden already has the Protection domain, he or she does not gain any additional Domain spells or powers, but he or she does gain the additional Domain spell slots.

Time Holds No Sway (Ex): At 7th level, the Warden's body becomes resistant to the effects of weather, time and the elements. The Warden does not suffer penalties for inclement weather, cannot be slowed or hasted unless he or she allows the effect to affect him or her, and gains Resistance to Cold and Electricity equal to his or her Warden of Dusk levels.

Dusk's Intervention (Ex): At 8th level, the Warden's connection with Evening Glory deepens, to the point where the Lady is willing to extend her will to aid the Warden in matters pertaining to her Domains. A Warden may spontaneously lose a prepared divine spell to cast a Domain spell of any of Evening Glory's three domains (Charm, Protection and Magic).

Magic Domain: The Warden gains access to the third and final of Evening Glory's three domains, the Magic domain, at 8th level. The Warden gains a bonus Domain spell slot at each spell level in addition to any Domain spell slots he or she already has. If the Warden already has the Magic domain, he or she does not gain any additional Domain spells or powers, but he or she does not gain the additional Domain spell slots.

Glorious Toughness (Ex): At 9th level, the Warden's body is toughened by the eternal glory of his or her Lady. At each level, including levels already gained, the Warden gains bonus HP equal to his or Charisma bonus.

Arbiter of Crucimigration (Ex): At 10th level, the Warden becomes a Paragon of the Necropolitan People and a Champion of Evening Glory. The palms of your hands instantly form a depression in each that quickly becomes a heart-shaped hole, piercing through your entire hand, mirroring your deity. Hereafter, the Warden may preside over any Rituals of Crucimigration, and may invoke Evening Glory instead of evil deities during the ritual. Doing so does not taint the Ritual with vile power, but also requires a few items that differentiate from the normal ritual of Crucimigration, including blessed bands instead of cursed spikes, a Magic Circle against Evil spell, and a dagger dipped in a special balm (costing 200gp) to release the recipient from life. The ritual continues as a normal Crucimigration might, though there is very little to no torture involved, nor are evil deities contacted during it.

In addition, you gain large, pristine feathered wings that grant you the ability to fly (100 ft, Good maneuverability).

PLAYING A WARDEN OF DUSK
Like a pillar holding up all the floors above it, or a cliff against a great wave, you stand as the protector and supporter of your people - the Necropolitans, of all shapes and sizes and age. You are the guardian against attacks by the righteousness-blinded living, and a font of information for those that wish to learn of the ritual of Crucimigration. You may simply oblige to give this information away as you might give away your excess wealth, or you might see it fit to test those seeking the ritual. However, the principles of the Warden does not permit evil, and thus you cannot actively seek to harm those whose interests lie solely in becoming a member of the group you protect.

Wardens of Dusk function similarly to Paladins in the abilities they are given, though the only code they are bound by is their own devotion to Evening Glory and the oath they take to never harm a brother or sister of Evening Glory that has not earned the ire of the goddess.

Combat: Most of a Warden's powers focus on combat situations – dealing and taking damage, healing allies and curing diseases and curses. However, they are also able to function outside of combat with the variety of spells they are given. While Wardens rarely rush into combat, they are built to withstand a sudden assault, for example if diplomacy runs afoul. Wardens rarely use their full power unless they know for a fact that doing so will achieve an end congruous with Evening Glory's principles.

Advancement: As a Warden of Dusk, you are an elite knight among Necropolitans, even if other Necropolitans are knights themselves. They may look up to you if they revere Evening Glory for her blessing of eternal life, and recognize you as an important facet of their community. As such, most Wardens of Dusk advance in other areas of combat or divine magic, relying on codes, temperance and respect to further the agenda of Evening Glory and her eternal children. There is little reason for a Warden to become a Paladin, as the Warden has gained many of the abilities available to the Paladin, and many of the goals of that holy warrior clash with the goals of the Warden. Training as a further specialized combat specialist or magical specialist might be in order for some Wardens; however, since they only have spellcasting for ten levels, classes that merely advance spellcasting might not be worth considering if the Warden's spellcasting is all the character has.

Resources: Fellow members of the Wardens of Dusk are obligated to respect and honor each other, and often build camaraderie among themselves. While they do not need to eat, drink, sleep or breathe, Wardens might offer each other lodging if one appears to be without any. Master Wardens may give tasks to new initiates or established Wardens. Necropolitans are usually able to provide some kind of support for Wardens of Dusk, as are most peaceful intelligent undead; however, they are under no obligation to do so and usually rescind an offer if intimidated or threatened.

WARDENS OF DUSK IN THE WORLD
Some call them abominations, warts-upon-life, or other gross exaggerations thrown about in disgust. And most would agree, if they could not see the beauty in their continued existence. It is almost a romantic notion, to give up eternal paradise to guard those that gave up their own paradise for earthly love. Quite the sacrifice that reaps its own rewards. Not to say they are greedy or self-centered, no, quite the opposite; but it can be said to be a lucrative deal. ~ Wralgarumun, necromancer adept

Wardens of Dusk usually offer themselves as protectors for groups of Necropolitans or other sentient undead that desire nothing more than peaceful, continued (and possibly eternal) existence. Whenever a new group, village, town or city of sentient undead rises, Wardens either are attracted to the area or are trained from the populace.

They are usually, unfortunately, the mortal enemies of paladins, and clash with them frequently. Wardens are sometimes commanders of armies, but their usual occupation lies in defending small groups of Necropolitans and other peaceful undead or deathless. They hold many of the same ideals a knight would, even though they are no longer living creatures.

Daily Life: Wardens of Dusk generally begin their day with a prayer to Evening Glory - or rather, continue their existence with a prayer to her every 24 hours. Wardens have a varied schedule, depending on what they do in their community: some patrol the roads and wilderness, looking for ill-meaning creatures of all kinds; some govern, taking into account the fact that most necessities of life are removed when Crucimigration completes. Others are more active, seeking out conflict to quell before it can come too close. Some seek only to please their Lady, and amass great wealth and power in her name. While every Warden has their own reasons for what they do, they all revere Evening Glory, and most of their time spent is in doing deeds for her.

Notables: Aletos Gissir is the head Warden of Dusk among the protectors of Necropolis Nightbane, a city largely constructed of several catacombs linked together by ornate tunnels filled with images of Evening Glory. The city itself is home to well over two thousand Necropolitans, and an elite guard of seventeen Wardens plus Aletos Gissir guard it. The necropolis is located several hundred feet beneath the earth, which makes guarding it relatively easy for Aletos; he occasionally leaves the city, to deal diplomacy with nearby cities and towns. He very rarely commits any form of violence on these diplomatic missions, even if an entire town chases after him. In addition to head Warden duty, Aletos is the head Cleric of Evening Glory among the necropolitan church-goers. Aletos oversees most Rituals of Crucimigration, and has say over every single ritual performed, whether or not he can be present for it or not.

He also visits other groups of Wardens of Dusk, though these travels take him far and wide. Diplomacy is the least of his thoughts on these journeys, as most Wardens feel a special sort of bond between each other, knowing the other has performed the same ritual, and that not all the horrid things they might see are entirely justified against their kind.

When Aletos underwent the ritual of Crucimigration, he had little knowledge that the ritual would invoke such evil to bring him into the fold of the undead. When he awoke from the ritual among the living dead, his divine connection with Evening Glory had been severely damaged; over the next twelve years, he sought appeasement from Evening Glory, doing as many good deeds in her name as he could to win back the connection. When she finally felt he might be repentant for using vile means to access eternal life, she sew into his dreamless vision an omen, pointing him toward a group of warriors who were much like himself, and had dedicated themselves to defending others that gained their eternity in love. Aletos joined the Wardens of Dusk, at first a name used only for that group, but soon the name became associated with almost all warriors of Evening Glory that had given up the promise of possible eternal paradise in another plane to remain on their current one for eternity.

Many years passed and Aletos ascended the ranks of the Wardens; though he is not yet a Master among them, several other high-ranking Wardens have since been lost to conflict, and Aletos remains one of the most notable Wardens in their (relatively) short history.

Organizations: Wardens do not typically belong to a large, central group, though smaller Knighthoods do exist explicitly to bring Wardens of Dusk together to form protective bands. At one point, long ago, there was talk of a central, uniting force among the Wardens, a powerful follower of Evening Glory. Unfortunately, the tales were never substantiated, but with Aletos gaining power, fame and glory in the name of his Lady, some believe that follower of Evening Glory has arrived.

NPC Reaction
The caring and chivalrous nature of most Wardens would lead most to believe they are living knights, until they show their undead flesh; after which, the reaction can vary by a large amount. Some would be terrified and flee; some might be startled, but realize they are not facing a mindless foe; others may even see the Warden in a positive light regardless of its state of undeath.

Unfortunately most tend to ignore the Warden's nature and focus on the fact that he or she has no pulse, and would be quick to attack.

WARDENS OF DUSK IN THE GAME
The Warden of Dusk class might appeal to players who wish to play a martial follower of a deity, one that is not based on an alignment (as a Paladin is) but one that is based on following the principles of a god or goddess. While Wardens do have one restriction on alignment, they have many more available to them. Wardens have similar abilities to Paladins, but higher-level spellcasting, which might aid them in higher-level encounters than other Paladin abilities.

