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Temotei
2011-11-28, 05:04 PM
Better Than it Sounds

Welcome to base class challenge number nine! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of better than it sounds (http://tvtropes.org/pmwiki/pmwiki.php/Main/BetterThanItSounds); anything is possible, so have fun making it sound awful or hilarious (or both!)! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. 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. Submissions are due by December 31, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but make sure the end result is easy on the eyes.


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


4. Plagiarism is strictly forbidden.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=181782). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries belong in this challenge thread.

Ready?

Let the betterment begin!

Temotei
2011-11-28, 05:05 PM
Base Class Name

Put an image of your class here!

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 NAME's 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|
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3rd|
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5th|
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9th|
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10th|
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11th|
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12th|
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13th|
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14th|
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15th|
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16th|
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17th|
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18th|
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+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

Put an image of your class here!

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 NAME's 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|
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+x|Class Ability

4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
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11th|
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12th|
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13th|
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14th|
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15th|
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16th|
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17th|
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18th|
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19th|
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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):

Amechra
2011-11-28, 07:52 PM
The Living Cloth

http://nikkishell.typepad.com/.a/6a00d8341bfaf553ef010536c4bff1970c-800wi (http://nikkishell.typepad.com/.a/6a00d8341bfaf553ef010536c4bff1970c-800wi)

Oh, look at that pretty dress!

You are a piece of clothing. Yes sir, life is really grand.

Adventures: Well, the person wearing you probably wants to adventure; you don't have much say in the matter; I mean, who asks their pants where they want to go?

Characteristics: You make SMASHING armor. Oh, and you can help your wearer do this (http://www.youtube.com/watch?v=fWjjqx9KYAQ).

Alignment: Any at all; after all, who knows what secret philosophies a shirt dreams up while its wearer is drinking beer and carousing?

Religion: You tend not to be religious; who can worship a deity that made them into a freakin' piece of cloth, anyway?

Background: You are walking along one day, minding your own business, when suddenly... a deity with too much liquor on their breath thinks its funny to turn you into a pair of undies. It ain't fair.

Races: Any race can be cursed with this wretched form; it's surprisingly common, in fact.

Other Classes: Other classes wear you; also, pretty much everyone loves your ability to ALWAYS be stylish.

Role: You look good. Also, you make some random schmuck look like a competent warrior/spellcaster.

Adaptation: I don't really see much adaptation for this, except perhaps a different source for the curse.

GAME RULE INFORMATION
CLASS NAME's 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

LIVING CLOTH
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Techniques Recalled|Techniques Readied|Aid Another Bonus

1st|
+x|
+x|
+x|
+x|Class Ability|3|3|+2

2nd|
+x|
+x|
+x|
+x|Class Ability|4|3|+2

3rd|
+x|
+x|
+x|
+x|Class Ability|5|3|+3

4th|
+x|
+x|
+x|
+x|Class Ability|5|4|+3

5th|
+x|
+x|
+x|
+x|Rapid Aid (Move Action)|6|4|+3

6th|
+x|
+x|
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+x|Class Ability|6|4|+4

7th|
+x|
+x|
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+x|Class Ability|7|4|+4

8th|
+x|
+x|
+x|
+x|Class Ability|7|4|+4

9th|
+x|
+x|
+x|
+x|Class Ability|8|4|+5

10th|
+x|
+x|
+x|
+x|Rapid Aid (Swift)|8|5|+5

11th|
+x|
+x|
+x|
+x|Class Ability|9|5|+5

12th|
+x|
+x|
+x|
+x|Class Ability|9|5|+6

13th|
+x|
+x|
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+x|Class Ability|10|5|+6

14th|
+x|
+x|
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+x|Class Ability|10|5|+6

15th|
+x|
+x|
+x|
+x|Rapid Aid (Free)|11|6|+7

16th|
+x|
+x|
+x|
+x|Class Ability|11|6|+7

17th|
+x|
+x|
+x|
+x|Class Ability|12|6|+7

18th|
+x|
+x|
+x|
+x|Class Ability|12|6|+8

19th|
+x|
+x|
+x|
+x|Class Ability|13|6|+8

20th|
+x|
+x|
+x|
+x|Class Ability|13|7|+8[/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):

Ajadea
2011-11-29, 01:45 AM
Wallurgist

http://upload.wikimedia.org/wikipedia/commons/thumb/9/9b/Stone_wall.jpg/220px-Stone_wall.jpg

The work of a wallurgist.

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

The Wallurgist is exactly what it claims to be: a wall worker. You work with walls. I'm sure you can turn a grand profit building castles and somesuch.

Adventures: A wall, generally speaking, is to keep things out. Like wolves and goblins and goblins riding wolves. That being said, you're more likely to begin your adventuring career as a bodyguard for a squishy little wizard than as a contributing member of the party.

Characteristics: The wallurgist is the master of walls. Their skills generally revolve around making and breaking walls and other such related things.

Alignment: A wallurgist may be of any alignment. Lawful wallurgists tend to make walls, and chaotic ones tend to break walls, but it all boils down to the same basic skill set in the end.

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

Background: Maybe you're an architect with a flair for magic. Maybe you're interested in getting your buddies or yourself out of jail in a timely sort of manner. Maybe you just want those kids off your damned lawn. Whatever your motivation, you've become a master of walls.

Races: Any race may be a wallurgist, though it is more common for a member of the civilized races to become one. Dwarves in particular make good wallurgists. Half - elves may enjoy the art. And of course, there will be human wallurgists, because a human will try anything at least once .

Other Classes: Most people will appreciate the value of a wall between them and a monster coming down the hall, no matter their profession.

Role: A wallurgist's role is that of a protector, normally, but it's not that hard for a wallurgist to become a destroyer. A wallurgist also has a certain amount of skill involving other mechanisms, and so can function as a trapfinder for the desperate and rogueless party.

Adaptation: Unless your campaign setting doesn't have walls, adaptation should not be necessary.

GAME RULE INFORMATION
Wallurgists have the following game statistics.
Abilities: Intelligence is your most important stat, as it affects the size and hardness of their walls. Constitution raises your hit points and your wall's hit points. Given that you aren't actually toting around any full plate on that scrawny backside of yours, Dexterity may come in useful.
Alignment: Any
Hit Die: d8
Starting Age: As Cleric
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 wallurgist's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), and Use Rope (Dex).

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

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

1st|
+0|
+2|
+0|
+2|Make Walls (Standard Action)Least Wall Tricks, Trapfinding|2

2nd|
+1|
+3|
+0|
+3|DR 1/Adamantine|3

3rd|
+1|
+3|
+1|
+3|Walls Down|3

4th|
+2|
+4|
+1|
+4|Walls Don't Tire|4

5th|
+2|
+4|
+1|
+4|DR 2/AdamantineMake Walls (Move Action)|4

6th|
+3|
+5|
+2|
+5|Lesser Wall Tricks|5

7th|
+3|
+5|
+2|
+5|Shape Walls (Shapable)|5

8th|
+4|
+6|
+2|
+6|DR 3/Adamantine|6

9th|
+4|
+6|
+3|
+6|Walls Don't Rest|6

10th|
+5|
+7|
+3|
+7|Greater Wall TricksMake Walls (Swift Action)|7

11th|
+5|
+7|
+3|
+7|DR 4/Adamantine|7

12th|
+6/+1|
+8|
+4|
+8|Walls Don't Bruise|8

13th|
+6/+1|
+8|
+4|
+8|Shape Walls (Rounded)|8

14th|
+7/+2|
+9|
+4|
+9|DR 5/Adamantine|9

15th|
+7/+2|
+9|
+5|
+9|Make Walls (Immediate Action)|9

16th|
+8/+3|
+10|
+5|
+10|Adamant Wall Tricks|10

17th|
+8/+3|
+10|
+5|
+10|DR 6/Adamantine|10

18th|
+9/+4|
+11|
+6|
+11|Walls Don't Think|11

19th|
+9/+4|
+11|
+6|
+11|Shape Walls (Split Wall)|11

20th|
+10/+5|
+12|
+6|
+12|DR 7/Adamantine, I am a Wall|12[/table]

Class Features
All of the following are class features of the wallurgist.

Weapon and Armor Proficiencies: A wallurgist is proficient with simple weapons, light armor, medium armor, and shields (including tower shields).

Make Walls (Su): A wallurgist's most basic ability is the ability to make a wall. As a standard action that provokes attacks of opportunity, a wallurgist can make a wall within close (25 + 5/2 wallurgist levels) range. The wall can take up a space equal to 1 10-foot square per wallurgist level, and is 1 foot thick. At its most basic, the wall must be a continuous flat, vertical plane, and it must attach to the ground. A wallurgist's wall has hit points equal to the wallurgist's Constitution score times his wallurgist level per 10 by 10 square, and hardness equal to twice the wallurgist's Intelligence modifier. The wall will remain for 3 + the wallurgist's level in rounds, after which time it evaporates into thin air. Alternatively, the wallurgist can dismiss his walls as a free action.

The wall blocks line of sight and line of effect. The DC to climb a wallurgist's wall is 15 + the wallurgist's Intelligence modifier, and the Balance DC to stand on the top of it is 20. The wallurgist can have only (twice his Intelligence modifier) walls in existence at any given time.

Beginning at 5th level, the wallurgist can make walls as a move action.
Beginning at 10th level, the wallurgist can make walls as a swift action.
Beginining at 15th level, the wallurgist can make walls as an immediate action.

Wall Tricks: Every wallurgist knows how to augment walls. Their augments take the form of wall tricks. The save DC against a wallurgist's wall tricks, should they offer a save, is 10 + half his wallurgist level + the wallurgist's Intelligence modifier. There are four levels of wall tricks: least, lesser, greater, and adamant. A wallurgist begins play with knowledge of 2 least wall tricks. As the wallurgist gains levels, he continues to learn new wall tricks, as summarized on the table above.

At 3rd level and every second new wallurgist level after that (5th, 7th, etc), a wallurgist may swap a single wall trick known for another wall trick of any level he can access at this time.

Trapfinding: Like a rogue, a wallurgist can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

A wallurgist can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A wallurgist who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Damage Reduction (Ex): As a wallurgist trains, they themselves take on characteristics of the walls they have power over. Beginning at 2nd level, the wallurgist gains DR 1/adamantine. At 5th level and every 3 levels after (8th, 11th, etc.) his DR improves as shown on the table above.

Walls Down (Sp): The wallurgist must learn to destroy things as well as build them. The wallurgist gains the ability to use [I]shatter as a spell - like ability at will. Caster level is equal to his wallurgist level. The save DC is 10 + half his wallurgist level + the wallurgist's Intelligence Modifier.

Walls don't Tire (Ex): Really, they don't. The wallurgist draws on the strength of his walls when he tires. Beginning at 4th level, the wallurgist becomes immune to normal fatigue, and any effects that would make him exhausted fatigue him instead.

Shape Walls (Su): A wallurgist must eventually learn how to shape walls in other ways than flat and vertical planes. Beginning at 7th level, the wallurgist may shape his wall into any shape he desires, as long as it remains connected to the ground, the wall remains continuous, and the total square footage of the wall does not exceed 1 10 - foot square per wallurgist level.

Beginning at 13th level, the wallurgist can make round walls. The wallurgist's round walls may take the form of a sphere or hemisphere, with a radius equal to his wallurgist level. The wall must still remain connected to the ground.

Beginning at 19th level, the wallurgist no longer has to keep his walls in one piece when he makes them - so long as each piece of the wall remains in contact with the ground, and the wallurgist has sufficient square footage, he may make the walls anywhere within range. No piece of the split wall can be smaller than 10 feet by 10 feet. The split wall still draws from a singular hit point pool.

Walls don't Rest (Ex): The wallurgist's pursuit of wall - ness continues. The wallurgist becomes immune to exhaustion and no longer needs to sleep.

Walls don't Bruise (Ex): It's the lack of blood vessels. Starting at 12th level, the wallurgist is immune to nonlethal damage.

Walls don't Think (Sp): The wallurgist does, but he doesn't need the mages to know that. Starting at 18th level, the wallurgist is under a permanent mind blank effect.

I am a Wall (Ex): Starting at 20th level, the wallurgist has achieved amazing levels of wall - ness. Ever after, he is treated as a construct or a member of his original creature type, whichever one would be more beneficial for him at the time. The wallurgist no longer needs to eat or breathe to survive, and becomes immune to critical hits and sneak attacks.
3
Wall Tricks

The wallurgist may apply one wall trick to each wall he makes.


Least Wall Tricks
[SPOILER]
Damaging Wall
Anyone who touches a damaging wall (e.g. someone is bullrushed into it, or leans on it, or attacks it with natural attacks or unarmed strikes) takes 1d6 damage per 2 wallurgist levels, rounded up, maximum 5d6.
Energy Wall
Minute Wall
A minute wall lasts for 1 min/class level, rather than the normal (3 + 1/level) rounds.
One - Way Wall
Resistant Wall
Sticky Wall
Anyone who touches a sticky wall becomes entangled for 5 rounds. They must also make a Reflex save or be completely immobilized. Each round, they can make a new Reflex save or a Strength check against the standard Save DC to break free.

Lesser Wall Tricks

Fearful Wall
Force Wall
Hovering Wall
Hour Wall
Stunning Wall
Tempting Wall

Greater Wall Tricks

Drop the Wall
Illusion Wall
Moving Wall
Permanent Wall
Reflective Wall

Adamant Wall Tricks

Invincible Wall


Feats

Double Wall Trick (General)
Prerequisite: Int 13, Wallurgist level 6
Benefit: The wallurgist may apply up to 2 wall tricks to his walls, each of which must be at least 1 level below the maximum level of wall trick he can learn at this time. So a 6th level wallurgist could apply 2 least wall tricks to 1 wall.
Normal: A wallurgist may apply only 1 wall trick to a wall at a time.

Extra Wall Trick (General)
Prerequisite: Wallurgist level 6
Benefit: You learn one additional wall trick from the list available to you, choosing a wall trick of one grade lower than the highest grade of invocation you know. For example, an 8th level wallurgist could learn a least wall trick, while a 16th-level wallurgist could learn any least, lesser, or greater wall trick.
Special: You can gain this feat multiple times. Each time, you gain an extra wall trick of any grade (least, lesser, or greater) up to one lower than the highest grade of wall trick you can currently use.

Triple Wall Trick (General)
Prerequisite: Double Wall Trick, Int 15, Wallurgist level 11
Benefit: The wallurgist may apply up to 3 wall tricks to his walls, each of which must be at least 2 levels below the maximum level of wall trick he can learn at this time. So a 13th level wallurgist could apply 3 least wall tricks to 1 wall, or 1 greater wall trick.
Normal: A wallurgist may apply only 1 wall trick to a wall at a time.

