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PersonMan
2011-09-13, 01:12 PM
This PrC was made with entry from the Wastelander (http://www.giantitp.com/forums/showthread.php?t=210201) in mind.


The Sand Martyr


pic here

Entry Requirements

Base Attack Bonus: +3
Feats: Endurance, Great Fortitude, Iron Will (or) Lightning Reflexes

Class Skills
The Sand Martyr's class skills (and the key ability for each skill) are....
Balance(Dex), Climb(Str), Craft(Dex), Handle Animal(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(nature)(Int), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis), Swim(Str) and Tumble(Dex)

Skills Points at Each Level: 4 + Intelligence modifier

Hit Dice: d12

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

1st|
+0|
+2|
+2|
+2|Lesser Martyrdom|+0

2nd|
+1|
+3|
+3|
+3|Martyr's Strength|+0

3rd|
+2|
+3|
+3|
+3|Martyrdom, Sand Strike +1/day|+1

4th|
+3|
+4|
+4|
+4|Martyr's Shield|+1

5th|
+3|
+4|
+4|
+4|Martyr's Will|+1

6th|
+4|
+5|
+5|
+5|Greater Martyrdom, Sand Strike +1/day|+2

7th|
+5|
+5|
+5|
+5|Martyr's Healing, Martyr's Reward|+2

8th|
+6/+1|
+6|
+6|
+6|Martyr's Rebuke|+2

9th|
+6/+1|
+6|
+6|
+6|Ultimate Martyrdom|+3[/table]

Improved Wastelander Level: Every time a sand martyr gains a level in this class, they are also considered to have gained a level in wastelander for any effects based on wastelander level(such as Sand Strike attack and damage bonuses or the Healing Pool and Reduce Damage bonuses). However, they do not gain any other benefits, such as new class features, that a wastelander would have gained at that level. This does not advance number of Sand Strikes per day or Natural Armor bonus.

Sand Strike: At levels 3 and 6 a sand martyr gains one additional use of their Sand Strike class feature.

Natural Armor Bonus: See the wastelander class feature. This bonus stacks with that of the wastelander's.

Lesser Martyrdom (Ex): At 1st level, a sand martyr can shield their allies from harm by taking it themselves. Any time an ally within 20 feet(+5 feet per sand martyr level, up to 70 feet at 10th level) takes damage, the sand martyr can choose to take that damage themselves. If they do, the ally takes no damage.

Martyr's Strength (Ex): At 2nd level a sand martyr draws strength from damage they take for their allies. Whenever a sand martyr takes damage using their Lesser Martyrdom class feature, they gain a bonus to attack and damage rolls equal to 1/2 their sand martyr level for one round.

A sand martyr also gains this benefit whenever they absorb an effect with Martyrdom, Greater Martyrdom or Ultimate Martyrdom.

Martyrdom (Ex): At 3rd level, a sand martyr can protect their allies from fear effects by absorbing them. This has the same range as Lesser Martyrdom. Any time an ally within this range is subject to a fear effect, the sand martyr can choose to absorb it. For each 'level' of fear they absorb(shaken is 1, frightened 2 and panicked 3), they take a -2 penalty to attack rolls, skill checks and ability checks. They do not take the normal penalties from fear effects. Levels of fear effects disperse after the original duration of the fear effect expires.

Once per round, as a free action, a sand martyr can make a saving throw(of the same type and DC as of the original effect) to remove 1 level of this effect, starting on the round they absorb it.

At 5th level a sand martyr can absorb the sickened and nauseated conditions. Sickened counts as 1 level of fear, nauseated as 2.

At 6th level a sand martyr can remove two levels of fear at a time with a successful save.

At 7th level a sand martyr can absorb the fatigued and exhausted conditions. Fatigued counts as 1 level of fear, exhausted as 3.

At 9th level a sand martyr can remove three levels of fear at a time with a successful save.

Martyr's Shield (Ex): At 4th level a sand martyr can help protect their allies from harm by making themselves easier to hit. As a swift action, a sand martyr can reduce their AC by up to their sand martyr level to give an ally an untyped(no matter what kind of bonus is given up) bonus to AC equal to 1.25x the penalty they take(so if a sand martyr took a -4 penalty to their AC an ally would gain a +5 bonus).