Adaptation: Wardens of Dusk can be any kind of intelligent undead that care deeply not for power, but for the continued survival of others like them - other beings that have long since lost their spark of life, but continue living anyway. Wardens are particularly martial characters with moderate Divine spellcasting; some Clerics or Paladins, given leeway with their codes of ethics and morals, might be able to emulate Wardens in a place where Evening Glory and Necropolitans do not exist.

Encounters: If a group of adventurers encounters a Warden of Dusk alone, it is more likely to try to parlay than to fight, unless the Warden understands that it either can make a difference by fighting them, or it can kill them without breaking their principles and betraying the bond they have with Evening Glory. Some might even be proselytizing when encountered; such occurrences might tint the image adventurers might get of an NPC Warden of Dusk. If a group of adventurers encounters a troupe of Wardens and Necropolitans, the Wardens would likely be on the defensive, regardless of how aggressive the adventurers are. A full-on attack issues retribution from the Wardens.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 14: Aletos Gissir looks like a noble knight upon a noble steed, until the visor of his helm is pulled up, or his glove slips and reveals an exposed bone. While he is gallant and honorable, his is swift and fierce when he must be, brandishing a blade that glows with power. He would never attack unless specifically provoked.

Aletos Gissir
Male Human Cleric 7/Warden of Dusk 7
NG Medium Deathless (Augmented Humanoid)
Init +5, Senses: Listen +4, Spot +5, Deathwatch at will, Darkvision 60 ft.
Languages Common, Elven
-----------------------------------------------
AC 22, touch 11, flat-footed (21)
hp 85 (13 HD)
Fort +15, Ref +11, Will +14
------------------------------------------------
Speed 50 ft. (10 squares)
Melee +2 Brilliant Energy Longsword +17/+12 (1d8+6/19-20)
Base Atk +11, Grp +15
Atk Options Smite (+6 atk +7 dmg) 5/day, spells
Combat Gear Potion of Faith Healing x2, Potion of Shield of Faith x3, Potion of Vigor
Spells Prepared 0th - Create Water x2, Detect Magic, Detect Poison, Virtue x2. 1st - Bless x2, Lesser Vigor, Detect Evil, Detect Undead, Divine Favor, Charm Person*, Sanctuary*. 2nd - Aid, Augury, Bear's Endurance x2, Enthrall, Calm Emotions*, Shield Other*. 3rd - Dispel Magic x2, Invisibility Purge, Prayer, Suggestion*, Protection from Energy*. 4th - Freedom of Movement, Death Ward, Discern Lies, Good Hope*, Spell Immunity*. 5th - Hallow, Dispel Evil, Charm Monster*, Spell Resistance*. 6th - Energy Immunity, Geas/Quest*, Anti-Magic Field*.
*Domain spell.
Supernatural Abilities Turn Undead, Smite, Detect Life, Touch of Boundless Beneficence, Cleanse Spirit, Charm Domain, Protection Domain
----------------------------------------------
Abilities Str 18, Dex 12, Con -, Int 13, Wis 15, Cha 22
SQ Deathless Traits, Resist Control, Turn Resistance, Unnatural Resilience, Spurn Not Death, Grace of Glory, Unchanging Perfection, Time Holds No Sway
Feats Improved Initiative, Weapon Focus (Longsword), Skill Focus (Diplomacy), Negotiator, Power Attack, Extra Smiting
Skills Concentration +17, Diplomacy +28, Jump +4, Knowledge (Religion) +16, Listen +4, Spot +5
Possessions +2 Brilliant Energy Longsword, +1 Heavy Mithral Shield, Belt of Magnificence +2, Cloak of Charisma +6, +1 Adamantine Plate Mail, Boots of Striding and Springing

Admiral Squish
2011-02-04, 01:51 PM
Warform Initiate

http://th05.deviantart.net/images/300W/large/indyart/indymisc/now_a_werewolf.jpg
“Talent will only take you so far. Real power is bought with blood. Let me show you…” -Gorus, Razorclaw Warform Initiate, just before entering warform

The shifters are known for there connection to the blood of beasts. An savage animal lurks beneath the face of every shifter. Most shifters live their lives dealing with this bestial nature, suppressing the animal urges and killer instinct. Some embrace it, losing themselves to savage fury. Others seek the root of this beastial nature, training to unlock their bestial heritage and claim the power of their ancestors. Still others choose a new route. Utilizing shaper artifacts, intense training, and agonizing magical treatments, these shifters purify their forms, transforming themselves into living weapons. These devoted warriors sacrifice their bodies to the service of the shifter nation forevermore, becoming living engines of destruction for their people.

BECOMING A WARFORM INITIATE

Becoming a warform initiate requires a long, agonizing series of magical treatments interspaced with a strict regimen of physical training that goes beyond mere exhaustion. The process takes several months, and new initiates must be trained by a more mature initiate.

ENTRY REQUIREMENTS
Alignment: Lawful Good or Lawful Neutral
Race: Shifter
Base Attack Bonus: +5
Feats: At least two shifter feats, one of which must come from the following list: Beasthide Elite, Cliffwalk Elite, Dreamsight Elite, Gorebrute Elite, Longstride Elite, Longtooth Elite, Razorclaw Elite, Swiftwing Elite, Truedive Elite, Wildhunt Elite.

Class Skills
Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex) Intimidate (Cha), Jump (Str), Knowledge (nature), Listen (Wis), Move Silently (Dex), Spot (Wis), 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
1st|
+1|
+2|
+2|
+0|Initiate’s Mark, Warform +1/Day

2nd|
+2|
+3|
+3|
+0|Warform Abilities I

3rd|
+3|
+3|
+3|
+1|Warform +2/Day

4th|
+4|
+4|
+4|
+1|Warform Abilities II

5th|
+5|
+4|
+4|
+1|Eternal Readiness, Warform +3/Day

6th|
+6|
+5|
+5|
+2|Warform Abilities III

7th|
+7|
+5|
+5|
+2|Warform +4/Day

8th|
+8|
+6|
+6|
+2|Warform Abilities IV

9th|
+9|
+6|
+6|
+3|Warform +5/day

10th|
+10|
+7|
+7|
+3|Stir the Beast, Warform Abilities V[/table]

Weapon Proficiencies: A warform initiate is proficient with all simple and martial weapons, and with light armor, but does not gain any proficiency with shields.

Initiate‘s Mark: A warform initiate who survives the treatments required to enter the order is marked permanently with a series of tattoos. Anyone raised in a shifter community can instantly recognize the significance of these markings. As the warform initiate progresses through the class, the tattoos become more complex and expansive. The warform initiate gains a +1 bonus to all charisma-based skills and checks made in regards to shifters for every two levels in this class. This bonus also applies to leadership score, but any cohorts or followers that would not be possible without this bonus must be shifters.

Warform: A warform initiate undergoes his first round of magical treatments, gaining power beyond that of a normal shifter when he shifts. A shifter entering warform doubles the usual ability bonus from their shifter trait, but is in all other ways treated as just having shifted as normal. A shifter can enter warform a number of times each day equal to the number of times he could normally shift in a day plus one, and it lasts for a number of rounds equal to (3 + con modifier + # of shifter feats he possesses). In addition, at 3rd level and every odd-numbered class level thereafter, the shifter gains an additional use of warform each day.

Warform Abilities: A warform initiate gains special bonuses while in warform, based on his shifter trait. If the warform initiate has more than one shifter trait, he gains additional bonuses based on his primary shifter trait.

Beasthide:

Ability Rank|Bonuses
I|+5 Natural Armor, DR 1/-
II|+6 Natural Armor, DR 2/- Fortification 25%
III|+8 Natural Armor, DR 3/-, Spell Resistance
IV|+10 Natural Armor, DR 4/-, Fortification 50%
V|+12 Natural Armor, DR 5/-, Heavyweight


Natural Armor: While in warform, the warform initiate gains the listed bonus to natural armor as his skin grows thick, bony plates and scales. At 6th level, this armor becomes thick and heavy enough that the warform initiate can no longer wear armor while in warform.

DR: The warform initiate gains damage reduction as indicated on the table while in warform, his flesh hardening and becoming more resilient.

Fortification: At 4th level, the warform initiate gains fortification. When a critical hit or sneak attack is scored on the warform initiate, there is a 25% chance the extra damage is negated and instead rolled normally. At 8th level, this fortification improves to 50%

Spell Resistance: At 6th level, a warform initiate gains spell resistance equal to 10+his HD.

Heavyweight: At 10th level, the increased bulk the warform initiate gains while in warform allows him to function as one size category larger in many ways. As long as the warform initiate is in warform, whenever the warform initiate is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the warform initiate is treated as one size larger if doing so is advantageous to him. A warform initiate is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

Cliffwalk:
Ability Rank|Bonuses
I|Sneak Attack +1d6, +2 Hide, Climb Speed +10
II|Sneak Attack +2d6, +4 Hide, +2 acrobatics
III|Sneak Attack +3d6, +6 Hide, Climb Speed +10, Camouflage
IV|Sneak Attack +4d6, +8 Hide, +4 acrobatics
V|Sneak Attack +5d6, +10 Hide, Climb Speed +10, Hide in Plain Sight

Hide: The warform Initiate gains the listed bonus to hide checks while in warform, as their skin becomes darker and more sleek.