Derjuin
2011-11-30, 03:11 AM
Farmer


http://fc06.deviantart.net/fs8/i/2005/320/a/2/Farmer_Bob_by_alexiuss.jpg

A farmer finds out firsthand what an adventure can be like.




Farmers are neither distinguished individuals, nor great fighters or wise spellcasters, but they possess an inner strength and endurance from years of toil. They are often accustomed to hunger and hardship and have very little to lose - aside from family, of course - compared to the amount of fame and fortune adventuring could reap.

Adventures: Most farmers that adventure do so out of a desire to improve their own or their family's lives, or out of boredom or wanderlust. Those that strike out seeking excitement usually don't have families to return to at the end of whatever adventure they go on.

Characteristics: Farmers are mostly melee characters who make use of their wits and their intuition instead of amazing strength or underhandedness.

Alignment: Farmers are as varied in their alignment as they are the crops they grow. Good-aligned Farmers aim to help people, while Evil-aligned ones may seek to harm others or exploit their allies to their own benefit. Law and Chaos are not as clearly defined to most Farmers, who may tend to be neutral in regard to that axis.

Religion: Most often, Farmers revere deities of good fortune, safe travel, food, and good weather. Others might pray to their racial deities in addition to these other gods. It is rare to find a Farmer who does not at least pay respects to a deity of weather for rain and sunshine when they are needed most.

Background: Most Farmers begin out of necessity or inheritance from their parents. There is very little formal training for Farmers, as most pick up their knowledge from forebears who were also Farmers.

Races: Practically every race ever has had Farmers in one form or another - animal herders, crop growers, hunters and gatherers, et cetera. Some civilized races find farming "below" them, however, and only fringe groups of these races might pick up the implements to harvest food.

Other Classes: Farmers often enjoy the presence of other, more experienced martial combatants - fighters, knights, warblades, crusaders. They don't often trust rogues or their ilk, and might not understand or mistrust entirely the magic of wizards and sorcerers.

Role: Farmers provide support to their party and frontline damage. They can also help feed their party.

Adaptation: Very little adaptation should be necessary for this class; however, certain mythical individuals Farmers may revere might fit the bill as high level Farmers.

GAME RULE INFORMATION
Farmers have the following game statistics.
Abilities: Strength and Constitution are the primary attributes for a Farmer. Many of their abilities key off of Constitution, and Strength determines how well they adapt to combat. Intelligence and Wisdom are useful for skills and a few of the Farmer's abilities; Dexterity helps the Farmer stay alive in melee combat somewhat.
Alignment: Any.
Hit Die: d10
Starting Age: As fighter.
Starting Gold: 10d4

Class Skills
The Farmer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

THE FARMER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Farming Implement Damage

1st|
+0|
+2|
+0|
+0|Hound Companion, Create Rations, Simplicity|1d8

2nd|
+1|
+3|
+0|
+0|Strong Back, Endurance|1d8

3rd|
+2|
+3|
+1|
+1|Animal Empathy, Weathered|1d8

4th|
+3|
+4|
+1|
+1|Heal Companion|1d10

5th|
+3|
+4|
+1|
+1|Sustained Living|1d10

6th|
+4|
+5|
+2|
+2|Toughness, Verminbane|1d10

7th|
+5|
+5|
+2|
+2|Herbalism|1d10

8th|
+6/+1|
+6|
+2|
+2|Inner Strength, Guard Dog|2d6

9th|
+6/+1|
+6|
+3|
+3|Natural Resistance|2d6

10th|
+7/+2|
+7|
+3|
+3|Heroes' Feast|2d6

11th|
+8/+3|
+7|
+3|
+3|Implement Trick|2d6

12th|
+9/+4|
+8|
+4|
+4|Improved Toughness, Verminslayer|2d8

13th|
+9/+4|
+8|
+4|
+4|Worker's Strength|2d8

14th|
+10/+5|
+9|
+4|
+4|Implement Trick|2d8

15th|
+11/+6/+1|
+9|
+5|
+5|Stroke of Brilliance|2d8

16th|
+12/+7/+2|
+10|
+5|
+5|Brawn over Brains|2d10

17th|
+12/+7/+2|
+10|
+5|
+5|Implement Trick|2d10

18th|
+13/+8/+3|
+11|
+6|
+6|Cull Vermin|2d10

19th|
+14/+9/+4|
+11|
+6|
+6|Natural Perfection|2d10

20th|
+15/+10/+5|
+12|
+6|
+6|Larger than Life, Implement Trick|3d8[/table]

Class Features
All of the following are class features of the Farmer.

Weapon and Armor Proficiencies: Farmers are proficient with simple weapons, war scythes, war sickles and light armor only. In addition, they are considered proficient with all farming implements (farming scythes, farming sickles, hoes, rakes, pitchforks and the like).

Hound Companion: At 1st level, a Farmer sets out for adventure with his hound companion. These hounds are typically large working breeds, such as collies, huskies and St. Bernards. These companions serve the Farmer faithfully; giving a command to a companion is a free action for the Farmer.

Hound companions have the following stats:
{table]Size/Type:|Medium Animal
Hit Dice:|2d8+4 (13 hp)
Initiative:|+2
Speed:|40 ft. (8 squares)
Armor Class:|16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple:|+2/+4
Attack:|Bite +4 melee (1d6+3)
Full Attack:|Bite +4 melee (1d6+3)
Space/Reach:|5 ft./5 ft.
Special Attacks:|—
Special Qualities:|Low-light vision, scent
Saves:|Fort +5, Ref +5, Will +1
Abilities:|Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:|Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats:|Alertness, Track[/table]

In addition, as a Farmer grows in level, his Hound companion does as well. His hound is immediately distinguishable from other animals of its kind, as it protects its master faithfully and fearlessly.


{table=head]Farmer level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special
1st-2nd|+0|+0|+0|1|Faith in the Farmer, Fearless
3rd-5th|+2|+2|+1|2|Evasion
6th-8th|+4|+4|+2|3|Impeccable Tracker
9th-11th|+6|+6|+3|4|Multiattack
12th-14th|+8|+8|+4|5|Mettle
15th-17th|+10|+10|+5|6|Improved Evasion
18th-20th|+12|+12|+6|7|Determination[/table]

Hound Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level
The character’s Farmer level. The Farmer’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities so long as the Farmer's companion remains his faithful hound.

Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the hound companion’s base attack and base save bonuses. A hound companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). A hound companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Unlike normal animals, a hound's base attack bonus is equal to its HD instead of 3/4.

Natural Armor Adj.
The number noted here is an improvement to the hound's existing natural armor bonus.

Str/Dex Adj.
Add this value to the hound’s Strength and Dexterity scores.

Bonus Tricks
The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Faith in the Farmer (Ex)
A Farmer can handle his hound as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The Farmer automatically succeeds on Handle Animal checks and Animal Empathy checks with his Hound.

Fearless (Ex)
A Farmer's hound feels no fear so long as its master has at least -9 or more hit points - it is immune to all fear effects as long as the Farmer is alive.

Evasion (Ex)
If the hound is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Impeccable Tracker (Ex)
A hound's racial bonus to Survival checks when tracking by scent increases to +16 from +4. In addition, the hound always knows where the Farmer is and the best route to get to him.

Multiattack
A hound gains the ability to make iterative attacks with its bite as its base attack bonus allows (so when it has +6 BAB, it can make two attacks, one at full BAB and one at -5; when it has +11 BAB, it can make three, etc.)

Mettle (Ex)
Whenever the hound is subjected to an attack that allows a Fortitude or Will save for a partial effect or half damage, the hound suffers no ill effect or damage on a successful save. It still suffers the full effect on a failed save.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, the hound takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Determination (Ex)
As long as the Farmer is alive and within 30 feet of his companion, it cannot be easily killed. So long as the Farmer remains within 30 feet, the hound cannot be killed or incapacitated by effects or attacks that reduce it to 0 or fewer hit points. If it takes such damage, it can make a Fortitude save with a DC equal to its negative hit point total. If it fails this save, it dies or falls unconscious (as appropriate). If this save is successful, it is still alive and conscious, with 1 hit point remaining.

In addition, the hound is automatically protected against effects that cause instant death.


Create Rations (Ex): At 1st level, a Farmer knows how to find and combine edible portions of dead animals into long-lasting rations. Once per corpse of an animal, the Farmer may attempt a DC 15 Search check. If he is successful, he collects enough edible portions to create one trail ration. If he fails, he collects approximately half of what he needs; these portions remain usable for up to one hour. If he fails the check by 5 or more, he finds no useful pieces. If he can find another animal corpse within one hour of failing the Search check by no more than 4 on a previous corpse, he automatically succeeds in finding enough meat to complete a single ration. Searching through an animal takes 1 minute.

Simplicity (Ex): Farmers are simple folk, even if their knowledge and skills belie their simplicity. Farmers are illiterate, but are more skilled in other areas: as long as the Farmer remains illiterate, he gains 1 bonus skill point per level (and an additional 4 at 1st level). If he spends 2 skill points to become literate, he forfeits the bonus skill points at later levels.

Regardless of whether or not the Farmer remains illiterate, he deals increased damage with farming implements that would normally be considered improvised weapons. When using a one-handed implement, he adds his Strength score to the damage dealt; when using a two-handed implement, he adds twice his Strength score to the damage dealt. In addition, all implements he wields have 19-20/x3 crit range.

Strong Back (Ex): Farmers can carry loads that would make weaker classes groan. Beginning at 2nd level, a Farmer adds his Constitution score, up to a maximum of his Farmer level, to his Strength score to determine his carrying capacity. In addition, the Farmer suffers no ill effects from carrying a Medium load.

Endurance (Ex): Farmers are weathered and strong, and use this strength to endure. Beginning at 2nd level, a Farmer adds his Constitution score to his Will and Reflex saves, and gains a +3 bonus to Fortitude saves.

Animal Empathy (Ex): Beginning at 3rd level, Farmers can relate to and try to improve the disposition of animals. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Farmer rolls 1d20 and adds his Farmer level and his Wisdom modifier to determine the animal empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use animal empathy, the Farmer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A Farmer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Weathered (Ex): Beginning at 3rd level, a Farmer is considered to always be under the effects of an Endure Elements spell.

Heal Companion (Ex): Beginning at 4th level, a Farmer knows how to tend to his hound and how to treat its wounds. As a standard action, the Farmer may make a Heal check if his hound is adjacent to him. The result of the Heal check determines what effect occurs to the hound:

{table=head]Result|Effect
1-10|Cure Minor Wounds spell
11-15|Cure Moderate Wounds spell, poisons neutralized
16-20|Cure Serious Wounds spell, poisons and diseases cured
21-25|Cure Critical Wounds spell, poisons/diseases/curses removed
26-30|Heal spell
31+|Heal spell and Regenerate spell[/table]

Once used, the Farmer must wait another 5 rounds before using Heal Companion again.

Sustained Living (Ex): Beginning at 5th level, a Farmer no longer needs to eat or drink. He can still benefit from magical effects that result from eating (such as Heroes' Feast) or drinking (such as potions).

Toughness (Ex): Beginning at 6th level, a Farmer gains an additional hit point for each Farmer level he has. In addition, he gains Natural Armor equal to his Constitution modifier.

Verminbane (Ex): Beginning at 6th level, whenever the Farmer wields a farming implement in combat that involves Vermin, he gains a +2 Morale bonus to attacks and damage with his implement. If he strikes a vermin with his implement, he deals an additional 2d6 damage.

Herbalism (Ex): Though Farmers are known for their excellence in growing crops, they also have a hidden knack for herbs and the like. Beginning at 7th level, the Farmer may search plant creatures' corpses for signs of useful herbs. Once per corpse of a plant creature, the Farmer may make a DC 25 Search check. If he is successful, he finds 1d3 random herbs from the list below. The DM is encouraged to roll 1d6 to determine which herbs the Farmer finds.

{table=head]Roll|Herb Found
1|Quickfoot root
2|Greymilk moss
3|Gristly spindle
4|Neospore cap
5|Satium root
6|Cemptium root[/table]

These herbs remain usable for up to 1 week; each weighs 1/10th of a pound and are worth approximately 1 copper piece each.

Sidebar: Herb effects

Unlike most herbs, the herbs listed above are considered home remedies and don't have much alchemical use. They can be used without preparation, and a Farmer of 7th level or higher can identify an herb of these kinds on sight, no check needed.

Quickfoot root, satium root and cemptium root are ingested; greymilk moss is squeezed to produce an odor which is inhaled; gristly spindle and neospore caps are rubbed onto the skin. Each individual herb produces enough effects for one creature of Large size or smaller.

Quickfoot root temporarily increases energy and reaction time; it grants a +2 herbal bonus to Dexterity for 1 hour.

Greymilk moss temporarily increases the body's immune system and dulls the signals sent through nerves to react to pain; it grants a +2 herbal bonus to Constitution for 1 hour.

Gristly spindle temporarily boosts energy and causes muscles to perform more efficiently; it grants a +2 herbal bonus to Strength for 1 hour.

Neospore cap causes wounds to close and a soothing feeling to help reduce pain; it cures 2d8 hit points per use.

Satium root rapidly expands once it comes into contact with stomach fluids, causing a creature to feel full; it fully satiates a single Large or smaller creature for 1 day. Creatures that can use Swallow as an attack form that ingest Satium root cannot bear to swallow anything else for 1 day.

Cemptium root rapidly decomposes when it comes into contact with stomach fluids, causing a powerful retching effect; it causes a single Large or smaller creature to empty its stomach contents immediately. Creatures that can use Swallow as an attack form that ingest Cemptium root with a creature in its gullet immediately spits the creature up.

Herbal bonuses: Mentioned above in 3 of the 6 herbs, Herbal bonuses are special bonuses granted only by these items. Herbal bonuses do not stack with other Herbal bonuses of the same type (Greymilk Moss can only ever grant you +2 Constitution) but stack with Herbal bonuses of different types (using Greymilk Moss and Gristly Spindle together grants both bonuses). They stack with all other forms of bonuses.


Inner Strength (Ex): Beginning at 8th level, the Farmer adds 1 1/2 his Strength modifier to the damage with all one-handed farming implements, or 2 1/2 his Strength modifier to the damage with all two-handed farming implements. In addition, he gains the Powerful Build ability; whenever it would be beneficial for the Farmer, he is considered one size larger than he currently is.

Guard Dog (Ex): Beginning at 8th level, the Farmer's hound becomes very protective of its master while he is unconscious (whether from HP damage, sleeping, or some other effect). If instructed to do so before the Farmer falls unconscious, the hound stays close to the Farmer's body and gains a competence bonus to Listen and Spot checks equal to the Farmer's class levels.

In addition, at all times the hound is immune to surprise and is always able to act during a surprise round.