At 6th level the sand martyr can do the same with saving throw bonuses. However, there are different limits. A sand martyr can only take a penalty equal to 1/2 their sand martyr level, and the bonus they give is equal to 1.5x the penalty they take.

Martyr's Will (Ex): At 5th level a sand martyr becomes immune to fear effects. They still take penalties from absorbing fear from their allies.

Greater Martyrdom (Ex): At 6th level, a sand martyr can rid allies of debilitating energy by taking it into themselves. This ability has the same range as Lesser Martyrdom. As a swift action, a sand martyr can remove up to their class level negative levels from allies within range. For each negative level they remove, the sand martyr takes a -1 penalty on attack rolls, skill and ability checks and loses 3 HP. These penalties stack with each other and those given by other Martyrdom abilities. A sand martyr can make a save of the same type and DC as the original effect to remove one 'level' of penalties as a free action once per turn.

At 9th level a sand martyr can remove two levels of penalties with one save.

Martyr's Healing (Ex): At 7th level a sand martyr gains improved healing abilities. The sand martyr gains a +3 bonus to their wastelander level for the purposes of determining how much they can heal with their Healing Pool class feature, and they can now heal with a swift action, rather than a move action. Additionally, a sand martyr can choose to heal an ally within range of their Lesser Martyrdom instead of themselves when activating their Healing Pool.

Martyr's Reward (Ex): At 7th level a sand martyr gains a burst of vitality whenever they shake off an effect that would have otherwise hindered an ally. Whenever they successfully make a saving throw against a level of fear(see Martyrdom), the sand martyr heals 1d6+2 points of damage per two class levels.

Martyr's Rebuke (Ex): At 8th level a sand martyr can turn the weapons of their enemies back on their masters. A sand martyr can, as a swift action, force an enemy within range of their Lesser Martyrdom to take some of the penalties from their martyrdom abilities. The enemy gets a Will save(DC 10 + Class level + Constitution modifier) to resist. On a failure, the sand martyr may give that enemy up to 1/3 of their class level(rounded up) levels of fear(see Martyrdom), which can be removed in the normal fashion. These levels last for 5 rounds or until the original duration of the fear effect runs out, whichever comes first. If 5 rounds pass, and the original duration has yet to expire, the sand martyr takes the levels back, and cannot use Martyr's Rebuke until they are all gone.

Ultimate Martyrdom (Ex): At 9th level a sand martyr can become a vortex of power, drawing in spells and other effects that would harm their allies. This ability has the same range as the Lesser Martyrdom ability. A sand martyr may allow an ally within range to gain the benefits of one of the following abilities(or feats) below as an immediate action. If the ally does so, the sand martyr loses the benefits of the ability for one round.

Spell Resistance
Mettle(or a similar ability, such as Evasion)
Great Fortitude
Iron Will
Lightning Reflexes


Additionally, the sand martyr can allow any ally within range to use their saving throw modifier, if it is higher than the ally's own, in place of their own whenever they make a saving throw. Additionally, they can choose to take the effects of a spell to allow the ally to ignore them(for example, if an ally is caught in an Entangle spell, the sand martyr could choose to be entangled, instead of the ally, to allow the ally to ignore the effect). The sand martyr can make a saving throw against the normal DC each round to rid themselves of the effect and end it.

Misc. Notes:
The original name for this was the Wasteland Martyr.

Originally, the Martyrdom progression was Least, Lesser, Greater, Utter.

The original concept came from an idea I had. The problem that DnD tanks have is keeping an enemy focused on them-but even if they do, some group- or area-affecting abilities can still cause trouble for the rest of the party. After all, having great saves, spell resistance and DR aren't much of a help if your allies are all being debuffed. So I came up with this. It's the sort of thing that one could attach an 'Exalted Good only' flavor to, require some stuff like Stigmata or whatever to enter, but in all honestly I don't think it's really necessary. I mean, bad guys tank, too, right?