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Owrtho
2011-09-21, 05:46 PM
DEDICATED DUO

Welcome to the first GitP Pairs Contest! Have fun working with a partner to create a set of homebrew material linked together in some way related to the theme! The rules are below, as with most contests. Make original D&D 3.5 material, and reach for victory.



1. You and a partner will be creating a pair of original homebrew pieces based around a theme of dedication; be that to a common goal or belief, an opposed goal, helping or hating each other, or any other way you could construe the theme so long as dedication links them. You may not post your entry anywhere else until after the contest is finished. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Entries must be made to fit with a partner's entry. Of these one must be a PRC, though the other entry may be a PRC, base class, race with paragon levels, or monster. You may not make both entries yourself. You may however decide to have only one of the two of you post both entries to keep them together. If your posts are not next to each other, you must link to your partner's post(s).


3. Submissions are due by October 31st, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but the overall format should be somewhat similar. Mostly, just make it easy on the eyes.


4. There must be a name, complete class/race/monster, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


5. Plagiarism is strictly forbidden.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=216167). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest there, but only entries belong in this challenge thread. Searching for partners may be done in the chat thread.

Owrtho

Owrtho
2011-09-21, 05:48 PM
Here are sample formats for the various entry types. Feel free to deviate as long as it remains easily understandable. The first spoiler shows what the format looks like, the second contains the noparse code.

Sample PRC formattingPRESTIGE 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.

-=Optional=-

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
PossessionsPRESTIGE 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.

-=Optional=-

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

Sample Base Class Formatting
Base Class Name

http://Picture URL

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAMEs have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{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

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):
Base Class Name

http://Picture URL

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAMEs have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{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

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Sample Race FormattingName of Race

http://Picture URL

Brief description.

Personality:

Physical Description:

Alignment:

Lands:

Religion:

Language:

==Player Characters==
Stat mods
Type
Size
Speed
Racial abilities
Racial abilities
Racial abilities
Automatic languages:
Bonus Languages:
Favored Class:

Paragon

GAME RULE INFORMATION
Race Name Paragons have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The Race Name Paragon's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

The Name of Race Paragon
{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[/table]

Class Features
All of the following are class features of the Race Name Paragon.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):Name of Race

http://Picture URL

Brief description.

Personality:

Physical Description:

Alignment:

Lands:

Religion:

Language:

==Player Characters==
Stat mods
Type
Size
Speed
Racial abilities
Racial abilities
Racial abilities
Automatic languages:
Bonus Languages:
Favored Class:

Paragon

GAME RULE INFORMATION
Race Name Paragons have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The Race Name Paragon's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

The Name of Race Paragon
{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[/table]

Class Features
All of the following are class features of the Race Name Paragon.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Sample Monster FormatName

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if anyName

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

Owrtho

Glimbur
2011-10-16, 05:49 PM
Phoenix Hunter

http://i718.photobucket.com/albums/ww185/Glimbur/HiddenPhoenixHunter.jpgThere is a Phoenix Hunter in there, I promise.

Have you seen a cruel bird wreathed in flames? No? Surely someone else has...

Phoenix Hunters seek the heart of the True Phoenix, which research shows grants immortality.

Becoming a Phoenix Hunter

The path usually begins with a brush with death. Maybe the party rogue missed that poison needle trap, maybe your parents died quietly at a great old age, maybe your true love slew herself due to a misunderstanding. Whatever the impetus, you resolve that such a fate will never befall you. Legends and half-credible stories steer you on the path of the True Phoenix, for its heart is said to grant true immortality. But you should be ready when you find it... hence the training of the Phoenix Hunter.

ENTRY REQUIREMENTS
4 ranks in Knowledge(Arcana) or Bardic Knowledge class feature
8 ranks in Survival

Class Skills

The Phoenix Hunter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Gather Information(Cha), Hide (Dex), Jump (Str), Knowledge(Arcana)(Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft(Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skills Points at Each Level: 6 + int modifier

Hit Dice: d8

LevelBABFortRefWillSpecial
Special
1st+1+2+2+0
Dedicated Study, Hunter of Myth(+2)
2nd+2+3+3+0
Fear not the Flame (10), Avian Stalking
3rd+3+3+3+1
Keen Eyes, Cold Blooded
4th+4+4+4+1
Evasion, Sure Footed
5th+5+4+4+1
To Kill a Firebird
6th+6+5+5+2
Hunter of Myth(+4), Flight of Fancy
7th+7+5+5+2
Fear not the Flame (20), Telescopic Sight
8th+8+6+6+2
Paralyzing Shout
9th+9+6+6+3
Pierce the Scale
10th+10+7+7+3
Fear not the Flame (immunity), Flight of Immortality


Weapon Proficiencies: You learned how to use the net in preparation for when you finally find the True Phoenix

Dedicated Study(Ex): Your long hours of reading old tales and listening to old wives tales have borne fruit. You gain an insight bonus on Knowledge(Arcana) checks related to Dragons equal to your class level.