Natural Resistance (Ex): Beginning at 9th level, the Farmer becomes highly resistant to poisons and diseases; the Farmer is immune to all natural poisons and diseases, and gains a +2 circumstance bonus to Fortitude saves to resist the effects of magical poisons and diseases. In addition, the Farmer only suffers half ability damage or drain from all sources.

Heroes' Feast (Ex): Beginning at 10th level, the Farmer can prepare rations that inspire and greatly aid his allies. Any ration created by the Farmer from animal corpses after he becomes 10th level automatically bestows the effects of the Heroes' Feast spell after consumption.

Implement Trick (Ex): Beginning at 11th level, the Farmer learns a trick he can perform when wielding a farming implement as a weapon. He learns a single trick at 11th level, and an additional trick at 14th, 17th, and 20th levels. He can choose a single trick from the list below, or may opt instead to gain a bonus feat or bonus skill trick for which he meets the requirements.

Reaping Scythe Style
When wielding a farming scythe or hoe, the Farmer gains the benefits of the Great Cleave feat and may make one 5-foot step per extra cleave attack he gets. In addition, the critical threat range of his farming scythe or hoe increases to 17-20 and the multiplier increases to x4 (this increase does not stack with any other increases to threat range or multiplier).

Flashing Sickle Fury
When wielding a farming sickle or rake, the Farmer gains a bonus to damage equal to his Farmer level when making attacks with the sickle or rake. This bonus is not multiplied on critical hits or in other circumstances in which damage is multiplied. If he chooses to fight defensively or take total defense with his sickle or rake, he gains a Deflection bonus to AC for one round equal to twice the dodge bonus granted by his defensive maneuver (+4 for Fighting Defensively, +8 while taking Total Defense).

Torch and Pitchfork
When wielding a pitchfork, the Farmer may make a single Intimidation check against an opponent as a free action at the beginning of combat. This check is made by rolling 1d20 and adding the Farmer's class level and Charisma modifier. Wielding a lit torch in addition to the pitchfork grants a +2 Circumstance bonus to this check. The Intimidation check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s modifiers on saves against fear). If the Farmer beats the target’s check result, the target is considered Panicked for 1 round, and then Shaken for the rest of the encounter with the Farmer. This is a mind-affecting effect and is considered a Fear effect.

Quick on the Draw
The Farmer may draw and sheath any farming implement or ranged weapon he carries as a free action.

"Exotic" Fighting Style
By using his implements in ways they are not actually meant to be used, the Farmer can confound others in combat. The first time the Farmer strikes a foe with an attack in a round, he may make a single Disarm, Trip, Feint, or Sunder attack as a free action in addition to his normal attack. The Farmer never provokes attacks of opportunity from these extra attack options, and an opponent cannot make a Trip attempt in response to a failed Trip attempt made by the Farmer with this ability.

Herbal Poisons
The Farmer can mix up in an instant a poison from four of the six herbs listed above (Quickfoot root, Greymilk moss, Gristly spindle, and Neospore cap) that works as an injury poison. The DC for the poison is equal to 15 + the Farmer's level and inflicts the opposite effect; see the table below for details. Creating one of these poisons is a move action and applying one is a swift action. The Farmer is never at risk of poisoning himself.

{table=head]Herb Name|Initial Damage|Secondary Damage
Quickfoot root|2 Dexterity damage|2 Dexterity damage
Greymilk moss|2 Constitution damage|2 Constitution damage
Gristly spindle|2 Strength damage|2 Strength damage
Neospore cap|2d8 damage|Wracked with pain for 1 minute*[/table]

*The victim can only take Standard or Move actions.

Blood Harvest
A Farmer with this ability may make up to two additional attacks per round with a farming implement. If he chooses to do so, he takes a -1 penalty to all attacks made in that round for each additional attack he makes.

Improved Toughness (Ex): Beginning at 12th level, the Farmer gains an additional 1 hit point per Farmer level. In addition, he also gains Damage Reduction/- equal to his Constitution modifier.

Verminslayer (Ex): Beginning at 12th level, the Farmer's hatred of vermin empowers him even greater in combat. The morale bonuses granted by Verminbane increase to +4, and the bonus damage dealt increases to 4d6+4. He is also able to strike swarms that are naturally immune to weapon damage with a farming implement for normal weapon damage, as if they were not immune.

Worker's Strength (Ex): Beginning at 13th level, the Farmer's capacity for strength and toughness greatly increases. Whenever he is subject to a temporary increase to his Strength or Constitution (such as from herbs or spells), the spell or effect adds an additional +2 Strength or Constitution for its duration.

Stroke of Brilliance (Su): Beginning at 15th level, the Farmer occasionally experiences a flash of insight that aids him in his endeavors. Once per day per point of Wisdom the Farmer has, he may grant himself an Insight bonus equal to his Farmer level on any single attack roll, skill or ability check, saving throw, or AC against a single attack. A Stroke of Brilliance can occur at any time, even on another's turn. Additionally, while the Farmer has at least one use of this ability left, he is never considered surprised or flat-footed.

Brawn over Brains (Ex): Beginning at 16th level, the Farmer has learned how to apply strength and endurance in ways others would think impossible. The Farmer adds his Constitution modifier to all Intelligence-, Wisdom- and Charisma-based skill checks and ability checks.

Cull Vermin (Ex): Beginning at 18th level, the first time each round when the Farmer strikes a Vermin creature, the Vermin must succeed on a DC (10 + the Farmer's class level + his Constitution modifier) Fortitude save or die instantly. In addition, creatures that consort with vermin (such as a wizard with a summoned centipede ally or a drow druid with a spider companion) take bonus damage as if they were vermin from his Verminslayer ability.

Natural Perfection (Su): Beginning at 19th level, the Farmer becomes an almost perfect example of a creature in perfect harmony with the simplicity of nature. He gains Spell Resistance against spells cast by his opponents equal to 11 + his class levels, cannot be affected by Mind-affecting spells or abilities, and may, once per day, use the Miracle spell as a spell-like ability. When using Miracle, the Farmer cannot expend XP to make a powerful request. The Miracle granted to the Farmer once per day is a gift of nature, not intercession of a deity; if the Farmer attempts to use his granted Miracle to attempt to harm nature (animals who are passive or landscapes that pose no interference to the farmer), the use is wasted.

Larger than Life (Ex): At 20th level, the Farmer becomes a miraculous, mythical being. He is considered immortal for the purposes of aging, no longer suffers penalties associated with aging (but continues to accrue the bonuses), and is considered an Outsider for the purposes of spells and abilities when it would be beneficial for the Farmer. He also gains a second use of his Miracle spell-like ability, and may, once per month, come back from the dead as if a True Resurrection spell had been cast on him.

sengmeng
2011-12-01, 03:09 AM
Redshirt

http://vulcanstev.files.wordpress.com/2010/04/trek-expendable.jpg

We who are about to die, salute you!

Redshirts are people who are doomed by the color of their livery. Some scholars believe that a Redshirt is the embodiment of a strange nexus of ill luck, somehow connected to the red cloth on their upper bodies. Redshirts sometimes are foolhardy and tempt fate, but many come to suspect that they are doomed and may become rather maudlin individuals.

Adventures: Redshirts are born for adventure, just not equipped.

Characteristics: Dying like a champ.

Alignment: Any. Redshirts rarely have time to make ethical decisions.

Religion: Redshirts' prayers go unanswered.

Background: Putting a piece of red clothing on one's upper body. Redshirts are superstitious about telling people their backgrounds, as many have died in the middle of sharing it.

Races: Humans are most often Redshirts, but all races have need of faceless lemmings ready to die in droves.

Other Classes: Most other classes see Redshirts as someone to set off traps, hide behind, or a waste of healing. Redshirts often see other classes as more important than themselves and may sacrifice themselves to save others.

Role: Redshirts give the party a reason to avenge their death. Their luck slowly improves over time, and eventually they can function as short-term meat-shields and even respectable damage-dealers.

Adaptation: Change the color of their shirts. Could also be called Imperial Storm Troopers with a few alternate class features (description below).

GAME RULE INFORMATION
Redshirts have the following game statistics.
Abilities: Charisma plays the biggest part in a Redshirt's abilities. Strength also helps them be more effective in combat.
Alignment: Any. Redshirts' morals rarely have time to come into play.
Hit Die: d4
Starting Age: As Barbarian.
Starting Gold: As Monk.

Class Skills
The Redshirt’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Redshirt
{table]level|BAB|Ref Save|Fort Save|Will Save|Special|Chance of Death|Crit
1st|+1|+0|+0|+0|Dying Like a Champ, Just a Flesh Wound, Frail, Doomed, Unlucky|50%|+0
2nd|+2|+0|+0|+0|Emboldened|49%|+0
3rd|+3|+1|+1|+1| Power Attack|48%|+0
4th|+4|+1|+1|+1|With My Dying Breath I Curse Thee|47%|+0
5th|+5|+1|+1|+1|Dirt Nap|46%|+0
6th|+6|+2|+2|+2|Heedless Charge|45%|+1
7th|+7|+2|+2|+2|Human Shield|44%|+1
8th|+8|+2|+2|+2|Fortune's Apology 1/day|43%|+1
9th|+9|+3|+3|+3|Better Off Dead|42%|+1
10th|+10|+3|+3|+3|Boldly Going|41%|+1
11th|+11|+3|+3|+3||40%|+2
12th|+12|+4|+4|+4|He's Dead Jim| 39%|+2
13th|+13|+4|+4|+4||38%|+2
14th|+14|+4|+4|+4|If You Strike Me Down...|37%|+2
15th|+15|+5|+5|+5||36%|+3
16th|+16|+5|+5|+5|Fortune's Apology 2/day|35%|+3
17th|+17|+5|+5|+5||34%|+3
18th|+18|+6|+6|+6|Rabid Lemming Charge|33%|+4
19th|+19|+6|+6|+6||32%|+4
20th|+20|+6|+6|+6|Take it Like a Champ, Fortune's Retribution, Fortune's Smile|30%|+5[/table]

Class Features
All of the following are class features of the Redshirt.

Weapon and Armor Proficiencies: Redshirts do not have time to learn any weapon or armor proficiencies. They are proficient with a red shirt.

All Redshirt Extraordinary abilities only function while they are wearing a red shirt. This shirt does not interfere with wearing armor.

Dying Like a Champ(Ex): Any time a 1st level Redshirt takes damage, there is a 50% chance that they will die outright. Any allies who witness their death receive a morale bonus equal to the Redshirt's Cha modifier to attack and damage rolls as long as the Redshirt is dead or until there are no enemies in sight. At 10th level, the bonus to attack and damage rolls increases to 2x their Cha modifier and 3x at 15th level, and 4x at 20th level. Their chance of dying slowly decreases as they gain levels. This is a death effect.

Just a Flesh Wound(Ex): Unless an opponent casts Wish and wishes for the Redshirt's permanent death, a dead Redshirt stands back up at full hitpoints in 1d4 rounds. This ability causes 1 point of Cha damage. All Cha damage caused by this ability is healed by 8 hours of sleep. If a Redshirt dies with 0 Cha, he dies permanently. All other status ailments, ability damage or other effects disappear as soon as the Redshirt resurrects.

Frail(Ex): A Redshirt dies when brought to 0 Hp or less, not -10. If someone is using the Deathwatch spell to monitor a Redshirt, they always appear to be fragile (alive and wounded with three or fewer hitpoints).

Doomed: A Redshirt's fate is difficult to evade. A multiclassed Redshirt loses his Just a Flesh Wound ability if the total of his levels in other classes is equal or greater than his Redshirt levels.

Unlucky(Ex): Redshirt's always fail a save against death effects, the save versus death from massive damage, and the save versus death provoked by a coup de grace.

Emboldened(Ex): If a 2nd level Redshirt is damaged and does not die, they go into an ecstatic, berserk rage, fully aware that they should have been doomed. They gain an extra attack at their highest base attack bonus when making a full attack and automatically critical any successful attack until they die. At higher levels, they gain additional critical multipliers. The extra attack gained stacks; each time they are hit without dying, they gain an extra attack. The column on the table marked "crit" shows how many extra multipliers they add to the ones their weapon already has when Emboldened.

Power Attack: At 3rd level, the Redshirt gains the Power Attack feat, unless they already have it, in which case they may choose any feat they meet the prerequisites for.

With My Dying Breath I Curse Thee(Ex): An opponent who kills a Redshirt of 4th level or higher takes a penalty to their attack and damage rolls equal to the Redshirt's Cha modifier. This penalty increases to 2x the Redshirt's Cha modifier at 10th level, 3x at 15th level, and 4x at 20th level. There is no save versus this effect. It lasts as long as the Redshirt is dead.

Dirt Nap(Ex): At 5th level the Redshirt may control his Just a Flesh Wound ability; if he wishes to remain dead, he may, for as long as a week, or indefinitely if gentle repose is cast on him.

Heedless Charge(Ex): At 6th level, the Redshirt may choose to make a Power Attack at the end of a charge. The penalty to attack must be -5 or worse. In addition to the normal effects of a charge (-2 to AC and +2 bonus on the attack roll) the Redshirt may assign any portion of the penalty to his attack roll to his AC instead, up to his base attack bonus.


Human Shield(Ex): At 7th level, if the Redshirt is in front of an ally of their same size, they provide 100% cover, rather than the usual 50% cover provided by a creature of equal size. They provide 50% cover to an ally one size category larger than themselves. Additionally, if an adjacent ally takes damage, the Redshirt may use an immediate action to redirect the attack or effect to themselves.

Fortune's Apology(Ex): At 8th level, the universe realizes that something is very wrong with the Redshirts luck; in apology, he gains the ability to reroll a single dice once a day. He gains another reroll per day at 16th level. Each time, he must take the rerolled result, even if it is worse than the original roll.

Better Off Dead(Ex): At 9th level a Redshirt may voluntarily die at any time. This is an immediate action.

Boldly Going(Ex): At 10th level, the Redshirt becomes immune to fear and fear inducing effects.

He's Dead Jim(Ex): Ag 12th level, by laying his hands on a dying creature (one who is at -1 to -9 hitpoints) the Redshirt can automatically stabilize them and make it appear, to all observers, that the creature is dead. They appear dead and stay unconscious until magically healed.

If You Strike Me Down...(Ex): At 14th level, a Redshirt gains a +2 morale bonus to attack rolls for every time he has used Just a Flesh Wound. These bonuses go away at the end of the day.

Rabid Lemming Charge(Ex): At 18th level, when using Heedless Charge, the Redshirt gains the Pounce ability. If they already have the Pounce ability from some other source, they may choose a feat.