Climb Speed: At 2nd, 6th, and 10th level, the warform initiate’s climb speed increases by 10 feet.

Sneak Attack: If a warform initiate in warform can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The warform initiate’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the warform initiate flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 at every even level thereafter. Should the warform initiate score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a warform initiate can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A warform initiate can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The warform initiate must be able to perceive the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Acrobatics: At 4th level, the warform initiate gains a +2 bonus to Balance, Climb, Jump, Move Silently, and Tumble. At 8th, level, this bonus increases to +4.

Camouflage: At 6th level, the warform initiate can make make hide checks in any natural environment, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight. While in any sort of natural terrain, a warform initiate of 10th level can use the Hide skill even while being observed.

Dreamsight:
Ability Rank|Bonuses
I|Spot +2, Sniper’s eye +1, Precise Shot
II|Spot +4 Sniper’s Eye +2, Rapid Activation
III| Spot +6, sniper’s Eye +3, Improved Precise Shot
IV| Spot +8, Sniper’s Eye +4, Perfect eye
V|Spot +10, Sniper’s Eye +5, Allsight, Ultimate Sniper


Spot: The warform initiates eyes grow sharper and more perceptive. The warform initiate gains a bonus on spot checks as listed on the table.

Sniper’s Eye: With his enhanced vision, the warform initate is better able to pick out weak spots on distant targets. The warform initiate gains the listed bonus as a competence bonus on all ranged attack and damage rolls.

Precise Shot: While in warform, the warform initiate is treated as having the precise shot feat.

Rapid Activation: A warform initiate can use his dreamsight elite feat as a swift action.

Improved Precise Shot: While in warform, the warform initiate is treated as having the improved precise shot feat.

Perfect Eye: While your Dreamsight Elite feat is active, you gain the effects of a True Seeing spell.

Allsight: While your dreamsight elite feat is active, your vision becomes perfect. This effect works like a true seeing spell, but with no limitation on range. It also penetrates concealment.

Ultimate Sniper: at 10th level, a warform initiate in warform does not take penalties to attack rolls for range. The warform initiate cannot fire further than his normal maximum range with this ability.

Gorebrute:
Ability Rank|Bonuses
I|Powerful Charge +1d6, Mighty Horns
II|Powerful Charge +2d6
III|Powerful Charge +3d6, Batter
IV|Powerful Charge +4d6, Speedy Charge
V|Powerful Charge +5d6, Rampage Rush

Powerful Charge: At 2nd level, when making a charge attack with his horns, a warform initiate deals an additional 1d6 points of damage. Every even-numbered level thereafter, this damage increases by 1d6.

Mighty Horns: At 2nd level and above, a warform initiate adds 2x his strength modifier to gore attacks when he makes no other attacks in the round. If attacking with his gore as a secondary attack, he adds his full strength modifier to damage. In addition, the warform initiate can use his horns to gore an opponent without charging, dealing 1d6 points of damage as a natural attack.

Batter: at 6th level and above, the warform initiate deals double damage with his horns when attacking an object or structure.

Speedy charge: At 8th level, the warform initiate can move up to four times his speed when making a charge attack.

Rampage Rush: At 10th level, the warform initiate gains a special option when charging. If you successfully knock down an opponent using the Gorebrute Elite feat, you may run over him and onto another target. If you choose to do so, you deal 2d6+1.5 strength damage to the target and may select a new target to charge. You cannot turn more than 45 degrees in either direction from your original charge when charging a new target. If you knock down another opponent, you may charge again as many times as you wish. However, you may not move more than four times your speed in a single round.

Longstride:
Ability Rank|Bonuses
I|+1 dodge, Speed +10, Run, Uncanny Dodge
II|+2 dodge, Speed +10, Evasion
III|+3 Dodge, Speed +10, Imp. Uncanny dodge
IV|+4 Dodge, Speed +10, Imp. Evasion
V|+5 Dodge, Speed +10, Impossible Rush


Dodge: At 2nd level and above while in warform, the warform initiate’s speed and reflexes sharpen dramatically. The warform initiate gains the listed bonus as a dodge bonus to AC and reflex saves.

Speed: At 2nd level and above while in warform, the warform initiate becomes much faster. The warform initiate’s base land speed increases by 10 feet. In addition, at every even-numbered level thereafter, the speed increases by an additional 10 feet.

Uncanny Dodge: At 2nd level, a warform initiate in warform retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a warform initiate already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

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


Improved Uncanny Dodge: At 6th level and higher, a warform initiate in warform can no longer be flanked. This defense denies a rogue the ability to sneak attack the warform initiate by flanking him, unless the attacker has at least four more rogue levels than the target has warform initiate levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Improved Evasion At 8th level and above, a warform initiate in warform gains improved evasion. This ability works like evasion, except that while the warform initiate still takes no damage on a successful Reflex saving throw against attacks, henceforth se takes only half damage on a failed save. A helpless warform initiate does not gain the benefit of improved evasion.

Impossible Rush: A warform initiate in warform can move up to five times his base land speed as a full-round action.

Longtooth:
Ability Rank|Bonuses
I|+1 Enhancement, Terrible Fang
II|+2 Enhancement
III|+3 Enhancement, Sabertooth
IV|+4 Enhancement,
V|+5 Enhancement, Crushing Jaws

Enhancement: At 2nd level and above, a warform initiate in warform gains an enhancement bonus to attack and damage rolls made with his bite attack.

Terrible Fang: At 2nd level and above, a warform initiate adds 2x his strength modifier to bite attacks when he makes no other attacks in the round. If attacking with his bite as a secondary attack, he adds his full strength modifier to damage.

Sabertooth: At 6th level, the warform initiate’s bite attack deals quadruple damage on a critical hit.

Crushing Jaws: When you make a successful bite attack, you may make a grapple check as a free action without provoking attacks of opportunity.

Razorclaw:
Ability Rank|Bonuses
I|+1 Enhancement, Rend 1d4
II|+2 Enhancement, Rend 2d4
III|+3 Enhancement, Rend 3d4, Rake
IV|+4 Enhancement, Rend 4d4, Bloody Claws
V|+5 Enhancement, Rend 5d4, Leaping Pounce

Enhancement: At 2nd level and above, a warform initiate in warform gains an enhancement bonus to attack and damage rolls made with his claw attacks.

Rend: At 2nd level, if the warform initiate hit’s a target with both claw attacks, he automatically deals 1d4+ strength mod extra damage.

Rake: At 6th level, the warform initiate gains two rake attacks. These rake attacks are identical to his claw attacks, including the enhancement bonus granted by this class, but they may only be used on a full attack. To use them properly, the warform initiate must make a DC 10 jump check as a free action before beginning his full attack. If he does not make the jump check, he cannot use his rake attacks. A warform initiate may count his rakes as claw attacks to rend, but cannot deal rend damage more than once per round.

Bloody Claws: At 8th level, a warform initiate in warform can tear at small cuts until they become horrid, bleeding wounds that continue to harm the target. If a living creature takes damage from his rend, the target takes one damage on the following round for each claw that hit. He takes this damage each round until he receives at least one point of healing. Multiple wounds stack.

Leaping Pounce: At 10th level, when the warform initiate makes a charge attack, he may make a full attack at the end of his charge. In addition, the warform initiate is trained to leap into the air and coem down onto his opponent, knocking him off balance. As such, before making his full attack, the warform initiate may make a trip attempt against the target as a fee action.

Swiftwing:
Ability Rank|Bonuses
I|Talons, Skirmish +1d6, Flyby Attack
II|Skirmish +2d6, Speedy Wings
III|Skirmish +3d6, Improved Flyby Attack
IV|Skirmish +4d6, Lightning Wings
V|Skirmish +5d6, Death from Above

Talons: At 2nd level and above, a warform initiate in warform gains a talon attack that deals 1d6+1.5 str damage as the warform initate’s feet sprout claws. These claws do not in any way affect the warform initiate’s movement. These talons deal double damage on a dive attack.

Skirmish: At 2nd level, A warform initiate in warform gains the ability to deal extra damage when moving. He deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the warform initiate’s turn. This extra damage increases by 1d6 every even numbered level thereafter. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The warform initiate must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Warform initiates can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. A Warform initiate loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If he gains the skirmish ability from another class, the
bonuses stack.

Flyby Attack: At 2nd level and above, a warform initiate in warform is considered to have the flyby attack feat.

Speedy wings: At 4th level, a warform initiate in warform’s fly speed increases to 60 feet with good maneuverability.

Improved flyby: At 6th level and above, a warform initiate in warform is considered to have the Improved Flyby Attack feat.

Lightning Wings: At 8th level, a warform initiate in warform’s fly speed increases to 120 feet with good maneuverability.