Hunter of Myth(Ex) Your study of the mythic and supernatural have more concrete benefits as well. You gain the Favored Enemy class feature, like a ranger, and it applies to Dragons. For reference, this means you gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against dragons. Likewise, you get a +2 bonus on weapon damage rolls against dragons. If you already treat dragons as a Favored Enemy, your bonus against them improves by +2.
Your continued study pays additional dividends as your Favored Enemy bonus against dragons improves by +2 at level 6.

Fear not the Flame(Su)Training to fight a firebird includes building your resistance to fire. You start by snuffing candles with your fingers, and sooner than you expected you were reaching into the campfire to pull out tonight's stew. You gain Fire Resistance 10. This improves to Fire Resistance 20 at level 6 and you are immune to fire at level 10.

Avian Stalking(Ex):The easiest way to kill a bird is to hide and surprise it from the ground. This should apply to your quarry as well. Your Favored Enemy bonus applies to Hide checks when you are hiding from your Favored Enemy.

Keen Eyes(Ex):Birds and other flying creatures are normally quite far away. Long hours of squinting and practice have made the far seem nearer. All distance penalties on Spot checks are halved for you. In addition, you gain the Far Shot feat regardless of whether you qualify for it.

Cold Blooded(Su)As your search continues, you find that when your companions drip with sweat you are pleasantly cool. You gain the feat Heat Endurance [Sandstorm].

Evasion(Ex):The party wizard thought you were strange for asking to be hit with fireballs, but you now have the trick of avoiding the danger... sometimes. When you successfully make a Reflex save against an effect which offers half damage on a successful save, you instead take no damage. You may use this ability only in light or no armor.

Sure Footed(Ex)Birds nests typically do not have easy land access. You have spent much time capering about from log to log and across broken ground, and the practice pays off. You ignore difficult terrain for purposes of movement. You may now run, charge, 5' step, and otherwise move freely across any ground no matter how slippery, broken, or otherwise difficult to stand on. This also makes you immune to Grease and similar spells. This does not grant the ability to stand on surfaces that cannot support you, such as water, rice paper, or clouds.

To Kill a Firebird(Su)Creatures in tune with elemental fire have started to shrink away from you. This must be because you finally know how to really hurt them. All of your weapon attacks do half again as much damage to creatures with the [Fire] subtype. In addition, you are able to critically hit any creature with the [Fire] subtype regardless of any immunity it has to critical hits due to type or other effects. This also enables you to use precision damage against creatures with the [Fire] subtype even if they have immunity to critical hits.

Flight of Fancy(Su)The boldest way to kill a bird is with an aerial chase. As a swift action, you may gain a Fly speed equal to twice your land speed with Good maneuverability. If you have at least 21 Dexterity and are carrying no more than a light load you instead have Perfect maneuverability. You may use this fly speed for a number of minutes equal to your class level each day, broken up in any intervals you wish. Ending the fly speed is a free action you may take at any time,not just on your turn.

Telescopic Sight(Su):Distance is no obstacle. Near is as far. You no longer take any distance penalties on Spot checks.

Paralyzing Shout(Su):Your training did not even consider this, but you have found yourself able to halt enemies with a loud shout. This would be terribly helpful against a flying creature, as falling damage is still damage/ You can emit a noise that forces your prey to stand motionless. This [sonic] [mind-affecting] [compulsion] affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a Will save or be stunned for 1d4+1 rounds . However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same Phoenix Hunter's shout for 24 hours. The DC for this ability is 10+Cha mod+class level. The effect’s caster level is equal to your character level.

Pierce the Scale(Su): Older and darker tales speak of the hide of the True Phoenix being stronger than a coat of mail. A combination of study and unseen guidance aid you against those whose bodies are their armor. Against creatures with a natural armor bonus to AC, you gain your Wisdom bonus as an insight bonus to hit and damage with weapon attacks.

Flight of Immortality(Su)Long practice has allowed you to discard the limits on your flight. Your Flight of Fancy ability no longer has a limit on how long you can use it in a given day.


Playing a Phoenix Hunter

You are mostly a ranger. This means you are a front-line fighter or archer with more skill points than most dedicated fighters. You also have a few unusual tricks and resistances. Use these when appropriate.