Take it Like a Champ(Ex): Once per day as a full-round action, the Redshirt may use Take it Like a Champ. He loses his chance of dying from Dying Like a Champ and all enemies who can see him must attack him if they can, charging or using ranged weapons if they are not adjacent to him. This effect lasts until the Redshirt's next turn

Fortune's Retribution(Ex): Once per day, the Redshirt may infuse an opponent with his negative luck and force an enemy to reroll a dice as an immediate action. The enemy must take the result of the rerolled dice, even if it is worse than the original roll.

Fortune's Smile(Ex): Once per day, on a single roll of a d20 (likely a save, skill check, or attack) the Redshirt may roll two d20's and take whichever result he wants.

ALTERNATE CLASS FEATURES

To convert the Redshirt into an Imperial Stormtrooper, apply the following changes:
Imperial Stormtroopers gain proficiency in all armor and are proficient with all simple and martial melee weapons. An Imperial Stormtrooper's extraordinary abilities only function while he is wearing white armor.

Only Imperial Stormtroopers Are So Precise(Ex): When using a ranged weapon, Imperial Stormtroopers take a penalty to their attack roll equal to half their Imperial Stormtrooper levels, rounded up.

These Are Not The Droids You're Looking For(Ex): Imperial Stormtroopers take a -4 penalty to Sense Motive checks and Will saves to resist charms and compulsions.

The Witch-King
2011-12-04, 12:51 AM
Cat Girl Space Pirate

http://fc08.deviantart.net/fs15/i/2009/032/f/c/SPACE__S_SCOURGE_Pirate_Queen_by_spacewolfomega.jp g


"BLOOD--STEEL--AND GLORY!" Elena Firemane, captain of the pirate cruiser Midnight Voidsinner

Cat Girl Space Pirates are the ferocious, savage warriors of a dangerous and aggressive matriarchal felinoid empire. They fight in space, aboard ship and planetside seeking treasure and glory for their names and for their clan. They make the best of friends and the worst of enemies and passion is the only code a Cat Girl Space Pirate lives by.

Race: A Cat Girl Space Pirate must be from the Cat Girl, Catfolk, Feline or Wemic races, or if permitted by the DM, feline lycanthropes and shifters.


Cat Girl

A matriarchal mammalian race, there are males of the species but since the females are dominant and tend to fill the roles of soldier, noble and diplomat, the species has become known by the human nickname for them. Males (also known as Cat Boys) are typically found in the roles of merchant, teacher, engineer, craftsman/artisan, servitor/attendant and consort, although there are rare males who choose a more aggressive lifestyle. Cat Girl females are occasionally intrigued by and drawn to more aggressive and/or dynamic males of other species, including humans and half-elves. Offspring of human/cat girl or half-elf/cat girl pairings are always of the Cat Girl race.

Alignment: Usually Chaotic Neutral.
Monstrous Humanoid (Feline)
Size: Medium
Cat Girl base land speed is 40 feet
Ability Scores: +2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom
Vision: Low-Light
Languages: Common and Feline. Bonus Languages: Draconic, Gnoll, Halfling and Sylvan.
Racial Skills: +2 racial bonus on Listen and Move Silently
Natural Weapons: Bite: A Cat Girl can bite an opponent for 1d4 points of damage. Claws: Cat Girls possess 2 natural claw attacks that inflict 1d4 points of damage each on a successful hit. This is a primary attack, or a secondary attack if the Cat Girl wields a manufactured weapon. A Cat Girl is considered proficient with her natural weapons. A Cat Girl's claws count as light weapons.
+1 natural armor bonus
Favored Class: Cat Girl Space Pirate.
Level adjustment: +0.

Claw Blades (Equipment)

Claw Blade: These are gauntlets fitted with blades and are designed to fit over the hands of species with claws and can be used to fight with in the same fashion. They are considered martial melee weapons for races that have claw natural weapons, or exotic melee weapons for others. Unlike other weapons, the claw blade occupies your magic item hands slot while enchanted.

Damage: 1d6
Range: -
Price: 20gp
Weight: 2lb
Group: martial light blade


Adventures: Cat Girl Space Pirates can and do go anywhere--seedy alien ports, deserted space stations, ancient necropoli, ruined alien cities, abandoned moonbases, seething jungle worlds, hidden asteroid stations run by criminal syndicates and pirate haven worlds ruled by corrupt alien potentates. They fight, they drink, they steal, they break their friends out of lock-up and they love. What more could you ask for?

Characteristics: Fighting, ship operations and carousing in seedy places a good Goddess-fearing law-abiding cleric would avoid like a necrotic plague are what Cat Girl Space Pirates are all about.

Alignment: Any non-lawful. Cat Girl Space Pirates are a wild bunch that don't care much for laws or following the rules or any other type of namby-pamby hoity-toity silliness.

Religion: Cat Girl Space Pirates aren't terribly prone to being devout. Some do worship the Goddess of Luck but most simply honor their family totems and their ancestors.

Background: Most Cat Girl Space Pirates are simply born to it. Cat girls aren't big respecters of authority and so making their way in the world largely depends on making a name for themselves with their deeds and their claws. A Cat Girl Space Pirate fights for her ship, for her clan, for her many friends--and her many lovers--and especially, for herself.

Other Classes: Cat Girl Space Pirates can get along with just about anybody except stiff-necked, straight-backed, way too self-important types like paladins, monks and lawful clerics. Rogues, rangers and barbarians of similar alignment should get along with them fine. Wizards tend to be a bit too stuffy for Cat Girl Space Pirates but cat girls respect power, particularly when expressed in terms of explosions and lightning bolts--they may find the average wizard a little too scrawny for their tastes, though. Sorcerers (non-scrawny ones, at least) and Cat Girl Space Pirates are well suited to each other.


http://fc09.deviantart.net/fs70/f/2010/019/8/9/Tribal_Queen_by_ShellyRaven.jpg

Role: As a combatant, the Cat Girl Space Pirate is adept at both close-quarters combat, particularly with light blades, as well as being proficient with ranged weapons. Out of combat, with a high Charisma, she can act as the face of the party, using Bluff, Intimidate, Diplomacy and Gather Information to support the party by prowling through the alleyways and back streets, sifting to find the best of what the criminal underworld has to offer. She can locate fences and work the black market with the best of them. Smuggling is second nature to her. She's even good at kidnapping and ransoming nobles to turn a tidy profit. And Cat Girl Space Pirates make excellent ship captains.

Adaptation: For quick and simple adaptation, DMs should consider Profession (Spacer) to be the equivalent of Profession (Sailor) and Knowledge (astronavigation) to count as Knowledge (geography) when qualifying for existing nautical-themed prestige classes such as Scarlet Corsair, Legendary Captain and Dread Pirate. Also, it is a minor matter to refluff Cat Girl Space Pirates as Cat Girl Air Pirates for use with either magical or steampunk skyships.

GAME RULE INFORMATION

Cat Girl Space Pirates have the following game statistics:

Abilities: The Cat Girl Space Pirate is a versatile class enabling several builds but in general, you'll want a good Dexterity and Charisma. In general, this is a gun-toting, ship-flying, close quarters fencing kind of class when it's not being a cheating at cards, drinking people under the table, seducing people to get what you want class.

Alignment: Any non-lawful.

Hit Die: d8

Starting Age: As Rogue.

Starting Gold: As Rogue.

Class Skills: The Cat Girl Space Pirate’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (astronavigation) (Int), Knowledge (computers) (int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) ×4.

Skill Points at Each Additional Level: 6 + Int modifier.

CAT GIRL SPACE PIRATE
{table=head]Level|BAB|Fort|Ref|Will|Class Features|
Skirmish

1st|+0|+2|+2|+0|Dodge, Acrobatics, Pounce|
-

2nd|+1|+3|+3|+0|Mobility, Great Leap|
-

3rd|+2|+3|+3|+1|Skirmish, Expert Gunner, Quick Load|
+1d6

4th|+3|+4|+4|+1|Point Blank Shot, Wretched Hives Of Scum And Villainy, Weapon Finesse|
+1d6

5th|+3|+4|+4|+1|Evasion, Space Pirate|
+1d6, +1 AC

6th|+4|+5|+5|+2|Quick Draw, Manyshot|
+1d6, +1 AC

7th|+5|+5|+5|+2|Space Pirate, Cat Girl|
+2d6, +1 AC

8th|+6/+1|+6|+6|+2|Make Your Mark, Space Pirate|
+2d6, +1 AC

9th|+6/+1|+6|+6|+3|Heavy Artillery, Space Pirate|
+2d6, +2 AC

10th|+7/+2|+7|+7|+3|Cat Girl, Space Pirate|
+2d6, +2 AC

11th|+8/+3|+7|+7|+3|Space Pirate, Cat Girl|
+3d6, +2 AC

12th|+9/+4|+8|+8|+4|Entrenched Position|
+3d6, +2 AC

13th|+9/+4|+8|+8|+4|Space Pirate, Cat Girl|
+3d6, +3 AC

14th|+10/+5|+9|+9|+4|Space Pirate, Cat Girl|
+3d6, +3 AC

15th|+11/+6/+1|+9|+9|+5|Critical Strike, Cat Girl|
+4d6, +3 AC

16th|+12/+7/+2|+10|+10|+5|Space Pirate, Cat Girl|
+4d6, +3 AC

17th|+12/+7/+2|+10|+10|+5|Cat Girl, Space Pirate|
+4d6, +4 AC

18th|+13/+8/+3|+11|+11|+6|Screaming Gun-gasm|
+4d6, +4 AC

19th|+14/+9/+4|+11|+11|+6|Nine Lives, Space Pirate|
+5d6, +4 AC

20th|+15/+10/+5|+12|+12|+6|Starship|
+5d6, +4 AC

[/table]

http://img703.imageshack.us/img703/1918/spacebattlem.jpg

Class Features

All of the following are class features of the Cat Girl Space Pirate.

Weapon and Armor Proficiency

A Cat Girl Space Pirate is proficient with all simple and martial weapons, all firearms, and with light and medium armor.

Dodge (http://www.d20srd.org/srd/feats.htm#dodge)

Acrobatics (Ex): At 1st level, a Cat Girl Space Pirate gains +1 to all Climb, Jump and Tumble checks. This bonus increases to +2 at level 7, +4 at level 13 and +6 at level 19.

Pounce (Ex): When a Cat Girl Space Pirate makes a charge, she can follow with a full attack—including rake attacks if she also has the rake ability.

Mobility (http://www.d20srd.org/srd/feats.htm#mobility)

Great Leap (Ex): Beginning at 2nd level, so long as she is unarmored, and unencumbered, a Cat Girl Space Pirate makes all Jump checks as if she were running.

Skirmish: A Cat Girl Space Pirate depends on mobility to deal extra damage and improve her defense. She deals an extra 1d6 on all attacks she makes in any round in which she moves at least 10 ft. The extra damage only applies to attacks taken during her turn. This extra damage increases by 1d6 for every four levels gained above 3rd (2d6 at 7th, 3d6 at 11th, 4d6 at 15th and 5d6 at 19th level).

At 5th level, a Cat Girl Space Pirate gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Cat Girl Space Pirate has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 5th (+2 at 9th, +3 at 13th, and +4 at 17th level).

A Cat Girl Space Pirate loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Expert Gunner (Ex): When using a bipod or tripod mounted heavy weapon or a ship mounted artillery weapon, a Cat Girl Space Pirate does one additional die of damage of that weapon's type to its target. This increases to 2 additional dice at level 9 and 3 additional dice at level 15.

Quick Load (Ex): The Cat Girl Space Pirate can load an ammunition magazine or power cell into a firearm as a free action instead of a move-equivalent action. Loading a magazine or power cell into a heavy weapon requires a move-equivalent action instead of a full action.

Point Blank Shot (http://www.d20srd.org/srd/feats.htm#pointBlankShot)

Wretched Hives Of Scum And Villainy (Ex): At 4th level, a Cat Girl Space Pirate has learned her way around dens of inquity and how to survive on the streets and back alleyways. She gains a competence bonus of one-third her class levels (round down, minimum 1) to Gather Information and Knowledge (local) checks.

Weapon Finesse (http://www.d20srd.org/srd/feats.htm#weaponFinesse)

Evasion (http://www.d20srd.org/srd/classes/rogue.htm#rogueEvasion)

Quick Draw (http://www.d20srd.org/srd/feats.htm#quickDraw)

Manyshot (http://www.d20srd.org/srd/feats.htm#manyshot) (Ex): A 6th-level Cat Girl Space Pirate is treated as having Manyshot even if she does not have the prerequisites for it, but only when she is wearing light or no armor.

Space Pirate: When "Space Pirate" appears on the class table, a Cat Girl Space Pirate may choose one Space Pirate ability.


Space Pirate abilities:

Saboteur (Ex): If you fail a Disable Device check to disable a device or mechanism, you may immediately reroll and use the second result instead. This effect is used as an immediate action after the first check is attempted, but before the results are revealed by the GM.

Shanghai (Ex): Whether its trying to fill her ship with a new crew or her bed with a reluctant or escaping lover, a Cat Girl Space Pirate knows to employ the same solution: club the right guy over the head and drag him back to the ship. A Cat Girl Space Pirate can use a pistol as an improvised lethal or non-lethal bludgeoning weapon without penalty. Additionally, if during the surprise round, a Cat Girl Space Pirate uses a standard action against an unaware opponent who's head is not covered by armor to attack him with a blunt instrument (a pistol butt or even the side of a gauntleted hand will do), she can attempt to knock that opponent unconscious. The attacker automatically hits and scores a critical hit; any damage done is non-lethal. If the defender is not reduced to 0 HP, he must make a Fortitude save (DC 10 + damage dealt) or he is unconscious.

Shoot Lock Controls (Ex): The Cat Girl Space Pirate makes an attack roll against a lock's control panel within 30'. A standard control panel has an AC of 15. At the DM's discretion, the AC may be adjusted for a larger or smaller control panel, one better or worse constructed, etc. If the shot hits the lock, the Cat Girl Space Pirate can then make a Disable Device skill check against the control panel and if the lock is active (the force field to the cell on, etc.), the lock is disabled and the door opens (the force field turns off, etc.). If the Disable Device check fails, someone can still bypass the lock but the DC for the check increases by 10. A Cat Girl Space Pirate can attempt the reverse--she can shoot a control panel for an open door or a cell with the force field off and cause the blast doors to close, the force field to turn on, etc. Either way, once a lock's control panel has been shot, a key or other code will no longer function although a Knock spell will still work.

BOOTY! (Ex): A Cat Girl Space Pirate gains a competence bonus of one third her class levels (round down, minimum 1) to Appraise checks and to Knowledge (local) checks to determine where can she successfully fence her ill-gotten gain.

BIG BOOTY! (Ex): Prerequisite: BOOTY! A Cat Girl Space Pirate gains a competence bonus of one-third her class levels (round down, minimum 1) to Bluff and Intimidate checks to convince merchants to fence her more expensive and/or notorious baubles--whether they want to or not.