Death From Above: At 10th level, a warform initiate in warform can make a special attack with his talons. As a full-round action, the warform initiate may move up to his fly speed and make a single talon attack against each opponent he threatens while moving. This movement provokes attacks of opportunity as normal.

Truedive:
Ability Rank|Bonuses
I|Water Mastery +1, Blindsense 20, Ravage
II|Water Mastery +2, Swim speed +20
III|Water Mastery +3, Blindsense 40, Water Breathing
IV|Water Mastery +4, Swim Speed +20
V|Water Mastery +5, Blindsense 60, Piranha Dart


Water Mastery: At 2nd level and above, a warform initiate in warform gains a +1 competence bonus to attack and damage rolls as long as both he and his target are underwater.

Blindsense: At 2nd level, a warform initiate in warform gains blindsense out to 20 feet. This blindsense can only perceive objects or creatures below the surface of the water, and it does not function if the warform initiate is not underwater himself.

Ravage: At 2nd level, a warform initiate in warform gains a bite attack that deals 1d6+1.5 str points of damage.

Swim Speed: At 4th level, a warform initiate in warform' swim speed increases by 20 feet, to a base speed of 60. At 8th level, this speed increases again by another 20 feet, to a total speed of 80.

Water Breathing: At 6th level, a warform initiate gains the ability to breathe underwater as he would in air. He also gains this ability while shifted.

Piranha Dart: At 10th level, whenever a warform initiate in warform deals damage to an opponent in melee while underwater, he may take a 5-foot step as a free action, darting this way and that with his movements.

Wildhunt:
Ability Rank|Bonuses
I|Lifestrike +1, Blindsense 40, Track
II|Lifestrike +2, Blindsight 15, Swift Tracker
III|Lifestrike +3, Blindsense 50
IV|Lifestrike +4, Blindsight 30, Heartseeker
V|Lifestrike +5 Blindsense 60, Deathblow


Lifestrike: When a warform initiate in warform attacks a living creature, his incredibly sharpened sense put him in tune with creatures vitals. Against living creatures, the warform initiate gains a +1 competence bonus to attack and damage rolls. He does not gain the bonus against creatures immune to critical hits. At 4th and every even-numbered level thereafter, the bonus to attack and damage rolls increases by one. The target must be within range of the warform initiate's blindsense to be affected. If the target is within the range of warform initiate's blindsight, the bonus is doubled.

Blindsense: At 2nd level, the blindsense granted by the warform initiate’s wildhunt elite feat increases it’s range by 10 feet to a range of 40 feet. At 6th and 10th level, in increases by another 10 feet, to 50 and 60 feet, respectively.

Track: At 2nd level, a warform initiate in warform is treated as having the track feat.

Blindsight: At 4th level, the warform initiate in warform gains blindsight out to 15 feet. At 8th level, the range of his blindsight increases to 30 feet.

Swift Tracker: At 4th level, a warform initiate in warform can move at full speed while tracking.

Heartseeker: At 8th level, a warform initiate in warform adds his wisdom modifier to all rolls to confirm critical hits.

Deathblow: At 10th level, as a full-round action, the warform initiate may make a single attack against an opponent within range of his blindsight. If the attack hits, the target must make a fortitude save (DC 20+wis mod) or die.


Eternal Readiness: At 5th level, a warform initiate may shift at will. He does not gain any of the special benefits granted by warform while shifting like this. He may suppress or resume his shifting as a swift action.

Awaken the Beast: The raw power of a warform initiate can inspire others of his race. Whenever a warform initiate of 10th level enters warform, all shifters within 30 feet may immediately shift, as though they had activated the ability themselves. However, this shifting does not count against their daily uses of shifting. While shifted like this, they gain a +1 morale bonus to attack rolls, damage rolls, saves, skill checks, and ability checks. They do not have to remain within 30 feet of the warform initiate to benefit from this.

bindin garoth
2011-02-09, 12:01 PM
Dual-Heritage Disciple

http://fc05.deviantart.net/fs44/i/2009/155/2/9/Half_elven_Wizard_by_Mfiorito.jpg
“Magic? You know nothing about magic, you’ve only tapped into one of its many abilities!”
-Segiune, a half-elf Dual-Heritage Disciple

A Dual-Heritage Disciple is a half-elf who has faced their heritage, tapping into the abilities they have gained from both to become a fountain of magic. They learn how to change their magic as needed, just like a human is able to adapt to different environments. This magic is a result of their arcane powers passed down from their elven parent. A Dual-Heritage Disciple may not be able to match the raw power of an elven wizard, or engage in combat like a human warrior, but it’s his combination of his skills and his ability to change his magic into different types that allows him to truly succeed on any task.


Becoming A Dual-Heritage Disciple
A half-elf normally enters this class through the factotum class, although a few may multiclass to gain some extra abilities, but they’re just delaying entry into this class.

ENTRY REQUIREMENTS
Race: must be a Half-Elf
Feats: Font of inspiration
Skills: Knowledge(arcane): 8, concentrations: 6 ranks
Special: Must have at least 5 inspiration points

Class Skills: All skills are class skills. Dual-Heritage Disciples are very adaptable to the situation at hand, and treat all skill as in-class skills.
Skills Points at Each Level: 6 + Int

Hit Dice: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Arcane Dilientte, Magical Aptitude

2nd|
+1|
+0|
+3|
+3|Numerous Magics + 1

3rd|
+2|
+1|
+3|
+3|Magics of the Soul

4th|
+3|
+1|
+4|
+4|Skillful Magic

5th|
+3|
+1|
+4|
+4|Magical Aptitude + 1

6th|
+4|
+2|
+5|
+5|Numerous Magics + 2

7th|
+5|
+2|
+5|
+5|Magic of the Souls + 1

8th|
+6|
+2|
+6|
+6|Change the Magic

9th|
+6|
+3|
+6|
+6|Mold the Magic

10th|
+7|
+3|
+7|
+7|Dual-Heratige Magic, Magical Aptitude + 2[/table]

Weapon Proficiencies: A Dual-Heritage Disciple does not gain any weapon proficiencies.
Arcane Dilettante: Levels of Dual-Heritage Disciple stack with your factotum levels for your inspiration points, number of spells you can prepare, and the highest level spell you can cast at all levels except at levels 1 and 10.
Magical Aptitude: While half-elf’s often do not have the aptitude for arcane magics that their elven parents do, they make up for it with other means. Just like their human parents, they learn to adapt themselves to whatever is needed. At level one, chose one of the following spell-like or supernatural abilities at the beginning of each day, you may chose a different ability each day. You caster level for these is twice you class level, and if any require a save, it is (10+class levels+int mod). This ability is useable an unlimited number of times per day, but it requires 1 inspiration point to activate each day. If it is a continuous effect, the number of inspiration points you have for the day is reduced by 1.:
Detect good/evil, detect magic, mettle, and Draconic aura (as Dragon shaman of class levels, only know one aura)
You may choose an additional item at levels 5 and 10. Also at higher levels, you may chose from additional abilities:
At level 5: lay on hands (amount able to heal equal to (class levels * int mod * 2), Ghost step (become invisible as a swift action), dark companion, Inspire courage (as a bard of class levels),
At level 10: divine grace (replace cha with int mod for ability), Ghost step (become ethereal as a swift action for 1 round), improved mettle
Numerous Magics: At levels 2 and 6, you trainings in different magics pay off. You can prepare an additional spell for your arcane dilettante class feature, and at level 6, you can prepare 2 extra.
Magics of the Soul: At level 3, you have finally learned enough to mimic other magics. You may either bind a vestige of 3rd level or below, or shape 2 soulmelds at the beginning of each day. You can change your choice each day. If you chose to bind a vestige, your binder level is your class levels + factotum levels, and you binding check is (1d20+ binder level + int mod). This otherwise functions as the binder class feature. If you chose to bind soulmelds, you can choose any 2 soulmelds from any class list, and you may chose to bind one of them to any of the least chakras. Your effective soulmelder level is equal to your class levels + your factotum levels, and you have an amount of essential equal to your class levels/2
At level 7, you may bind a vestige of 5th level or lower, or shape 3 soulmelds and have access to the least and lesser chakras. 2 soulmelds can be bound to these chakras.
Skillful Magics: At level 4, you show promising results from combining your two heritages. Whenever you gain a bonus to a skill from any spell or magical means from your class features, the bonus increases by an amount equal to half of your class levels.
Change the Magic: At level 8, you’re combination of heritage becomes even more apparent, as you show off your great flexibility in magic. 1/day, as a full-round action provoking attacks of opportunity, you may exchange up to your intelligence modifier of unused spells for other spells of equal level.
Mold the Magic: At level 9, your abilities to change magic have become great. You may now, instead of just choosing spells for the arcane dilettante class feature, chose a power, mystery, or divine spell of a level up to the highest spell level you can cast from – 1. If you chose a power, it must be from the psion class list, and if you chose a divne spell, if must be from the cleric spell list. However, because you are not use to these other magics, you suffer a – 3 caster level loss for these magics. You chose these at the beginning of each day, and when choosing, at least half of you chosen magics must be arcane spells, as that is the main magic you have learned about. If using a power, treat it as if it had been augmented up to your caster level – 3.
Dual-Heritage Magics: At level 10, your training is now complete. You have taken your arcane abilities from your Elven parent to a whole new level, all thanks to your human heritage. You gain 2 additional inspiration points, which can only be used on class features gain from this class. You also become an outsider with the native subtype, as the magics you have mastered change your body.