Combat: As stated, a Phoenix Hunter will play much like a ranger. Full attacks are your bread and butter, so try to make many of them. Your class features are mostly supportive and always active. Be careful using Paralyzing Shout, as it will also affect your party and many monsters are immune to it due to it being [Mind-Affecting]

Advancement: It is sensible to spend feats to continue on the combat style you started as a ranger. Consider also taking Knowledge Devotion [Complete Champion] and other feats to enhance your damage dealing.

Resources: Some campaign worlds could have guilds of Phoenix Hunters, but there is always an undercurrent of competition because the True Phoenix is at best very rare and at worst unique; therefore guild-mates are also competition.

Phoenix Hunters

I didn't like the look of that fellow. Obsession on one task is never healthy, and a cold wind followed him.

Daily Life: Wake up. Ask about the True Phoenix. Go looking for it. The party can probably talk you in to other activities, but you really want to become immortal.

Notables: One of the earliest tales of Phoenix Hunters is the saga of Moonshadow Darkleaf. As a young elf she saw her family killed by orc raiders, and she resolved that an elven lifespan was insufficient. She passed through human and dwarven lands in her hunt for immortality. The last sighting of her was when she left a remote dwarven outpost stating that she would eat the heart of the True Phoenix and live forever. Some say they have seen an impossibly old elf in a variety of impossible climates, but these reports have never been substantiated.

Organizations: Phoenix Hunters seek out bards, wizards, and other persons knowledgable in ancient magical lore. Some Phoenix Hunters establish groups of like minded individuals, but such gatherings typically fall apart due to a lack of mutual trust.

NPC Reaction

Most NPC's don't notice a difference between a Phoenix Hunter and a ranger. People asked for information on old tales typically do not take offense. The major exception is the Church of Pelor: they regard the True Phoenix as a symbol of Pelor's faithfulness and resurrection and other religious things and therefore they take a dim view of Phoenix Hunters.

Phoenix Hunters in the game

The strangest ability Phoenix Hunters get is their enhanced Spot skill. If you really need long distances to be obscured, include fog and clouds and trees and other cover. Besides that, they have extra damage against some creatures and other typically ranger abilities. Paralyzing Shout has potential to win an encounter and is at-will, but there are many problems with it: it's mind affecting, does not discriminate against friend v foe, and the range is limited.

Adaptation: If your campaign does not include the True Phoenix, consider adding one. Or, more cruelly, do not add one but allow this PrC anyway. This class could also be adapted to focus on a different mythical beast with some modification of resistances, damage bonuses, and utility abilities.

Encounters: Unless the party knows a True Phoenix, the most likely encounter is with a Phoenix Hunter and his hirelings as they comb the wilderness for traces of their quarry. Depending on alignments and politeness levels, this might or might not escalate into a fight.


DMs only
The Phoenix Hunter is more than it appears. The True Phoenix is real and it has powerful but cautious enemies. One method these enemies use to strike at the True Phoenix is empowering mortals to hunt it. Even if they fail, they can present a credible threat to the True Phoenix. Every Su ability this class offers is a gift from these unseen benefactors. You should identify who they are in your campaign: some options include a group of white dragons, a coven of frost giant witches, or even an ice or death god(dess). You could then remove the Su abilities if the Phoenix Hunter turns against their secret master... but please remember that players want to have the abilities they have. Shut them down for a session, but then offer alternate paths to recover similar power: joining the Phoenix Dragon or some other magically powerful being is the simplest approach.

Stompy
2011-10-16, 05:58 PM
In conjunction with Glimbur.

Phoenix Dragon

Image
http://fc01.deviantart.net/fs71/i/2010/347/4/9/majestic_phoenix_dragon_by_sandfire-d34u0lj.jpg
Majestic Phoenix Dragon by SandFire (from DeviantArt)
Used without permission.

A phoenix dragon is a odd curiosity for a natural creature. They can best be described as a glowing orange-ish dragon with feathers from head to claws to wings. Most phoenix dragons prefer high altitudes, for both majestic views and natural security. A phoenix dragon is a kind-hearted dragon, but like most every dragon in existancee, they like hordes of wealth, are very proud, and show no mercy to intuders. Whenever a phoenix dragon bumps up an age category, it explodes into flames, and a new (better) dragon rises from the ashes. The explosion is said to be able to be seen from miles away.

Type:
Dragon (Fire)
Environment:
Mountains at least 12000 ft. high
Organization:
Usually Solitary
Challenge Rating:
See Table 1
Treasure:
Triple standard
Alignment:
Always neutral good
Advancement:
See Table
Level Adjustment:
---

Dragon Stats by Age

http://i33.photobucket.com/albums/d92/ErjadTCS/Phoenix1.png

http://i33.photobucket.com/albums/d92/ErjadTCS/Phoenix2.png

http://i33.photobucket.com/albums/d92/ErjadTCS/Phoenix3.png

http://i33.photobucket.com/albums/d92/ErjadTCS/Phoenix4.png


Skills Progression
Skills
All dragons have skill points equal to (6 + Int modifier, minimum 1) × (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)

Heal, Perform(sing), and Survival are considered class skills for phoenix dragons.