Smuggling (Ex): A Cat Girl Space Pirate gains a competence bonus of one-half her class levels (round down, minimum 1) to any and all Diplomacy checks made to buy or sell illicit or illegal goods.

Fire Solution (Ex): After spending a full action locking the targeting scanners onto an enemy ship, a Cat Girl Space Pirate operating a ship's weapons may in subsequent rounds, reroll missed attacks a number of times equal to her Intelligence modifier. She may only reroll a particular attack once and must take the second roll if she decides to reroll.

Security Systems (Ex): A Cat Girl Space Pirate may make rerolls of Disable Device checks against automated security systems either to disable them or to prevent them detecting or recording the presence of herself or her allies. She may make a number of such rerolls equal to her Intelligence modifier per day. If she chooses to reroll, she must accept the second roll, even if it is worse than the first.

Circuitous Route (Ex): By taking a route that makes the best use of ambient astronavigational phenomena, sticking to nebulae and so forth, the Cat Girl Space Pirate attempts to keep her ship undetected and slip past the enemy or to take them by surprise. The Cat Girl Space Pirate makes a Knowledge (astronavigation) roll against a DC of 20. She may then reduce all opponent's attempts to detect her ship by how ever many points she made the roll by. Should combat ensue anyway, during the first round, she may add those same points as a bonus to her ship's initiative.

Hacking (Ex): A Cat Girl Space Pirate gains a competence bonus of one-third her class levels (round down, minimum 1) when using the Knowledge (computer) skill for the purposes of hacking.

Quick Jump (Ex): By making a DC 25 Knowledge (astronavigation) check, the Cat Girl Space Pirate prepares her ship to jump into two rounds, the bare minimum for making a successful hyperspatial jump. If she fails, she must begin making calculations all over again starting on the next round.

I Know This Ship Like The Back Of My Hand (Ex): Given one month's time aboard a specific vessel, a Cat Girl Space Pirate can learn its unique qualities, features and idiosyncracies allowing her to gain a +10 competence bonus when making all Profession (Spacer), Craft (Starshipwright) or Search checks aboard her. This acclimation apples only to a single unique vessel and not to her whole class.


Cat Girl: Whenever "Cat Girl" appears on the class table, a Cat Girl Space Pirate may choose one Cat Girl ability.


Cat Girl abilities:

Sexiful (Ex): A Cat Girl Space Pirate if wearing no or only light armor can automatically move the attitude level of anyone who would find her physically attractive one level friendlier a number of times of day equal to her Charisma modifier. She can use this ability on a particular person only once per day but can use it simultaneously to improve the attitude of several people all at once.

Sexaferocity (Ex): Prerequisite: Sexiful. If, after using a successful Sense Motive check, a Cat Girl Space Pirate determines a male is genuinely attracted to her, she can use Intimidate rather than Diplomacy to convince him to court her. Sexaferocity is completely ineffective on anyone not genuinely attracted to the Cat Girl in question. It makes a shy male who is interested stop hesitating and procrastinating and make the first move, although its hard to call it the first move after he's been told to "suck it up," "be a man," and "crap or get off the pot."

Carousing (Ex): A Cat Girl Space Pirate doesn't last long if she doesn't learn how to handle hard drink, play and if necessary cheat at games of chance and how to party as hard as she fights. A Cat Girl Space Pirate's Constitution is treated as being two points higher when it comes to handling alcohol and other intoxicants and she gains a competence bonus of one-third her class levels (round down, minimum 1) when using Bluff, Sense Motive or Sleight of Hand in the context of playing card games, dice games and other games of chance.

Guns, guns, guns (Ex): By keeping a collection of rare, strange and exotic alien weapons, the Cat Girl Space Pirate provides herself with an array of useful parts with which she can tinker with when maintaining, upgrading and modifying firearms in her possession. Given four to six hours with her collection, a set of tools and any particular firearm, she can not only raise its quality to masterwork, she can improve it to the point where it does two additional dice of damage. (DM's Note: The weapons in the collection should be considered non-functional, thus there is no need to provide stats for those weapons nor to allow their use as an emergency arsenal.)

Catfighting (Ex): If a Cat Girl Space Pirate succeeds in hitting a target with both of her natural weapon claw attacks in the same round, she may also, at her discretion, be considered to have successfully grappled her target.

Lustful Embrace (Ex): After an hour's particularly energetic activity with her partner, a Cat Girl Space Pirate finds herself exceptionally calm and centered, providing her a +2 to her Charisma and Wisdom scores but only for the purposes of making skill checks and saving throws. This state remains for a two hour period after the activity. Her partner is automatically fatigued.

Contacts (Ex): The Cat Girl Space Pirate has cultivated a number of Contacts equal to her Charisma modifier. These contacts could be an outpost administrator, a bartender who knows where all the good work is, a government official or even a good repairman. The player (pending the DM’s approval) should select the contacts. Contacts can be called upon for favors and assistance in difficult situations.

Fast Balance (Ex): A successful Balance check lets a Cat Girl Space Pirate move her full speed across a precarious surface, rather than half speed.

Cat Girls Need To Be FREE! (Ex): While wearing either no or light armor, a Cat Girl Space Pirate becomes better able to slip, rip, cut or bite her way free from containments and bindings, even magical ones. If she fails her saving throw against an effect that restricts her movement, she can attempt this save again one round later at the same DC. A Cat Girl Space Pirate can even wriggle free from magical effects that would otherwise control or compel her. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC.


Make Your Mark (Ex): A Cat Girl Space Pirate can recruit a crew at level 8. She attracts those individuals interested in serving with her. Make Your Mark functions as Leadership with two exceptions: the Cat Girl Space Pirate does not receive a Cohort and receives double the usual number of Followers for someone with her level of Leadership. Make Your Mark only functions if the Cat Girl Space Pirate in question has a ship or base to recruit personnel for. Make Your Mark is treated as Leadership for the purposes of fulfilling prestige class prerequisites. Any ability or feat that would add to a character's Leadership bonus adds to the Cat Girl Space Pirate's effective Leadership score from Make Your Mark. Every four levels subsequent to gaining Make Your Mark (12, 16, and 20), the Cat Girl Space Pirate gains +2 to her effective Leadership score.

Heavy Artillery (Ex): Beginning at 9th level, a Cat Girl Space Pirate treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in two hands.

Entrenched Position (Ex): Starting at 12th level, the Cat Girl Space Pirate gains an additional +4 cover bonus to Defense and an additional +4 cover bonus on Reflex saves whenever she has cover.

Critical Strike (Ex): When firing a weapon on a target one size category or more lower than the weapon's, the Cat Girl Space Pirate gains the ability to automatically confirm a threat as a critical hit, eliminating the need to make a roll to confirm the critical hit.

Screaming Gun-gasm (Ex): The Cat Girl Space Pirate must be armed with either two one-handed ranged weapons or a two-handed ranged weapon. One of the weapons used must have either explosive ordinance or be an energy weapon. One of the weapons used must be capable of autofire. Using a full action, which includes if necessary putting a fresh clip or clips into the weapon(s) before firing, the Cat Girl Space Pirate lays down a withering hail of fire in a 60' cone in front of her while laughing maniacally. All targets within the cone that are four levels or lower below the Cat Girl Space Pirate's level are reduced to 0 hit points, stunned and knocked prone by concussive force and flying debris (which includes but is not limited to the airborne limbs of their comrades) and rolls 1d4 × 10 feet. All targets outside the cone which witness this must make a Will save vs. fear or be panicked. All targets within the cone from three levels below the Cat Girl Space Pirate's level to above her level are subject to two attacks from the Cat Girl Space Pirate's weapons and for each of these two attacks, she make roll two dice and take the best roll. This ability may only be used once per encounter. Once conducted, the Cat Girl Space Pirate's weapons are empty of ammunition.

Nine Lives (Su): A Cat Girl Space Pirate's luck has to literally be seen to be believed. She may reroll any failed ability check, skill check, attack roll or saving throw. In effect, any task resolution die roll using a d20 may be rerolled. The second roll must be used even if worse than the original roll. A Cat Girl Space Pirate may do this a number of times per day equal to her Charisma modifier but only once per combat encounter.

Starship: If a Cat Girl Space Pirate hasn't "acquired" a starship of her own by this level, her pirate clan provides her one, complete with crew. The ship is still the property of the clan and from time to time, the clan may require her and her crew to conduct missions on their behalf but in general, they are happy with letting the Cat Girl Space Pirate have use of the ship in exchange for 10% of her take.



http://img35.imageshack.us/img35/6766/nowthatsabiggunbyomegat.jpg

Ra_Va
2011-12-05, 08:03 AM
Minstrel of Elemental Bacon

http://i74.photobucket.com/albums/i278/wolfshonor/gifs/wizguy35-lg.png

There are five elements within the Temple, Earth, Wind, Fire, Water and Bacon - Ceika Spelloyal

Minstrels of Elemental Bacon is an elemental based support unit, with a mixture of Magical Songs and Bacon-based spell-like abilities, they do what they can to help.

Adventures: Minstrels of Elemental Bacon when not in their temples, will offer their services in any way they can, to a group of similarly aligned individuals.

Characteristics: What your class is capable of.

Alignment: They can have any alignment, but the alignment must be within 1 step of their patron.

Religion:

Background:

Races: Any Race with taste buds

Other Classes: Minstrels work well with all other classes.

Role: Support unit.

Adaptation:

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any
Hit Die: dx
Starting Age: As Bard
Starting Gold: As Cleric

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

Skill Points at First Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.

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

1st|
+x|
+x|
+x|
+x|Song of Minor Healing

2nd|
+x|
+x|
+x|
+x|Baconskin

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

4th|
+x|
+x|
+x|
+x|Glyph of Baconic Paralysis

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

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

7th|
+x|
+x|
+x|
+x|Bonus Feat

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|Bonus Feat

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):

NineThePuma
2011-12-06, 07:59 PM
Lord

Put an image of your class here!

"For those I protect... I can't lose!" - Roy Pherae, to an enemy commander

A Lord is the prime example of an Aristocrat who actually Does Something, and are capable combatants. Equally good at maneuvering in battle as through courtly intrigue, they are excellent warriors and good representatives for a party.

Adventures: Typically, nobles stay home and don't adventure, while some few go on epic quests to protect their country. Those who stay home are typically useless, taking levels in Aristocrat. Those who don't are almost inevitably badass. These proud nobles are Lords.

Characteristics: Lords are badass leaders who have a strong combat focus and solid leadership capabilities. They tend to inspire their allies and are typically leading from the front. Limited sublime training and a number of area buffs make Lords an incredibly useful asset on the field of battle.

Alignment: Most Lords tend toward Lawful alignments, but this is a generalization and chaotic Lords do exist.

Religion: Lords do not have a "dominant" religion, and typically follow the religion of their country.

Background: Lords invariably are the children of nobility, and they tend to be the heir, largely due to the focus the heir receives.

Races: Any race or culture with a standing nobility can produce Lords, but humans tend to dominate the Lord population simply by virtue of there being so many Human kingdoms.

Other Classes: Lords tend to be dismissive of Druids and Barbarians, seeing them as somewhat ignorant savages; they can respect them for their power but rarely turn to them for advice. They tend to frown at Rogues, but acknowledge their usefulness. Lords best relate to martial classes, such as the Fighter, the Knight, and the Paladin.

Role: Lords can fill multiple roles in the party, serving as buffers and melée combatants most often. At later levels the Lord and his Cohort can bring a lot of battlefield control to the table, lending a great deal of assistance to allies.

Adaptation: The Lord should not need any adaptation to fit into any possible campaign setting.

GAME RULE INFORMATION
Lord's have the following game statistics.
Abilities: The Lord's primary ability score is Charisma, with constitution as a close second and either strength or dexterity as a distant third.
Alignment: Any, though typically Lawful.
Hit Die: d10
Starting Age: As Cleric
Starting Gold: As Aristocrat

Class Skills
The Lord's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Swim (Str), and Survival (Wis).

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

Lord
{table=head]{colsp=6}Features|{colsp=3}Maneuvers

Level|BAB|Fort Save|Ref Save|Will Save|Special|Known|Readied|Stances

1st|
+1|
+0|
+0|
+2|Way of the Warrior +1, Combat Leader|2|2|1

2nd|
+2|
+0|
+0|
+3|Way of the Warrior +2|2|2|1

3rd|
+3|
+1|
+1|
+3|Commanding Presence, Bonus Feat|3|2|1

4th|
+4|
+1|
+1|
+4|Cohort|3|3|1

5th|
+5|
+1|
+1|
+4|Way of the Warrior +3|4|3|2

6th|
+6|
+2|
+2|
+5|Bonus Feat|4|3|2

7th|
+7|
+2|
+2|
+5|Command Talent|5|3|2

8th|
+8|
+2|
+2|
+6|Way of the Warrior +4|5|3|2

9th|
+9|
+3|
+3|
+6|Bonus Feat|6|4|2

10th|
+10|
+3|
+3|
+7|Combat Commander|6|4|2

11th|
+11|
+3|
+3|
+7|Way of the Warrior +5, Command Talent|7|4|3

12th|
+12|
+4|
+4|
+8|Bonus Feat|7|4|3

13th|
+13|
+4|
+4|
+8|Teacher of the Warrior's Way|8|4|3

14th|
+14|
+4|
+4|
+9|Way of the Warrior +6|8|5|3

15th|
+15|
+5|
+5|
+9|Command Talent|9|5|3

16th|
+16|
+5|
+5|
+10|Master of The Warrior's Way|9|5|3

17th|
+17|
+5|
+5|
+10|Way of the Warrior +7|10|5|4

18th|
+18|
+6|
+6|
+11|Bonus Feat|10|5|4

19th|
+19|
+6|
+6|
+11|Command Talent|11|6|4

20th|
+20|
+6|
+6|
+12|Way of the Warrior +8, Mandate of Heaven|11|6|4[/table]

Class Features
All of the following are class features of the Lord.

Weapon and Armor Proficiencies: The lord is proficient in the use of all simple and martial weapons and with all types of armor and shields.

Way of the Warrior (Ex): If the Lord is in a square threatened (http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm#threatenedSquares) by an enemy, they gain an untyped +1 bonus to their attack bonus, damage, and armor class. This bonus increases by one at second level and every three levels thereafter. The Lord does not gain this bonus if they're flatfooted or helpless.

Combat Leader (Ex): At first level, the Lord grants allies within 30ft a +2 untyped bonus to Initiative checks and Spot/Listen checks.

Commanding Presence (Ex):

Bonus Feat: At 3rd level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every three levels thereafter, you choose another bonus feat from the list.

Bonus Feat List: Acrobatic, Agile, Athletic, Blade Meditation, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Negotiator, Persuasive, Quick Draw, Run, Scarlet Sacrifice*, White Raven Defense.