PLAYING A DUAL-HERITAGE DISCIPLE
A Dual-Heritage Disciple is very flexible, even more than a normal factotum by using his magical means. He should use his abilities to his upmost ability, to gain whatever advantage he can in his current situation.
Combat: A Dual-Heritage Disciple will fight very differently, depending on his choices for the day. One day, he may feel like going nova, preparing spells and other magical sources to deal damage from afar. Another day, he may bind Leraje, to gain skill with the bow and become a sniper. Or yet another day, shape the incarnate weapon soulmeld and use it to attack. A Dual-Heritage Disciple choosing to specialize in one form of combat will likely chose multiple abilities that give bonuses to that one form of combat. For example, if one chooses to be a sniper, he may bind Leraje, and have a wrathstrike or true strike spell ready, in case he encounters an enemy with a high ac.
Advancement: A Dual-Heritage Disciple is best off continuing the ever-flexible path of the Factotum. He will need inspiration points to activate most of his class abilities, and gain even more uses for them by continuing this path. If you chose to deviate from this, though, you may find the abilities of Incarnates, totemists, and binders to help, as they are very flexible classes, even with so few levels in them.
Resources: A Dual-Heritage Disciple very rarely has little to rely on other than himself. He may find it a good idea to join a guild for its resources, however, you have many resources to draw upon yourself. A Dual-Heritage Disciple may also be a part of a half-elf community, and help them out in turn for resources

DUAL-HERITAGE DISCIPLE IN THE WORLD
“Em Dual-Heria….. whatever they’re called, ever heard of them? They say that they’re the hardest of the em half-elves to catch.”
-Halfheart, An orc hunter tracking a group of half-elves

Dual-Heritage Disciples are either looked upon with admiration or hate, depending on who they are surrounded by. Other half-elves and those that accept the half-elf’s heritage look upon them with admiration and jealously, as their mastery over the many forms of magic is a rarity. Of those that hate them, like the orcs and those that look upon their heritage and scorn them, the Dual-Heritage Disciples seem like a thorn in their side. Their magical masteries make them hard to catch and find, let alone keeping them locked away.

Daily Life: In general, Dual-Heritage Disciples are forced to keep their existence a secret, as their foes are great. Generally they either keep away from big cities and such populated areas to keep from being found. Others, by taking advantage of their abilities, go to the big cities and keep to the crowds, trying to blend in with the population.
Notables: Azlar was a half-elf in a slave community, working the lands and cooking for the human nobles who oversaw the lands. As he was born into slavery, he never knew of the outside lands or people, and always loved to sit around and listen to the stories of the elders, of the great cold mountains and the dry deserts, of the huge cities and great walls built around them, and the raging rivers, it was all fascinating to him Then one day, when he was only twelve, he began questioning, “why are we here? Why not be enjoying the great cities and rivers,” he asked the elders. They said” Because these humans, the same ones whom we bare partial blood of, oppress us.” Azlar couldn’t except it, so one day, during the early dawn, he rose out of bed while all were asleep. Fortunately for him, the guards had fallen asleep that day too. So he managed to sneak out, and explore the lands. He learned many skills, even dabbling in the arcane magics. But it wasn’t enough, it never could quench his thirst for more. He started learning other magics, such as binding vestiges, shaping soulmelds, and shadow magics. Eventually, when he felt it was time, he returned. He used his abilities to sneak out another slave every once in a while, and would train them in what he learned. Eventually, the nobles took notice of the dwindling slaves and increased the guard numbers twofold. However, by this time, the number of escapees had grown enough. They used their abilities to sneak around and take out the guards one by one, and eventually freed the slaves. The nobles were tied up and left for the slaves to deal with. Azlar left, spreading his knowledge to those he thought could help the half-elf community.
Another Dual-Heritage Disciple, the half-elf Murgon, was feared across the lands. Originally from another oppressed half-elf community, he was taught in the arts and quickly showed much potential, quickly surpassing the master in a few years. He eventually gathered a large group of followers and would attack any non-half-elf community. He felt that half-elf’s have been oppressed long enough, and because other races either oppressed them or turned a blind eye to their suffering, all but the half-elfs deserved to live. He continued these raids for years, killing many and using his talents to get him and his followers away quickly. Eventually, even the half-elfs feared him, as he made all who didn’t think like him his enemy. A multi-racial alliance was formed, and begun hunting him and his followers. They were killed off one by one, until just Murgon remained. However, Murgon, said to be the greatest Dual-Heritage Disciple, always escaped. Eventually his trail went cold. Some say he died alone and ran out of resources. Others say he used his abilities to hide himself. Some even say he found a way to immortality, and is still alive to this day.
Organizations: Dual-Heritage Disciples are not a really organized group. Usually, a master will take on one or two apprentices and teach them the arts, or a small group bands together for the community, but that’s it.

NPC Reaction: If an NPC knows of his abilities, the NPC will either look at them with either admiration or hated, depending on how they view half-elves. If they don’t know of the half-elf’s abilities, the NPC will treat them as they would normally treat any half-elf. An enemy of half-elfs who know of their abilities starts out as one step closer to hostility than normal, and if attacking, will prioritize attacking the half-elf above all else.

DUAL-HERITAGE DISCIPLE IN THE GAME
A Dual-Heritage Disciple will be very flexible, providing cover for the skillful roll of the part, and also helping provide cover as a secondary arcanist or other roll, depending on their choices of abilities and feats. They may specialize in a roll, or can be prepared to do a little of everything. Expect a Dual-Heritage Disciple to always be able to be effective to some degree, although how effective is up to the situation and player. Also, the low hit die hurts in melee.
Adaptation: In a campaign where half-elves are discriminated, this prc will fit in perfectly, without any changes needed. However, in a campaign where they are see equal with other races, this prc will need some changes. The prc would of more likely come from the half-elves embracing their mixed heritage, and drawing power from it.
Encounters: A party will most likely encounter a Dual-Heritage Disciple in a solitary place, perhaps as a thief or posing as a mage of sorts.

Sample Encounter
Lincusto is a famous mage at the local city, one of its best mages. He hides his true identity and abilities unless forced to during combat. In reality, he has been investigating the mage’s guild for about a year now for suspected illegal trade, and has finally been given access to some of its innermost secrets. He may request help from the PC’s in busting a trade that’s about to happen without revealing his identity or perhaps help with gathering more proof of the guilds ill-deeds.
EL 7:

Lincusto
CG/M/Half-Elf/Factotum 5 / Dual-Heritage Disciple 2
Init +5, Senses: Listen +10, Spot +10,
Languages: Common, Draconic, Infernal, Celestial
-----------------------------------------------
AC 18 , touch 13 , flat-footed (15)
hp 50 (5d8 + 2d6HD)
Fort +3, Ref +10, Will +4
------------------------------------------------
Speed 30ft. (6 squares)
Melee +8 Rapier (1d6 + 1, 17-20/x2)
Base Atk +4, Grp +4
Combat Gear +1 rapier
Spells Prepared Mage Armor, Silent Image, Alter Self
Supernatural Abilities: Detect evil
----------------------------------------------
Abilities Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 10
SQ
Feats: Weapon fitness, Font of inspiration x 2
Skills: Spot +10, Listen+10, Search+10, Knowledge(arcane) +10, Knowledge(the planes)+10, Search+10, Concentration+10, Gather information+10
Possessions: Gloves of dexterity +2, amulet of tears, boots of speed, Chain shirt + 1

Abilities:
Detect evil: As a paladin, cost an inspiration point to use.
Inspiration: 7 points of inspiration to spend on abilities.
Trapfinding: As the rogue class feature
Cunning insight: Whenever Lincusto makes an attack, damage, or saving throw roll, he may spend an inspiration point to add his intelligence modifier as a competence bonus.
Cunning Knowledge: When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus equal to your factotum level (5). Can only use 1/day per skill.
Arcane Dilettante: You gain the ability to cast a small number of spells as spell-like abilities. Currently, Lincusto can cast 3 spells, with one of them being level 2, and all others at least 1 level lower.
Brains over Brawn: Lincusto gains his intelligence modifier on all strength checks, dexterity checks, and checks involving those two abilities.
Cunning Defense: Lincusto may spend an inspiration point to gain his intelligence modifier as a dodge bonus to AC against one opponent.
Cunning Strike: Lincusto may spend 1 inspiration point to add 1d6 sneak attack damage to a single blow.
Opportunistic Piety: Lincusto may use turn undead 3/day.
Magical Aptitude: Have chosen to gain Detect evil for the day.
Numerous Magics: Can prepare an addition spell at the beginning of the day.

TheGeckoKing
2011-02-09, 04:30 PM
The Mantis Maker

http://fc04.deviantart.net/fs71/f/2011/035/d/e/thri_kreen_chemist_by_germille-d38trhu.png

I'm sorry, i'm too busy doing SCIENCE to deal with a silly, close-minded fool like you - Krick, a Mantis Maker, retorting the comment "Thri-Kreen are too dumb to be useful".