Skills in order of importance:
Listen
Search
Spot
Perform(sing)
Knowledge(history)
Survival
Sense Motive
Heal
UMD

Phoenix dragons have a +5 racial bonus to perform(sing)

Special Abilities:

Phoenix-blooded (Ex): The phoenix dragon is immune to all death spells, magical death effects, energy drain, and any negative energy effects. Additionally, the phoenix dragon does not automatically fail Fortitude saves on a roll of natural 1.
Uncanny Resistance (Ex): As a free action, once per day, the Phoenix Dragon may declare any save she rolls a success, even if the roll has already been designated as a failure.
Essence of the Sun (Ex): The phoenix dragon gives off light in a 120' radius, and shadowy illumination out to 240'. The phoenix dragon also has a fire aura that does fire damage (see table every round to creatures within 30 feet. This ability cannot be turned off. In addition, any phoenix dragon feathers obtained function similarly to an everburning torch.
Fireburst (Su): The phoenix dragon may choose to invoke its fiery nature to explode everything around it in fire. This is a standard action that deals fire damage fire to people within 30' of it for half of it's breath weapon damage. (Reflex DC for half)
Altitude Alclimation (Ex): The phoenix dragon does not take penalties from altitude sickness.
Sacred Sunfire (Su): The first 10 fire damage from any of the phoenix dragon's abilities or attacks is untyped (the same "energy" as searing light basically). This damage is doubled against undead.
Unearthly Melody (Su): The phoenix dragon gains a +5 racial bonus to perform(sing). In addition, she may, as a standard action, start singing to compel creatures within 300' to move to her. Affected subjects must spend a move action (if possible) on their turns to move their move speed adjacent to the phoenix dragon in the shortest safe-looking route possible. If the subject is already next to her, they spend a move action to do nothing. A successful will save of 20ish (the DC is charisma-based)negates the compulsion. Subjects affected by this ability may try to save again at the end of their turns, with a -4 to the save. Subjects who save against the ability may not be affected by it for 24 hours. This is a mind-altering enchantment effect.
Breath Weapon (Su): A phoenix dragon has a breath weapon, a cone of fire. (The damage is in the table, as the range is per normal under the Dragon, True section in the MM)
Unearthly Unbinding (Su): [Young or older] A phoenix dragon is so promenant a natural figure that artifical magic goes away in its presence. Once per round, as a free action, a Phoenix dragon eminates an aura of natural grace that dispels magic. This functions as the spell greater dispel magic, the area version, in a 30' radius around it (using the dragons caster level). This ability, however, does not hit herself unless she chooses to do so.
Fun-spell-likes (Sp):
[Adult or older] Pyrotechnics At will,
[Old or older] Fire shield 2/day,
[Ancient or older] Greater dispel magic 1/day,
[Great Wyrm] Wish 1/day.

Combat

Yeah, that part. The part where everyone gives it a hug, and then it explodes. Fighting it is like putting yourself in an oven. (Don't try this at home kids.) And then you're like, maybe I'll magic myself, but NO.

Phoenix Dragon related extras

Draconic Heritage (Feat)
Your energy type is Fire.
Your class skill is Survival.

Draconic Legacy (Feat)
Your extra spells known are Pyrotechnics, Fire Shield, and Dispel Magic, Greater. (at their normal arcane levels.)

Phoenix Dragon related infomation for Dragon Shamans.
Your permitted Alignments are: LG NG CG
Your additional class skills are: Heal, perform(sing), and Survival
Your breath weapon is a cone of fire.
Your draconic adaptation is:
Phoenix-Enrapture: You gain the Fascinate ability, as per the bard. The save DC is based on the number of ranks in perform(sing). This ability can be used five times per day.

Reincarnative Insight
You mind expands upon hearing the wisdom of a phoenix who has lived longer then your time. All your previous lives become much clearer, as well as the cycle of rebirth.
Prereqs: Must be a Jade Phoenix Mage, must have had a meaningful conversation with a Phoenix Dragon about reincarnation.
Benefit: The benefit is threefold.
-You gain an additional +2 to Knowledge (history), and saving throws versus death and fear effects.
-Your emerald immolation (if you have it) deals an extra 4d6 damage (split between fire and raw arcane energy).
-You do not take a level (or CON?) penalty from being resurrected.