Cohort: The Lord gains a body guard at level 4, with a second level Knight of the same race joining the party. This cohort is functionally identical to the one provided by the Leadership Feat, except they may be at a higher level than the Lord's level -2. Only a Lord's levels in the Lord Class count toward their leadership score for this class feature. If they later take the Leadership feat, their cohort remains the one offered by this feat, with the bonuses provided, and using their full character level.

Command Talent:

Teacher of the Way of the Warrior: If you are receiving a bonus from your Way of the Warrior class feature, and an ally within 30 ft is threatened by the same enemy, they gain half your Way of the Warrior bonus to attack rolls, damage, and AC. They do not gain this bonus if they are flatfooted.

Master of the Way of the Warrior: If you are threatened by more than one enemy, you may gain your Way of the Warrior bonus once per enemy threatening you. The number of times you can gain your Way of the Warrior bonus is equal to your class level divided by four, round down.

Mandate of Heaven (Ex): At 20th level, a Lord gains Divine Rank 0. They gain many Divine Characteristics (http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm#divineCharacteristics), but cannot normally gain a higher divine rank.


New Feat:
Scarlet Sacrifice [General]

As you follow in the footsteps of the Scarlet Bravura, your willingness to suffer for the sake of your allies inspires them to greater heights. Seeing you in pain rallies them and gives them the strength to fight that much harder.
Prerequisite: One Scarlet Bravura stance.
Benefit: When you are in a Scarlet Bravura stance and you take damage, your allies gain an untyped +1 bonus to attack and damage per 5 points of damage you take (round down, minimum 1) for a number of rounds equal to half your character level.

Pyromancer999
2011-12-13, 04:45 PM
Otaku

http://2.bp.blogspot.com/_2Y8Jt06ep-s/TCRqtsvxZ-I/AAAAAAAAA4Y/DP3jp_PpQCA/s400/Otaku.JPG

"Don't underestimate the power of my love for Minori-chan!"
-Random Idol Otaku

You know they're there. The one kid who sneaks manga into class. The kid who pulls an all-nighter before a final exam not because of studying but because a new season of an OVA came out. The kids that are heavily into anime, manga, whatever else. Most are simply hardcore fans of things. However, some have a love so strong that it is almost like divine worship. It is this love that grants power to those things the Otaku loves, and in turn grants him/her power to use however he or she likes.

Adventures: Adventuring is lucrative, and all that merchandise isn't cheap. Otaku mainly adventure to fund their expensive hobby, although some simply do so because they saw it in a manga.

Characteristics: Otaku, while united in the sense that they tend to love models, anime, manga,etc., are not overall the same. With different Otaku belonging to different fandoms, and the fact that Otaku derive their powers from their obsessions, Otaku tend to vary far and wide.

Alignment: Otaku tend to fall all over the place, alignment-wise. Lawful Otaku tend to espouse "Justice", whether their own or the commonly accepted version of it, while many chaotic Otaku simply do whatever they like. On the good vs. evil axis, many Otaku tend to be good-aligned, as they wish to be just like a hero/heroine in an anime, but fans of both heroes and villains or just villains can end up being neutral or even evil.

Religion: Otaku tend to worship anime characters, or in some cases, idols, who are super-famous actors/actresses, who attract a large-enough following that they can grant divine power upon their otaku.

Background: Otakus' origins vary. However, many simply saw one anime, or read one manga, then decided to watch/read another. One led to two, two led to three, and three led to more, resulting in the Otaku's current state.

Races: Humans, like in most classes, are the most prevalent overall. However, there are many elven or half-elven shoujo/shonen ai otaku, and also many orc/half-orc military otaku. Although less prevalent, there are gnome sci-fi otaku, and also dwarven otaku into shonen manga.

Other Classes: Attitude towards Otaku varies by more individual than class. However, many divine-powered classes despise Otaku for worshipping what they call "False Idols"(sometimes literally).

Role:Otaku's roles can vary, but they can have a wide range of magic-like abilities. Some branch into areas involving physical prowess, and can also serve for a while in combat if needed.

Adaptation: If your campaign does not include anime, simply change the Otaku's flavor to be based around being a fan of ancient stories with such themes.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Varies. Really, just go for whatever you want. Since there's a slight lack of hit points and lack of physical prowess to start, Constitution and Dexterity are good abilities to invest in.
Alignment: Any
Hit Die: d6
Starting Age: 10-30.
Starting Gold: 40 gp.

Otaku Skills
The Otaku's class skills are Craft and any 7 that the player chooses.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

COtaku
{table=head]Level|Base Attack <br> Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|Otaku's Passion, Signature Move 1d8

2nd|
+1|
+3|
+0|
+0|Otaku Power

3rd|
+2|
+3|
+1|
+1|Signature Move 2d8

4th|
+3|
+4|
+1|
+1|Otaku Power

5th|
+3|
+4|
+1|
+1|Signature Move 3d8

6th|
+4|
+5|
+2|
+2|Otaku Power

7th|
+5|
+5|
+2|
+2|Signature Move 3d8

8th|
+6|
+6|
+2|
+2|Otaku Power

9th|
+6|
+6|
+3|
+3|Signature Move 4d8

10th|
+7|
+7|
+3|
+3|Otaku Power

11th|
+8|
+7|
+3|
+3|Signature Move 5d8

12th|
+9|
+8|
+4|
+4|Otaku Power

13th|
+9|
+8|
+4|
+4|Signature Move 6d8

14th|
+10|
+9|
+4|
+4|Otaku Power

15th|
+11|
+9|
+5|
+5|Signature Move 7d8

16th|
+12|
+10|
+5|
+5|Otaku Power

17th|
+12|
+10|
+5|
+5|Signature Move 8d8

18th|
+13|
+11|
+6|
+6|Otaku Power

19th|
+14|
+11|
+6|
+6|Signature Move 9d8

20th|
+15|
+12|
+6|
+6|Lord of Akihabara, Otaku Power

[/table]

Class Features
All of the following are class features of the Otaku.

Weapon and Armor Proficiencies:Otaku are proficient with 3 simple weapons and 1 martial weapon of their choice, and light armor.

Otaku's Passion: Every Otaku is passionate about something. At 1st level, the Otaku selects something they are passionate about(Manga, Anime, etc.). Whenever someone speaks badly of the Otaku's passion, or otherwise performs a blasphemous act concerning it, the Otaku flies into a Fanboy's Rage. This acts as a Barbarian's Rage of the same level, except that instead of a Constitution bonus, the Otaku receives temporary hitpoints equal to their level x 2 x their Constitution bonus(minimum 1), and lasts for a number of rounds equal to 3 + the Otaku's highest mental ability score. This may not be activated by allies, unless they expend a swift action on their turn to do so.

Signature Move: Everyone in anime, manga, etc. has a signature move. So, as a fan of such things, Otakus decide to develop their own signature moves. This move deals damage as described on the table above. Upon gaining this class feature, the Otaku decides whether or not this attack will be a touch attack, and ranged or melee. Ranged attacks have a range of 30 ft + 5ft per two levels. If the attack is not a touch attack, the Otaku may add their Signature Move damage to an attack of the type selected(ranged or melee) as a swift action. The Otaku also selects one damage type(energy or otherwise) that the attack deals.(ex. A 1st level Otaku's Signature Move could be a ranged touch attack that deals bludgeoning damage.)

Otaku Power: At 2nd level, and every two levels after, an Otaku may select an ability from the menu below:

Hot-Blooded: Sheer determination works wonders in manga, right? So it should work in real life. For a number of times per day equal to 1 + 1/2 their class level, Otaku may add their class level to any one roll. This ability may be selected again in order to either gain an additional use of the ability or to add +1 to the class level bonus granted by this ability.

Hammerspace: You gain an extradimensional space to store stuff. This space is roughly equal to twice your class level in cubic feet. You may store things in it or withdraw them as a swift action.

Martial Arts/Military Otaku I: You gain any fighter bonus feat of your choice as a bonus feat, so long as you meet the prerequisites for taking it. You may select this ability again in order to gain another fighter bonus feat as a bonus feat.

Martial Arts/Military Otaku II: Prerequisites: Martial Arts/Military Otaku I. For a number of rounds per encounter equal to 1/2 your class level, your BAB equals your HD, and you deal extra damage with melee or ranged attacks equal to 1/2 your Otaku level. These rounds need not be spent consecutively.

Magical Girl/Magic-Type: For some reason, watching all that magical anime has given you magical abilities. You gain 2 spell levels per Otaku level, and gain 2 spell levels every level after. You also know all cantrips and two 1st level spells, and know an additional spell for every two class levels you have. You select spells from one spell list of your choice from the following: Wizard/Sorcerer, Cleric, Druid. You can never know spells of higher level than a sorcerer of your class level could. You may cast spells using spell levels by expending one spell level per level of the spell being cast(ex. A 3rd level spell, fireball, costs 3 spell levels to cast).

Magic Combatant: Prerequisites: Magic-Type, 6th level. You know how those characters in manga power up using magic. You may expend up to 1/2 your level in spell levels to add a number of temporary hit points equal to 2 x spell levels expent and +1 to your BAB and damage dealt for every two spell levels expent. You may select this ability again to either gain another spell or an additional two spell levels.

Model-Creator: You know how to craft models and other types of things well. You gain a bonus to Craft checks equal to your Otaku level.

Figurine-Love Animation: Prerequisites: Model-Creator. Otakus sometimes wish their figurines could move. And now you know how to make that happen! You may cast Animate Objects 1/day per two Otaku levels, except that it may only affect Figurines. Your effective caster level is equal to your Otaku level. You may select this ability again in order to gain another use of this ability.

Figuirine Fighter: Prerequisites: Model-Creator, Figuirine-Love Animation. You may sacrfice one use of your Figurine-Love Animation ability in order to create a figurine made for fighting. This takes one figurine and transforms it into a Living Servant of HD equal to your Otaku level for the duration of this effect. This effect lasts for a number of rounds equal to your Otaku level.

Cosplayer I: You know how to disguise yourself due to extensive Cosplaying. You gain a bonus to Disguise checks equal to your Otaku level.

Cosplayer II: Prerequisites: Cosplayer I. You know how to Cosplay on the spot, using magic. This allows you to automatically alter clothing through sheer Cosplayer determination, and may affect a person as though the Alter Self spell had been cast upon them, although this may affect anyone, not just the Otaku. The clothes-altering may be done at-will, and the Alter Self ability may be done once per day per Otaku level.

Crossdresser: Prerequisites: Cosplayer I. You may qualify for feats, PrCs, and other things that depend upon gender as though you were of the opposite gender. Also, you may take 10 on Disguise checks to disguise yourself as a member of the opposite gender.

Fujoshi: Prerequisites: Female. You love boy's love. And now, perhaps horribly, you have the ability to create it, if only for a time. By targeting two males within 30 ft, you can cause them to fall in love. This acts as though each target had cast the Charm Person spell upon each other, except that they are in love instead of just being friendly. This causes them to be so distracted that they are considered blinded and cannot go more than 10 ft from each other. This effect lasts for as long as the Charm Person effect would be in place. This ability may be used a number of times per day equal to 1 + 1/2 your class level.

Member of Uri House: You like love between girls. So much, in fact, you have been granted the power to do so artificially. This effect mimics the effects of the Fujoshi ability, except that it can only affect women instead of men.

Hikikomori: Prerequisites: Maximum ranks in Hide. Somehow in the past, or even in the present, you've developed a preference to be isolated a bit. Now, through your Otaku powers, you may isolate yourself whilst in combat by erecting an instant Hikikomori Fortress. When taking the Total Defense action, you may sacrifice the benefits of that action to instead grant yourself complete concealment and restore a number of points equal to 1/2 your Otaku level for every two rounds spent this way. You are also treated as being blinded in this state. You lose this ability should you fail to keep maximum ranks in Hide.

Drawn to Life: Prerequisites: Maximum Ranks in Craft(Art). Your art and your Otaku love for it are so strong that you can bring it to life. This mimics the Astral Construct power, with the resulting Astral Construct being of level equal to 1/2 the Otaku's class level. This ability may be used a number of times equal to 1/2 your class level per day, and may be selected again in order to gain another use. You lose the benefits of this ability should you not retain maximum ranks in Craft(art).

ESPer: You know how to use ESP, a.k.a. psychic abilities. You gain a power point pool that is always equal to your level x your highest mental ability modifier. You know a number of powers equal to your Otaku level, selected from the Psion/Wilder power list.



Abilities that mimic spells or power treat the Otaku's caster/manifester level as his or her class level and abilities that require actions to activate are activated as a standard action, unless stated otherwise.


Lord of Akihabara: At 20th level, you become the equivalent of a noble, a greater being if you will, amongst Otaku. Firstly, your type changes to Outsider with the Native subtype. After all, the greatest amongst the Otaku need not eat or breathe or sleep so long as they are pursuing their passion. Secondly,you may enter the Greatest Otaku stance. This doubles their effective Otaku level for Otaku Power abilities. This may be done for a number of rounds per day equal to 1/2 your class level.

GuyFawkes
2011-12-26, 02:23 PM
The Perfumer

http://upload.wikimedia.org/wikipedia/commons/6/6f/Bernard_Picart_-_The_Perfumer.jpg
"Ahhh, can you smell it? The sweet scent of your defeat." – Jacques Villeu, a Perfumer


Adventures: Perfumers roam the lands in search for new scents. It can be said that it is their nose that drives them, taking them to wherever new scent captivates them. They are constantly in search for new herbs and other sources for their perfumes, and most of the rarest ingredients can be found at the most dangerous of places. Conversely, they are looking to gain fame for their products, and what better way to advertise their fragrances than having mighty warriors and wizards wear them.

Characteristics: The signature of any Perfumer is his use of his parfums. Parfums can boost the Perfumer and his allies or bring debilitating effects to his enemies, gaining more advantage for each effect that his enemies suffer.
Perfumers are decent combatants, relying on finesse and clever strategies rather than outright physical prowess. They also have learned to take advantage of enemies suffering from their parfum effects, timing their attacks on openings given by the effects to do additional damage.

Alignment: Perfumers can be of any alignment. Those who like to venture out onto the world value their freedom to go anywhere they decide, and wherever there is news of a rare ingredient for his perfumes. Those who prefer to stay in cities opt to abide the law or use underhanded methods to achieve fame and a place for their perfumes in the markets.

Religion: Most Perfumers would worship Farlanghn, being on the roads more often than not. Others even look to Corellon Larethian, patron god of music and the arts, even those Perfumers who are not elves. Good Perfumers also look to Pelor to guide them on their travels. Evil Perfumers might even look to Erthynul for guidance.