Thri-Kreen normally get a rough deal in life. They're a pretty unapproachable lot of bugs and have major troubles with alot of things. A few of these things involve making objects, because even the nomadic Thri-Kreen need things made. To this end, a group of Thri-Kreen have been studying and training, and now, although a bit manic, they can craft with the best of them. They are the Mantis Makers, and they're so crazy nothing can stop them if they really want something made.

Becoming a Mantis Maker
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Race: Thri-Kreen (XPH p15)
Infusions: Must be able to cast 1st level Infusions
Skills: Craft (Any Two) 2 ranks
Special: Must have been tutored by another Mantis Maker

Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Open Lock (Dex), Profession(Wis), Search (Int), Spellcraft (Int), Survival (Wis) 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 | Infusions
1st | +0 | +0 | +0 | +2 | Mechanical Wisdom | +1 level of existing Infusions

2nd | +1 | +0 | +0 | +3 | Craft Reserve, Lesser Nomadic Improvisation | +1 level of existing Infusions

3rd | +1 | +1 | +1 | +3 | Multi-Handed Crafting | +1 level of existing Infusions

4th | +2 | +1 | +1 | +4 | Craft Reserve, Bonus Feat | +1 level of existing Infusions

5th | +2 | +1 | +1 | +4 | Greater Nomadic Improvisation | +1 level of existing Infusions

6th | +3 | +2 | +2 | +5 | Craft Reserve, WORK DAMMIT! | +1 level of existing Infusions

7th | +3 | +2 | +2 | +5 | That Trick Will Do | +1 level of existing Infusions

8th | +4 | +2 | +2 | +6 | Craft Reserve, Bonus Feat | +1 level of existing Infusions

9th | +4 | +3 | +3 | +6 | Double Crafting | +1 level of existing Infusions

10th | +5 | +3 | +3 | +7 | Lord of the Iron Swarm, Too Busy To Stop | +1 level of existing Infusions [/table]

Weapon Proficiencies: A Mantis Maker gains no new proficiencies.

Infusions(Sp): Each level of Mantis Maker grants you an increase in caster level, extra infusions known, and extra infusions per day as if you had also gained a level in whatever infusion using class you belonged to before you entered the Mantis Maker prestige class. Additionally, your effective caster level for your Item Creation is equal to the combined sum of your Artificer levels + your Mantis Maker levels + 2. You do not, however, gain any other benefit a character of that class would have gained.

Mechanical Wisdom(Ex): At 1st level, the main lesson a Mantis Maker learns is that in order to make up for a Thri-Kreen's shortcomings, the Thri-Kreen must learn to FEEL the mechanics, not think them. This benefits the Thri-Kreen in many ways. A Mantis Maker's caster level for their Infusions is equal to their Racial Hit Die, plus their Artificer Levels, plus any class that would progress their caster level (Like this class). Also, a Mantis Maker of 1st level and higher may use Wis instead of Cha for all Use Magical Device and Craft checks.

Craft Reserve: At each level indicated, a Mantis Maker gains a Craft Reserve like an Artificer, and uses their caster level for their infusions as their effective Artificer level to determine how large their Craft Reserve is.

Lesser Nomadic Improvisation: At 2nd level, you learn a classic Thri-Kreen trick - Making the most of scraps and thrown away objects. You can create a fully useable set of Artisan's Tools by making a successful DC10 Survival Check that takes 10 minutes to make.

Multi-Handed Crafting(Ex): At 3rd level, you learn to multi-task with your crafting, reducing the time taken to fiddle about with all the delicate bits. When determining the time you need to craft any item, reduce the base time by 10% first. At 9th level you reduce the base time by 25% instead.

Bonus Feat: At 4th and 8th level, you gain a bonus feat, but it must be an Item Creation Feat.

Greater Nomadic Improvisation(Ex): At 5th level, you shed the need for tools to make your crafts, only needing your claws and teeth. As long as you have two or more free hands while crafting an item, you do not need Artisan's Tools, and you are considered to be using Mastercraft Artisan's Tools (+2 to Craft Checks). If you use Mastercraft Artisan's Tools while making a Craft check however, the bonuses stack (+4 to Craft Checks).

WORK DAMMIT!(Ex): At 6th level, you learn an old trick, passed down throughout the ages by all the master Artificers - Hit things just right, and they'll work better. When you fail a Use Magical Device check, you may opt to deal 10 points of damage to retry the check as an immediate action, even if you couldn't normally. If this would destroy the item, you still gain the desired effect - the item is destroyed immediately after.

That Trick Will Do(Ex): At 7th level, you can use knowledge of one skill to apply it to another, although it doesn't work out precisely as you wish. When making a Craft check, you may substute one specific skill for another, but you take a -5 penalty to the Craft check if you do.

Double Crafting(Ex): At 9th level, your skill is such that you can do the nigh-impossible - craft two things at once. When you spend your time crafting an item, you may craft two items at once, making seperate Craft checks for each item. If you do, you do not gain the benefit of your Nomadic Improvisation ability, normally requiring the need of Artisan's Tools.

Too Busy To Die(Ex): At 10th level, you realize that you don't have to stop crafting just because some silly god decided Thri-Kreen only live to about 30 - Your a Mantis Maker! You can just make something to solve the problem! By spending 24 hours (Can be broken up as you wish), 120,000gp worth of materials and 3000XP, you may create a special Amulet of Endless Work. While you wear this item (In the Amulet Slot, of course), you gain a +10 bonus to all Craft checks you make, and you stop aging. If the amulet is removed, you lose the Craft bonus and resume aging from when you last put on the Amulet.

Lord of the Iron Swarm(Ex): At 10th level, you also learn the secret of artificial life and so using a small remainder of past life, you can apply this secret to your own species. As such, you gain Simulacrum as an SLA useable once per week. However, the spell you "cast" has a few modifications.
The Simulacrum is referred to as an Iron Mantis, The Material Components are made up of irons and other metals instead of snow and gems, and the resulting creature is treated as a Construct with regards to your Infusions. It takes one hour to cast, the created double must be a Thri-Kreen, and you make a Craft (Any) check instead of a Disguise check to alter it's likeness.
Instead of making a copy of a Thri-Kreen, you may instead make a limited facsmile of real life, complete with possibilities.
You may give the Iron Mantis you create any class levels you like instead of the original's, but you cannot give the copy levels in a class that grants Spellcasting as this is simply too complex to make to be viable, and you cannot exceed the HD limit (Twice your CL). You may only have up to your Caster Level worth of Iron Mantis' in existance at one time.

Playing a Mantis Maker
"SCIENCE! IT WORKS, B*TCHES!"
Combat: A Mantis Maker acts like a normal Artificer, staying in the back of the group, normally blasting away with some contraption of death.
Advancement: Mantis Makers normally progress their crafting skills with the standard Artificer class, but a few Thri-Kreen have been known to pursue the magical arts and then take a few levels in Effigy Master.
Resources: A Mantis Maker does not normally rely on others, short of gathering supplies, choosing to devote their time to crafting items to aid their nomadic lifestyle.

Mantis Makers in the World
A Thri-Kreen good at making stuff? What are you, mad? - Narrith, an Elan
Mantis Makers are normally met with redicule, as no-one can believe that Thri-Kreen are any good that practices that require a sharp mind, but most are silenced when the Mantis Makers quietly points out that the Food-Making Iron Golem clad in death machines is "with him".
Daily Life: A Mantis Maker's time is normally spend designing, creating and trying out grandoise crafts, and aquiring supplies.
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: Mantis Makers are too nomadic and insular to have any organizations.

NPC Reaction
To make a long story short, Mantis Makers are known to be a bit crazy, and while they have great crafting skill, their poor charisma and racial typing means that Mantis Makers are generally shunned, but this never bothers the Mantis Makers, as less talking means more crafting! Yay!

Mantis Makers in the Game
This class is designed for a niche build (A Thri-Kreen Artificer) and is designed to make it a useful member of an adventuring group.
Adaptation: This class is easy to adapt to a campaign, provided there are Thir-Kreen and Artificers. Maybe the Mantis Makers could be a tribe of Thri-Kreen, or maybe they could be all taught by an evil Artificer for nefarious purposes.
Encounters: An adventuring group would generally encounter Mantis Makers in two ways. They might encounter a benign Mantis Maker willing to pay good money for a rare reagent needed for a mad concoction, or a more umpleasant/unwitting Mantis Maker whoes creations are causing trouble.

MammonAzrael
2011-02-17, 07:28 PM
Twice-Claimed Soul

http://th05.deviantart.net/fs50/PRE/f/2009/338/8/4/Cyprine_by_Remton.jpg
Art by Remton (http://remton.deviantart.com/)

”Show me a problem with only two answers and I’ll show you a man who hasn’t looked hard enough for a third.”