Background: A Perfumer usually trains as an apprentice under a master Perfumer until he is deemed ready to be called a Perfumer. Others who possess prodigious talents start out on their own, mimicking perfumes or even coming upon formulations by themselves. All of them though, share the common prerequisite of having an uncanny olfactory sense.

Races: Perfumers could come from any race, as the art of perfumery takes many forms. Humans, with their propensity to adorn themselves with colors and scents produce lots of Perfumers. Elves, orcs, dwarves, and gnomes also have Perfumers.

Other Classes: Perfumers are generally tolerable with other classes. Indeed they perform best with others, boosting them with parfums, and benefitting from their melee protection as well as magic. Perfumers generally possess very good social skills, and can pose as the part leader.

Role: Perfumers are primarily support, though they can also fill the rolls of secondary melee or ranged fighter. Parfums give them the ability to do almost all roles at a lesser degree, and the ability to use scrolls and wands also give the more options.

Adaptation: Perfumers can easily fit into any campaign setting.

GAME RULE INFORMATION
The Perfumer has the following game statistics.
Abilities: Charisma is the most important ability for the Perfumer, as it affects the effectiveness of his parfums, as well as some of the effects. Strength or Dexterity also helps to hit and do some damage with their attacks. Constitution always helps for the Perfumer’s rather low hit die.
Alignment: Any.
Hit Die: d6.
Starting Age: As bard.
Starting Gold: As bard

Class Skills
The Perfumer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

The Perfumer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Essential Oils Per Day

1st|
+0|
+2|
+0|
+2|Aromachology (Grade VI, 2 moods), Bee Sting +1d6, Scent|
2

2nd|
+1|
+3|
+0|
+3|Flame Tricks, Test Subject|
3

3rd|
+2|
+3|
+1|
+3|Bee Sting +2d6, Parfum Concentrations (Eau de Cologne)|
4

4th|
+3|
+4|
+1|
+4|Aromachology (Grade V, 2 moods), Allergic Reaction 20%|
8

5th|
+3|
+4|
+1|
+4|Bee Sting +3d6|
10

6th|
+4|
+5|
+2|
+5|Haphazard Reformulation|
12

7th|
+5|
+5|
+2|
+5|Aromachology (Grade IV, 3 moods), Bee Sting +4d6|
18

8th|
+6/+1|
+6|
+2|
+6|Parfum Concentrations (Eau de Toilette)|
21

9th|
+6/+1 |
+6|
+3|
+6|Bee Sting +5d6|
24

10th|
+7/+2 |
+7|
+3|
+7|Aromachology (Grade III, 3 moods)|
32

11th|
+8/+3 |
+7|
+3|
+7|Bee Sting +6d6|
36

12th|
+9/+4 |
+8|
+4|
+8|Formulation SP|
40

13th|
+9/+4|
+8|
+4|
+8|Aromachology (Grade II, 4 moods), Bee Sting +7d6, Parfum Concentrations (Eau de Parfum)|
50

14th|
+10/+5 |
+9|
+4|
+9|Allergic Reaction 50%|
55

15th|
+11/+6/+1 |
+9|
+5|
+9|Bee Sting +8d6, Hidden Tones|
60

16th|
+12/+7/+2 |
+10|
+5|
+10|Aromachology (Grade I, 4 moods), Achieving Harmony|
72

17th|
+12/+7/+2 |
+10|
+5|
+10|Bee Sting +9d6|
78

18th|
+13/+8/+3|
+11|
+6|
+11|Parfum Concentrations (Perfume Extract)|
84

19th|
+14/+9/+4 |
+11|
+6|
+11|Aromachology (Grade I, 5 moods), Bee Sting +10d6|
90

20th|
+15/+10/+5|
+12|
+6|
+12|Perfumer Extraordinaire|
96[/table]

Class Features
All of the following are class features of the Perfumer.


Weapon and Armor Proficiencies: The Perfumer is proficent with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. The Perfumer is proficient with light armor and shields (except tower shields).


Aromachology: Through experience and research, Perfumers grasp the vital connection between the different scents and other components of perfumes to the mind and body. Through time, they have perfected this art to produce parfums.

Parfums are volatile types of perfume that drastically affect the mind and body of any creature. Due to their volatile nature, they only last for 24 hours. The need for meticulous handling in preparation limits the Perfumer to a specific number of parfums he can create per day in terms of essential oils as shown in the table above. Furthermore, they can only prepare parfums from 2 different moods at level 1, 3 at level 7, 4 at level 13, and all moods at level 19.

Parfums exist in varying grades, from Grade VI to Grade I, with Grade VI being the lowest grade and Grade I the most potent of parfums. The Perfumer begins play knowing Grade VI parfum, and at 4th, 7th, 10th, 13th, and 16th levels, he can create and use Grades V, IV, III, II, and I parfums respectively.

Creating one perfume costs a certain dose of essential oil plus a specific amount to cover the various aromatic compounds from different herbs required for one particular parfum. Grade VI parfums cost one dose of essential oil to create, and higher grades cost 1 additional essential oil per grade higher than VI; Grade V cost 2 doses, Grade IV cost 3, and so on.

Parfums effects are extraordinary effects, and act as inhaled poisons, unless otherwise noted. They can either be personal, sprayed by using perfume sprays, affecting a single target and including the 5-foot radius around, or splash, thrown in perfume bottles that affect an area of 30 feet in radius upon breaking. Applied parfums last 1 hour per class level, and they can affect any creature that comes within its range. A moderate wind or stronger disperses parfum effects after 1 round. Duration for each parfum effect (when it affects a creature) varies for each parfum, as shown in their description. The save DC for a parfum effect is 10 + Parfum Grade Value + the Perfumer's Charisma modifier. Parfum Grade Value for Grade VI Parfums is 1, 2 for Grade V, 3 for Grade IV, and so on.

Parfums attack the brain, subsequently affecting the whole body. As such, parfums do not work on constructs, undead, and other mindless creatures, as well as creatures with Intelligence scores lower than 3.


Essential Oils: The base component of any perfume is essential oils. The Perfumer gains the ability to process a number of essential oils per day as given in the table above. The Perfumer also gains bonus number of essential oils per day equal to his Charisma modifier divided by 2 rounded down (0 minimum).

Essential oils are readily available to be bought in bulk or pieces from perfumeries, or can be crafted by the Perfumer himself if he has the necessary raw materials. Each dose costs 10 gold pieces, and this cost is separate from the cost shown in each parfum’s description.


Bee Sting: Beginning at 1st level, whenever a creature is affected by a parfum effect, the Perfumer can do a swift action Bluff check to perform a feint. When the feint is successful, he inflicts 1d6 more damage for each of his attacks on that target until the next round. This bonus damage increases by an additional 1d6 damage every 2 levels thereafter.


Scent (Ex): Born with the gift of superior olfactory faculties and enhanced by training, the Nose can distinguish any form of scent from each other on a level similar to creatures such as hounds. At 1st level, the Nose gains the Scent ability. Furthermore, he can locate any creature within 30 feet as if he has blindsense. This uses his sense of smell; any creature that has an ability to hide its scent cannot be detected by the Perfumer.


Flame Tricks (Ex): At 2nd level, the Perfumer can use his parfums to set ablaze his enemies. As a standard action, the Perfumer can use his perfume spray to light one adjacent creature on fire, dealing damage equal to 1d6 multiplied by the Perfume Grade Value of the parfum used. The target can roll a Reflex save with DC equal to 10 + the Perfume Grade Value of the parfum used + Cha mod. This ability needs one dose of parfum. The Perfumer also needs to be holding a fire source to work, like a torch. This also works when the creature is already on fire.

Alternatively, whenever a parfum is used as a splash weapon, when it comes in contact with a fire source within its range, this results in an explosion, causing fire damage to every creature within range equal to 1d6 multiplied by the Perfume Grade Value of the parfum used. All creatures caught in the area can roll a Reflex save with DC equal to 10 + the Perfume Grade Value of the parfum used + Cha mod to half the damage. This uses up all the parfum in the area, ending the parfum effect. Parfums are very volatile and lose their flammability fast, so he fire source must be introduced into the area within 3 rounds that the parfum is used, else the parfum becomes inert.


Test Subject (Ex): By using himself as a test subject for creating new parfums, the Perfumer becomes more resistant to their effects. At 2nd level, the Perfumer becomes immune to harmful effects of his parfums. He also becomes immune to diseases and poisons from non-magical sources.


Parfum Concentrations: At 3rd level, the Perfumer can mix more potent versions of his parfums. Starting at 3rd level, the Perfumer can make an Eau de Cologne version of his parfums, and he can make more concentrated versions every 5 levels after level 3. These higher concentrations increase the DCs, duration (add number to total class level for purpose of calculating duration), and area of effect of parfum effects (values given are for splash area; for personal area bonus, divide values by 2 rounded down). However, they cost more essential oils than their normal versions, as shown in the Table: Parfum Concentrations.

Table: Parfum Concentrations
{table=head]Concentration|DC|Duration|Intensity|Area of Effect|Essentia Oil Cost
Eau de Cologne|+1|+1 level|Strong|+5 feet|x1.5
Eau de Toilette|+2|+2 levels|Strong|+10 feet| x2
Eau de Parfum|+3|+3 levels|Severe|+15 feet| x2.5
Perfume Extract|+4|+4 levels|Severe|+20 feet| x3[/table]


Allergic Reaction (Ex): At 4th level, when a creature successfully saves against any perfume effect, it can develop an allergic reaction. The creature has a 20% chance to develop an allergic reaction, which increases to 50% at level 14. Roll the percentage die to determine the type of allergic reaction the creature suffers from the following table:

Table: Allergic Reactions
{table=head]%d|Allergic Reaction |Effect
0-19|Sneezing|The target creature sneezes uncontrollably. Any ability or spell that the creature would perform while still afflicted by sneezing would require a DC 15 or fail (DC 20 for those with verbal component). Also, creatures receive a -10 penalty to Hide checks and ends invisibility or similar effects.
20-39|Watery Eyes|The target creature’s eyes produce tears at an abnormal rate. The creature receives a -2 penalty to attacks and -4 to Spot checks.
40-59|Runny Nose|The target creature produces uncontrollable amounts of mucous. The creature must spend a move action each round this allergic reaction is in effect to clear this mucous or suffocate.
60-79|Skin Rashes|The target creature is stricken with itchy skin rashes. The creature receives a -2 penalty to AC for leaving openings when it tries to scratch itself.
80-99|Migraine|The target creature suffers a head splitting migraine. The creature receives a -2 to all saves.
100|2 effects|Roll for 2 effects. Roll again for another 2 if you get another 100 (3 total effects max).[/table]

This ability only triggers once per round, and lasts for 2 round at level 4 and 5 rounds at level 14. The creature has to succeed a Fort save with a DC of 10 + 1/2 class levels + Cha mod to negate this effect. Creatures who succeed in their Fort save are immune to this ability for 24 hours. The effects bestowed by this ability are treated as diseases for the purpose of harmful-effect removing spells.


Haphazard Reformulation (Ex): At 6th level, the Perfumer can alter his existing perfumes to create another perfume. By using one perfume of a certain mood and grade as a base, he can create another perfume of the same mood and grade by spending half the cost of the new perfume in materials. This is a full round action that provokes an attack of opportunity. Also, with the haphazard way of creating the perfume, this ability has a Success chance of 50%, a Failure chance of 40%, and a Random chance of 10%. Success means the Perfumer successfully creates the intended parfum. Failure means the attempt is a failure and all the materials used are wasted. Random means the Perfumer produces a random parfum of the same grade and the same mood. This could mean he gets the same parfum as well.

At level 12, the chances improve to Success 60%, Failure 30%, and Random 10%. The perfumer can now also reformulate his parfums into another parfum of a different mood, as long as it is still of the same grade as the original. The chances for this type of reformulation are Success 30%, Failure 60%, and Random 10%.

At level 18, the chances improve to Success 70%, Failure 20%, and Random 10% for reformulation to a parfum of the same mood and Success 40%, Failure 50%, and Random 10% for reformulation into a parfum of a different mood. The Perfumer can now also reformulate his parfums into a parfum of higher grade. The Perfumer can only create parfums of the same mood, and he would need the equivalent number of essential oil as raw material for the new parfum (to create a grade I parfum, you would need 2 grade IV parfums of the same mood, 3 grade V parfums, or 1 grade VI and 1 grade II parfums, or other similar combinations). The chances for this type of reformulation are Success 30%, Failure 60%, and Random 10%.


Formulation SP (Ex): At 12th level, whenever the Perfumer hits a creature immune to his parfums with a melee attack, he can spend the next round to modify an existing parfum to affect it. This is a full round action, and must be done within 3 rounds after a successful melee attack. The Perfumer can only modify one parfum per instance of this ability and the parfum effect can affect any other creature with the same type and subtype as the target.


Hidden Tones (Ex): At 15th level, when a creature fails its save against any parfum effect, every parfum effect that will affect it after that have their DCs increased by 4. Every parfum effect after 5 (total) automatically succeeds.


Achieving Harmony (Ex): At level 16, the Perfumer learns to create more stable parfums that last longer. Parfums now last for 2 days instead of 1. Unused parfums do not count against the total number of parfums that can be created the next day.


Perfumer Extraordinaire (Ex): The Perfumer has become the master of creating parfums. Due to his legendary status as a perfumer, the Perfumer's mundane versions of his perfumes now fetch 10 times their original market value.

As a master Perfumer, his preparation of parfums now becomes so efficient that he only requires half of the normal essential oils required in creating them, as well as half the additional cost of the added raw materials.

Also, some of his abilities improve as follows: cost of higher concentration parfums created by the Concentrations ability are lowered by .5; Haphazard Reformulation percentages improves to Success 80%, Failure 10%, Random 10% for same grade same mood reformulations, Success 60%, Failure 30%, Random 10% for same grade different mood reformulations, and Success 50%, Failure 40%, Random 10% for higher grade reformulations; the Test Subject ability now makes him immune even to poisons and diseases of any source.

GuyFawkes
2011-12-26, 02:25 PM
Parfums

Grade VI


Another You - gain bonus to disguise as if under the Disguise self spell against affected creature.
Citrus Energy - target falls prone in laughter.
Enigma - gain +4 competence bonus to Bluff checks.
Explosion - target are deafened.
Fierce - gain a + 4 competence bonus to Intimidate checks.
Focus - become immune to parfum effects from the Hallucination mood.
Halloween - creatures of 5 or less HD become frightened or shaken.
Head Over Heels - creatures are affected by an effect similar to charm person.
Intuition - gain a +5 competence bonus to Spot and Listen checks.
Liberty - become immune to parfum effects from the Compulsion mood.
Live Jazz - become immune to parfum effects from the Debilitation mood.
Only The Brave - gain a +4 morale bonus against fear effects, suppress existing fear effects.
Panacea - gain a +4 morale bonus against poison and disease effects, suppress existing poison and disease effects.
Passion - gain a +4 competence bonus to Diplomacy.
Spring Rain - creatures become sleepy, suffer penalty to Spot, Listen, Will saves against sleep.
Wild Musk - gain a +4 morale bonus against sleep effects, suppress existing sleep effects.
Youth Dew - gain fast healing 1.
Zen - gain a +2 competence bonus to all saves.