- Ash Stormfall, a twice-claimd soul

When a being is reborn as a Hellbred it knows only one nearly universal truth. It is damned. It’s soul will be doomed to the eternal fires of the Nine Hells, with an infinitesimal chance to escape such a grim fate. Only through the most incredible actions and deeds can it find redemption and acceptance into Celestia. This is a hard fact for anyone to live with, and is often why hellbred through themselves into whatever monumental task they can find. A small percentage, however, discover another means to escape the devil’s claim. By devoting themselves utterly to ancient, forgotten powers a hellbred may open the door for a vestige to take residence in his soul. Eventually the vestige will have such influence that it can break the bonds that bind the hellbred to Baator, whisking it’s champion be dwell with the vestige for all eternity.

Becoming a Twice-Claimed Soul
Even among hellbred, few choose this path. Only those that have some exposure to the aberrant art of binding even know of this third option available to them. Most twice-claimed souls are creatures that were not truly repentant, but merely looking for a way to escape the fate waiting them in the Nine Hells. Using their second chance to desperately find an alternative, actually finding an “out” is an incredible stroke of luck by their reckoning. Occasionally a truly repentant soul will follow this path out of despair or misguided belief it will still allow them to ascend to the Heavens, but that is extremely rare.


http://i31.photobucket.com/albums/c384/Mammon_Azrael/96057.jpg

Entry Requirements
Race: Hellbred
Skills: Gather Information 5 ranks, Knowledge (the planes) 8 ranks
Special: Soul Binding class feature, Pact Augmentation class feature

Skills points gained at each level: 4 + Intelligence modifier
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis)

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|
+0|
+2|
+0|
+2|Soul binding, patron vestige

2|
+1|
+3|
+0|
+3|Body and spirit

3|
+2|
+3|
+1|
+3|Resist hell’s claim

4|
+3|
+4|
+1|
+4|Patron’s shelter

5|
+3|
+4|
+1|
+4|Stolen vessel

6|
+4|
+5|
+2|
+5|Pact augmentation

7|
+5|
+5|
+2|
+5|Emergency revision

8|
+6|
+6|
+2|
+6|Patron’s might

9|
+6|
+6|
+3|
+6|Powerful augmentation

10|
+7|
+7|
+3|
+7|Cheat the nine hells[/table]

Weapon Proficiencies
A twice-claimed soul gains no additional weapon or armor proficiencies.

Soul Binding
At each twice-claimed soul level, your soul binding ability improves as if you had also gained a level in the binder class. Thus, your twice-claimed soul levels and binder levels stack for the purpose of determining your bonuses on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.

Patron Vestige (Su)


Choose a vestige. This vestige becomes your patron vestige. You lose the Devil’s Favor feat granted by the Devil’s Favor racial ability and you gain the Favored Vestige feat, choosing your patron vestige. If you do not have the Devil’s Favor feat for any reason this class feature does nothing.

If you choose a vestige that you are not normally able to bind, you can now contact that vestige and make a pact with it. However, as long as you do not otherwise qualify to bind the chosen vestige, you gain only one power from the vestige you bind, as given on the table below.

Patron Vestige|Granted Power
Abysm (http://www.wizards.com/default.asp?x=dnd/psm/20070119a)|Psionic Boon
Acererak|Detect Undead
Agares|Earth and Air Mastery
Ahazu|Blindsight
Amon|Darkvision
Andras|Saddle Sure
Andromalius|Sense Trickery
Ansitif|Thrall to Demon
Arete (http://www.wizards.com/default.asp?x=dnd/psm/20070119a)|Resistance
Ashardalon|Ashardalon’s Greed
Astaroth|Silvered Touch
Astaroth (http://www.wizards.com/default.asp?x=dnd/we/20070307a)|Honeyed Tongue
Aym|Ruinous Attack
Balam|Weapon Finesse
Buer|Buer’s Knowledge
Cabiri|Seer in Darkness
Chupoclops|Soul Sense
Dahlver-Nar|Mad Soul
Dantalion|Dantalion Knows
Desharis (http://www.wizards.com/default.asp?x=dnd/we/20070307a)|City-Dweller
Eligor|Heavy Armor Proficiency
Eurynome|Animal Friend
Focalor|Aura of Sadness
Geryon|See in Darkness
Haagenti|Immunity to transformation
Halphax|Halphax’s Knowledge
Haures|Inaccessible Mind
Ipos|Ipos’s Influence
Karsus|Karsus’s senses
Kas|Weapon Proficiency
Leraje|Hide bonus
Malphas|Poison Use
Marchosias|Death Attack
Naberius|Naberius’s skills
Orthos|Whispering Wind
Otiax|Open Portal
Paimon|Paimon’s skills
Primus|Divine Structure
Ronove|Feather Fall
Savnok|Call Armor
Shax|Swim Speed
Tenebrous|See in Darkness
The Triad (http://www.wizards.com/default.asp?x=dnd/psm/20070119a)|Diplomacy, Psicraft, and Sense Motive bonuses
Vanus (http://www.wizards.com/default.asp?x=dnd/dd/20060407a)|Vanus’s Ears
Zagan|Scent
Zceryll (http://www.wizards.com/default.asp?x=dnd/frcc/20070718)|Alien Mind

Body and Spirit


At 2nd level, a twice-claimed soul starts to feel the influence of its new master, his body slowly twisting and slipping from Hell’s grasp.

If you chose the Body Infernal Aspect you lose the devil-touched feat gained at 4 hit dice, and gain the Favored Vestige Focus feat (choosing your patron vestige). Instead of gaining another devil-touched feat at 14 HD, you gain the Rapid Recovery feat (choosing your patron vestige).

If you chose the Spirit Infernal Aspect your Darkvision does not increase at 6 HD or 9 HD. Instead you gain a +1 bonus to to saves against mind affecting effects at 6 HD and an additional +1 bonus at 9 HD. At 12 HD instead of gaining the see in darkness ability you are treated as if under a constant nondetection (http://www.d20srd.org/srd/spells/nondetection.htm) effect (DC 15 + your HD). At 15 HD instead of gaining telepathy you become invisible to any telepathy-based abilities, such as mindsight. These bonuses and effects only function while your patron vestige is bound to you.

Resist Hell’s Claim (Su)


At 3rd level your patron vestige begins to take steps to protect its new servant from the reaching claws of Baator. As long as your patron vestige is bound to you any bonuses gained from your Pact Augmentation ability, aside from the +5 hit points, is doubled against lawful and/or evil creature, and tripled against outsiders with the lawful and evil subtypes.

Patron’s Shelter (Su)


At 4th level, as long as your patron vestige is bound to you, you may gain an insight bonus equal to your constitution modifier to your AC against a single attack or to a single saving throw as an immediate action. Once you use this ability, you cannot do so again for 5 rounds.

Stolen Vessel (Ex)


At 5th level you no longer need to summon your patron vestige every day; you are bound to it constantly. You cannot choose to bind a different vestige in it’s place. However, you can still attempt a binding check each day to negate it’s influence. In addition, the number of rounds you have to wait between using your patron vestige’s supernatural abilities is reduced by 1 round.

Pact Augmentation (Su)


At 6th level you may choose an additional ability from the Binder’s Pact Augmentation list whenever you bind a vestige.

Emergency Revision (Su)


At 7th level, you may quickly change the benefits of the pacts you have made. Once per day as an immediate action you may change the abilities gained through your Pact Augmentation ability.

Patron’s Might (Su)


At 8th level, as long as your patron vestige is bound to you, you may gain an insight bonus equal to your Charisma modifier to your attack and damage rolls for the round as a swift action. Once you use this ability, you cannot do so again for 5 rounds.

Powerful Augmentation (Su)


At 9th level, you gain additional options when you selects pact augmentations. You may spend two augments to gain Evasion (http://www.d20srd.org/srd/specialAbilities.htm#evasionAndImprovedEvasion), Mettle, Uncanny Dodge (http://www.d20srd.org/srd/classes/rogue.htm#uncannyDodge), or Trapfinding (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding).

Cheat the Nine Hells (Ex)


At 10th level the vestige you have devoted yourself to has gained enough influence upon your soul to claim it for itself. If your patron vestige is bound to you when you die, your soul is no longer sent to Baator, but joins your patron in the realm beyond reality. You still require a resurrection spell or greater magic to be restored to life.

Additionally, as long as your patron vestige is bound to you are under the effects of Protection from Evil (http://www.d20srd.org/srd/spells/protectionFromEvil.htm) and Protection from Law (http://www.d20srd.org/srd/spells/protectionFromLaw.htm).

If your patron vestige becomes expelled for any reason (like using the Expel Vestige feat), you suffer a morale penalty equal your patron vestige’s level to all rolls until it has been bound to you again for 1 hour. Furthermore, a devil with a CR equal to your ECL+2 will always appear near you within 10 minutes with the sole purpose of killing you, in an attempt to reclaim your soul for Baator.


http://i31.photobucket.com/albums/c384/Mammon_Azrael/96058.jpg

Playing a Twice-Claimed Soul
Twice-claimed souls are inherently versatile. Like the standard binder they start as, a twice-claimed soul gains most of his varying abilities from forging pacts with vestiges. His versatility is his greatest strength, as he will be able to adapt to nearly any situation.

Combat: Twice-claimed souls can fill any role needed in combat situations, depending on their patron vestige and the other vestige’s they currently have bound. It is best, however, if they can play a supporting role to another character or two, augmenting their narrower focuses. Hellbred that follow this path tend to play more defensively that other binders, as their ultimate goal is to avoid their damnation; thus they wish to prolong their life at least until their patron can save their soul from the eternal flames.
Advancement: Hellbred universally follow this path to its conclusion. Once they have attained their salvation they will often either continue to practice and strengthen their skill at pact-making, or they will follow more focused path, usually in the footsteps of their patron. Occasionally an exceptionally fearful twice-claimed soul will end his own life once he has achieved the proper bond with his patron, to guarantee that he will never taste the flames of hell.
Resources: Twice-claimed souls have no special resources or groups to call upon. In fact, they are generally shunned by nearly everyone. They are naturally dark and intimidating, and they are cheating both Baator and Celestia with their attempts to escape their fate.


http://i31.photobucket.com/albums/c384/Mammon_Azrael/96058.jpg

Twice-Claimed Souls in the World
”Pitiful heretics. They begged forgiveness and were given a chance to right their misdeeds, and they repay that by trying to slither out of their responsibility worshiping the shadows of ghosts.”

- Tellar Hathin, Hellbred Paladin of St. Cuthbert

Twice-claimed souls are all about one thing, a single focus. Finding path that does not lead to eternal suffering. They may pursue other interests, but never at the expense of gaining a deeper bond with their patron. They are usually regarded as a standard binder, but for those that do know their speciality, they generally earn a special contempt or hatred.

Daily Life: A twice-claimed soul’s life isn’t that much changed from a binder’s. They tend to keep to themselves and avoid making a scene or being a person of interest if they can. Due to their appearance as a hellbred, and the dark rumors surrounding them, most are unwelcome in communities at best, and their desire for privay does them no favors. Perhaps the biggest difference is in how devils regard them. Devils know how unlikely it is for a hellbred to earn redemption, and are often confident that they will have the soul returned to them simply by waiting. A twice-claimed soul, however, has an actual chance of escape, something that devils cannot stand. The legions of Baator will often tke extra care in attempting to bring down a twice-claimed soul, spending special effort to ensure the soul they have claimed is not stolen by some dead and near-forgotten power. Most twice-claimed souls are very aware of this, and tend to avoid conflicts with anything hinting of the Nine Hell’s influence, if they can avoid it.
Notables: Few hellbred have ever left a lastin mark upon the world (at least in their current life), and most that have were the few that managed to gain the forgiveness that all hellbred seek. Among the hidden whispers of binder society, however, one can find tales of Ulik Fateless. The only known hellbred to cheat the Nine Hells of their claim on his soul, his devotion to Andromalius is both fitting and complete. Ulik is typically avoided, as it is wel known that the devils are not pleased, and often make attempts to cause Ulik to rejoin the ranks of the damned. So far he has slipped through their nets, often laughing as he does. It is rurmored that he has been spending his years evading Baator’s agents, while trying to find a way to slip from the very bonds of his patron that protect him. Only time will tell if he can cheat yet another mighty being of his soul, and truly earn the name Fateless. There are few that wager against him.


http://i31.photobucket.com/albums/c384/Mammon_Azrael/96054.jpg

NPC Reaction
Binders are not well-liked. Hellbred are rarely received with warmth or hospitality. Combing the two, and adding the fact that they are fore-swearing their efforts to make amends and join the ranks of the heavenly...twice-claimed souls keep a low profile for very good reason. Even among the few that know more than ill-informed rumors bout binders or hellbred view twice-claimed souls with suspicion. The only places they find welcome are were few questions are asked, and people don’t care about your past or intentions, only about your capbilities.

Twice-Claimed Souls in the Game
Players who want to play a twice-claimed soul will find them extremely able, filling nearly any role the party many need, if they have some time to prepare and make a pact with the right vestige. Their patron vestige will often give them a more specific focus, certain actions that they will tend towards. They will commonly take a more cautious, defensive approach to battle since they have a realistic escape in their sights.

The forces of Baator will often take special care to ensure that twice-claimed souls die before they attain their final level. Especially as they gain higher levels, twice-claimed souls will be hunted by devils and their agents, and bounties are common. While the hellbred certainly doesn’t want to get caught he is also specially equipped to deal with his pursuers, and some may even wish to extract vengeance upon the plane that would otherwise claim him, starting their own crusade against the forces of Evil.

Adaptation: If hellbred and binders exist in a setting, then the twice-claimed soul should fit in without any special adaptation.
Encounters: Your players may encounter a twice-claimed soul as part of a mercenary band or thieves guild; a place where questions are dangerous, and a person’s past less important than their day to day actions. Most are only interested in gaining power, and aren’t hesitant to betray others if it will extend their lives and give them another chance to succeed. Players could even be hired by a more powerful twice-claimed soul, perhaps to find a special artifact, or hunt down a devil that had been hunting the hellbred.


http://i31.photobucket.com/albums/c384/Mammon_Azrael/96051.jpg

Sample Encounter
When you build an encounter incorporating a twice-claimed soul, the most important thing to remember is that hellbred following this path want to live. There are almost no circumstances where they should be willing to fight to the death, and should often have at least one excape route planned. Other than that, its important to decide what should be the patron vestige. The abilities of that vestige should in large part define what the twice-claimed soul is capable of and focuses on. For example, a hellbred that follows Andromalius may hunt down or police thieves and liars, while a hellbred devoted to Marchosias focuses on stealth and assassinations, often of rogue-like characters.

EL 13: Born as a hellbred, Ash Stormfall has had only vague flashes of her past life and sins. Nearly all of them are centered around sneaking, theft, and killing innocents. At a loss of how to make up for the evils she had done and earn her way into Celestia, she quickly fell into depression, sure she was doomed.
Upon discovering the lost powers of dead gods in the vestiges, she began to wonder if there wasn’t another way out of her predicament. As she furthered her research the story of Marchosias rung particularly true to her ears. She told herself it would be a way to help absolve her past life, but killing those she used to be, while in her heart she knew her true reasons were the same as they ever were, to murder and steal and improve.
Your players can easily encounter Ash as either a potential enemy or employer. She regularly takes on assassination jobs, and is extremely gifted at it, using her stealthy skills and invisibility to strike a devastating death attack, then fading to smoke and fleeing if there are others present. It the target survives she will bide her time until another opportunity presents its self; she avoids direct conflict where ever possible. If caught without an escape route, she has no problem with switching sides, offering knowledge or her skills to those that have caught her. She will attempt to escape when she is sure she can, though if reasonable she will still fulfill the promises she made (to retain goodwill, but not while in their power). She could also seek the party out, hoping to hire them for protection from a devil seeking to bring her soul back to hell, or to acquire some item or information that will further her own goal or mission.

Ash Stormfall (http://www.myth-weavers.com/sheetview.php?sheetid=276412)
Female hellbred binder 5/twice-claimed soul 8
NE Medium humanoid
Init +2, Senses: darkvision 30 ft., Listen +0, Spot +0
Languages Common, Infernal
-----------------------------------------------
AC 16, touch 12, flat-footed 14
hp 75 (13 HD)
Fort +11, Ref +5, Will +10; +2 on saves against mind affecting effects
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 dagger +17/+12 (1d4+1/19-20) or
Melee cold iron dagger +15/+10 (1d4-1/19-20) or
Melee silver dagger dagger +15/+10 (1d4-2/19-20) or
Ranged light crossbow +14 (1d8/19-20)
Base Atk +9/4, Grp +8
Atk Options Death attack (DC 24), patron’s might +6 once/5 rounds, patron’s shelter +1 once/5 rounds
Special Actions Emergency revision once/day, invisibility once/5 rounds (move action), smoke form once/4 rounds
Combat Gear 2 potions of cure moderate wounds
----------------------------------------------
Vestiges Typically Bound (EBL 15th, binding check 1d20+21): Malphas, Marchosias
----------------------------------------------
Abilities Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 22
SQ Bird’s eye viewing, fiery retribution, nondetection (DC 28), pact augmentation (+3 to attack rolls), patron vestige (Marchosias), poison use, resist hell’s claim, silent and sure, soul binding (2 vestiges, 7th level), stolen vessel, sudden strike (+4d6), suppress sign
Feats Favored Vestige (Marchosias), Favored Vestige Focus (Marchoias), Improved Binding, Stealthy, Sudden Ability Focus, Weapon Finesse, Weapon Focus (dagger)
Skills Bluff +12, Diplomacy +20, Gather Information +22, Hide +20, Intimidate +16, Knowledge (the planes) +11, Move Silently +20, Sense Motive +18
Possessions combat gear plus +2 leather armor, +2 dagger, cold iron dagger, silver dagger, light crossbow with 10 bolts/10 cold iron bolts/10 silver bolts, [i]cloak of charisma +2, gloves of dexterity +2, hat of disguise, lesser collar of umbral metamorphosis, ring of darkhidden, 53 gp

ErrantX
2011-03-01, 12:51 AM
Contest, she be closed. Go and vote (http://www.giantitp.com/forums/showthread.php?t=189188)!

-X