Grade V


Blanc - gain a +4 enhancement bonus to Constitution.
Blv - gain a +4 enhancement bonus to Dexterity.
Forbidden Flower - Humanoid target is paralyzed.
La Verite - Creatures affected are compelled to tell only the truth.
Midnight - Target is blinded.
Noir - gain a +4 enhancement bonus to Intelligence.
Purple Haze - Targets suffer a 20% miss chance on all their attacks.
Quicksilver - Target gains a 30 ft increase to its base land speed.
Rose - gain a +4 enhancement bonus to Charisma.
Rouge - gain a +4 enhancement bonus to Strength.
Suggestion Eau Cuivree - Single target is placed under the effect similar to a suggestion spell.
Vendetta - Subject enters into a rage.
Vert - gain a +4 enhancement bonus to Wisdom.
Vol de Nuit - Targets suffer 1 damage each round.

Grade IV


Afternoon Drizzle - gain fast healing 3.
Arrogance - gain a +4 morale bonus against paralysis and stun effects, suppress existing paralysis and stun effects.
Delirium - Target becomes confused, as the confusion spell.
En Passant - gain immunity to fatigue, suppress existing fatigue effects.
Midnight Terrors - Creature becomes panicked or shaken.
Mystique - Affected creatures suffer a 50% chance to all attacks.
Rush - gain haste.
Serenity - Creatures are slowed, as the slow spell.
Silver Tongue - gain bonus to Bluff, as the glibness spell.
The Scent of Peace - Affected creatures are overcome by sleep.
Wings - gain a +2 bonus to dodge AC.

Grade III



Bandit - Creatures's memory is altered, as modify memory spell.
Black Orchid - Target creature is paralyzed.
Fire and Ice - suffer 2d4 Constitution damage or half each round.
Ignorance is Bliss - suffer 2d4 Wisdom damage or half each round.
Lune - suffer 2d4 Intelligence damage or half each round.
Narcisse Noir - suffer 2d4 Charisma damage or half each round.
Obsession - same effect as Head Over Heels, but not limited to humanoids.
Still - suffer 2d4 Dexterity damage or half each round.
Vacuum - All creatures begin to suffocate if they stay in the area of effect.
Versus - gain damage bonus equal to the Parfumer's Cha mod.
Zero - suffer 2d4 Strength damage or half each round.

Grade II


Envy - Affected creatures suffer the effects of Song of Discord.
Euphoria - Affected creatures are fatigued.
Pride - Targets suffer a -4 penalty to attack rolls, AC, and all saves.
Reverie - Targets are stunned for 1d4 rounds.
Silver Rain - gain fast healing 5.
Sublime - gain the effects of greater heroism.
Suggestion Eau D’argent - Same effect as Suggestion Eau Cuivree, except can be used as splash weapon, DC +2.
Zero - gain a +4 morale bonus against mind affecting effects, suppress existing mind affecting effects.

Grade I


Arpege - Subject does not die when hit points is reduced to 0 or less until duration ends.
Dancing Time - Target is compelled to dance, as the Irresistible Dance spell.
Joy - Affected creatures cannot attack/be attacked.
Liquid Luck - Roll twice for any one roll and choose higher for each round.
Midnight Poison - Target sufferes the effects of the Eyebite spell.
No. 5 - gain +5 untyped bonus to all ability scores.
Suggestion Eau D’or - Same effect as Suggestion Eau D'argent, DC +4.


Parfum Descriptions

The description of each parfum is presented in a standard format. Each category of information is explained and defined below.

Name

The first line of every parfum description gives the name by which the parfum is generally known.

Mood

Beneath the parfum name is a line giving the mood that the parfum belongs to.

Every parfum belongs to one of five moods of parfums. A mood is a group of related parfums that work in similar ways. In terms of composition, parfums of the same mood have more ore less the same ratio between top, heart, and base notes.

Enhancement

Enhancement parfums enhance the physical and mental capabilities of those that are under its effects. Parfums of this mood tend to be light and energizing, and affect immediate statistics such as abilities, AC, and saves.

Augmentation

Augmentation parfums boosts the user's defenses against harmful effects. Parfums of this mood tend to be calm and soothing, and bring immunities and abilities such as fast healing. Effects that boost a creature that are not directly increasing any stat generally fall under this mood.

Debilitation

Debilitation parfums wears down the mind and body, either through outright physical and mental damage or through lowering the target's performance in some skills or abilities. Parfums of this mood have dark and powerful tones, with some even bearing more characteristics of poison rather than perfumes.

Hallucination

Hallucination parfums deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Parfums of this mood tend to be deceivingly sweet and tempting.

Compulsion

Compulsion parfums forces the subject to act in some manner or changes the way her mind works. Some compulsion parfums determine the subject’s actions or the effects on the subject, some compulsion parfums allow you to determine the subject’s actions, and others give you ongoing control over the subject. Parfums of this mood are rather discrete and almost odorless.
Grade

A parfum's grade is a relative measure of the quality of the parfum, with VI being the lowest and I being the highest. In terms of effects, higher grades have more profound effects than lower ones.

Cost

Cost shows the cost needed to make one dose of the specific parfum. This is the value of the raw materials needed in terms of gold pieces, and is separate from the cost of the essential oils needed to produce the parfum.

Range

A parfum's range is either personal or splash. Personal means the target is one creature plus the 5 foot radius around it, and this is administered by means of a perfume spray. Splash means the parfum is being thrown as a splash weapon in perfume bottles, which have a range of 10 feet. Upon impact, the parfum spreads into mist form with an area of effect of 30 feet in radius.

Duration

Duration is how long a parfum effect lasts when a creature is affected by it.

Timed Durations

Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the effect just simply disappears.

Instantaneous

The parfum effect acts immediately upon contact, though the consequences might be long-lasting.

Permanent

The parfum effect brings permanent effects to the target. This may be removed by magical means.
Saving Throw

Usually a harmful parfum effect allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a parfum description defines which type of saving throw the parfum effect allows and describes how saving throws against the parfum effect work.

Negates

The parfum has no effect on a subject that makes a successful saving throw.

Partial

The parfum causes an effect on its subject. A successful saving throw means that some lesser effect occurs.

Half

The parfum deals damage, and a successful saving throw halves the damage taken (round down).

None

No saving throw is allowed.

(harmless)

The parfum effect is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.

Saving Throw Difficulty Class

A saving throw against parfum effects has a DC of 10 + the Parfum Grade Value + your Charisma modifier.

Succeeding on a Saving Throw

A creature that successfully saves against a parfum effect that has no obvious physical effects can only sense the parfum's smell, and will not notice it to be an attack. A perfumer always knows when the target is affected by his parfum effects or not.

Automatic Failures and Successes

A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is always a success.

Voluntarily Giving up a Saving Throw

A creature can voluntarily forego a saving throw and willingly accept a parfume effect's result.


Grade VI
Another You

Hallucination
Grade: VI
Cost: 1 gp
Duration: 10 min./level
Saving Throw: Will negates (harmless)

Made from vitex, this parfum attacks the perceptions of the target creature. Targets affected by the parfum recognize you or any one creature to be someone else. This grants you or any one creature the effects of Disguise Self. Before using this parfum, you must mix a hair, saliva, or some part of the creature that you want to receive the Disguise Self bonus, else the parfum will just be wasted.


Citrus Energy

Compulsion
Grade: VI
Cost: 1 gp
Duration: 1 round/level
Saving Throw: Will negates

Made from oils of orange, this parfum induces the mind to trigger fits of laughter. Targets affected by the parfum with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the effect ends, it can act normally.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.


Enigma

Enhancement
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of ylang ylang, this parfum gives off an air of mystery. Targets affected by the parfum gains a +4 competence bonus to Bluff.


Explosion

Hallucination
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates

Made from oils of savin and tansy, this parfum attacks the mind, sending false impulses to the auditory nerves, making it seem like the target is hearing extraordinarily loud noises all the time. Targets affected by the parfum are deafened.


Fierce

Amplification
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of eucalyptus, this parfum has a strong aroma that imbibes the target with a strong presence. Targets affected by the parfum gains a + 4 competence bonus to Intimidate checks.


Focus

Amplification
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of clove, this parfum gives off a feeling of protection. Targets affected by the parfum become immune to parfum effects from the Hallucination mood.


Halloween

Hallucination
Grade: VI
Cost: 1 gp
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial

Made from oils of southernwood, this parfum weakens one’s will and fills the mind with image of horrors. Targets affected by the parfum become frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.


Head Over Heels

Compulsion
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of rose, this parfum evokes the emotions of love and friendship. Targets affected by the parfum see the Perfumer in high regard, as if they are under the effects of charm person. This parfum affects humanoids only.


Intuition

Enhancement
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of frankincense, this parfum uplifts the nerves and calms the senses, attuning the wearer to his surroundings. Targets affected by the parfum gains a +5 competence bonus to Spot and Listen checks.


Liberty

Amplification
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of basil, this parfum gives off a feeling of protection. Targets affected by the parfum become immune to parfum effects from the Compulsion mood.


Live Jazz

Amplification
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of lavender, this parfum gives off a feeling of protection. Targets affected by the parfum become immune to parfum effects from the Debilitation mood.


Only The Brave

Amplification
Grade: VI
Cost: 1 gp
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)

Made from oils of petitgrain, this parfum instills courage. Targets affected by the parfum gain a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


Passion

Enhancement
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of rose, this parfum surrounds the target with an air of affability, and give it confidence and charm. Targets affected by the parfum gains a +4 competence bonus to Diplomacy.


Panacea

Amplification
Grade: VI
Cost: 1 gp
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)

Made from oils of white fir, this parfum stimulates the body’s immune system. Targets affected by the parfum gain a +4 morale bonus against poisons and diseases for 10 minutes. If the subject is under the influence of a poison or diease effect when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


Spring Rain

Amplification
Grade: VI
Cost: 1 gp
Duration: 1 round/level
Saving Throw: Will negates

Made from oils of valerian, this parfum revitalizes and heals any type of injury. Targets affected by the parfum become drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the parfum is in effect.


Wild Musk

Amplification
Grade: VI
Cost: 1 gp
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)

Made from oils of coffee, this parfum awakens the body and wards off sleep. Targets affected by the parfum gain a +4 morale bonus against sleep effects for 10 minutes. If the subject is under the influence of a sleep effect when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


Youth Dew

Amplification
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of tea tree, this parfum revitalizes and heals any type of injury. Targets affected by the parfum gains fast healing 1.


Zen

Amplification
Grade: VI
Cost: 1 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of lavender, this parfum relaxes the mind and body, uplifting the overall defenses. Targets affected by the parfum gains a +2 competence bonus to all saves.

Grade V
Blanc

Amplification
Grade: V
Cost: 25 gp
Duration: 1 min./level
Saving Throw: Will negates (harmless)

Made from oils of marjoram and basil, this parfum improves blood circulation and digestion. Targets affected by the parfum gain a +4 enhancement bonus to Constitution.


Blv

Amplification
Grade: V
Cost: 25 gp
Duration: 1 min./level
Saving Throw: Will negates (harmless)

Made from oils of marjoram and grapefruit, this parfum improves the target’s reflexes. Targets affected by the parfum gain a +4 enhancement bonus to Dexterity.


Forbidden Flower

Hallucination
Grade: V
Cost: 25 gp
Duration: 1 round/level
Saving Throw: Will negates (harmless)

Made from oils of marjoram and Thuja, this parfum induces strong hallucinations and attacks the nerves. Targets affected by the parfum are paralyzed. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) This parfum works on humanoids only.


La Verite

Compulsion
Grade: V
Cost: 25 gp
Duration: 1 min./level
Saving Throw: Will negates

Made from oils of sandalwood and vetiver, this parfum revitalizes and heals any type of injury. Targets affected by the parfum are compelled to tell only the truth. When a creature fails its save, it can roll for a Wisdom check with DC 15 to know that it is under this sort of effect.


Midnight

Debilitation
Grade: V
Cost: 25 gp
Duration: Permanent
Saving Throw: Fortitude negates

Made from oils of manchaneel and cashew, this parfum attacks the membranes of the eyes, causing irritation and complication. Targets affected by the parfum are blinded.


Noir

Amplification
Grade: V
Cost: 25 gp
Duration: 1 min./level
Saving Throw: Will negates (harmless)

Made from oils of marjoram and sandalwood, this parfum enhances the target’s focus. Targets affected by the parfum gain a +4 enhancement bonus to Intelligence.


Purple Haze

Hallucination
Grade: V
Cost: 25 gp
Duration: 1 min./level
Saving Throw: Will negates

Made from oils of wormwood and cedarleaf, this parfum induces haziness, and reduces focus. Targets affected by the parfum suffer a 20% miss chance on all their attacks.

Quicksilver

Amplification
Grade: V
Cost: 25 gp
Duration: 10 min./level
Saving Throw: Will negates (harmless)

Made from oils of orange and nutmeg, this parfum gives energy and supplies blood to the leg muscles. Targets affected by the parfum gains an increase to its base land speed equal to 30 feet. This stacks with any other bonus to the target’s land speed.


Rose

Amplification
Grade: V
Cost: 25 gp
Duration: 1 min./level
Saving Throw: Will negates (harmless)

Made from oils of marjoram and rose, this parfum’s sweet scent enhances the target’s confidence. Targets affected by the parfum gain a +4 enhancement bonus to Charisma.


Rouge

Enhancement
Grade: V
Cost: 25 gp
Duration: 1 min./level
Saving Throw: Will negates (harmless)

Made from oils of marjoram and pine, this parfum improves circulation to the muscles. Targets affected by the parfum gain a +4 enhancement bonus to Strength.


Suggestion Eau Cuivree

Compulsion
Grade: V
Cost: 30 gp
Duration: 1 hr./level or until completed
Range: Personal only
Saving Throw: Will negates

Made from oils of cedarwood and chamomile, this parfum gives a sense of calmness, clearing the mind and making it easy for outside influence to affect it. Targets affected by the parfum become easily susceptible to suggestions, as per the suggestion spell. This parfum is very unstable, and can only be administered through sprays.


Vendetta

Amplification
Grade: V
Cost: 25 gp
Duration: 1 round/level
Saving Throw: Will negates (harmless)

Made from oils of black pepper, this parfum allows the target to enter into a state of rage. Targets affected by the parfum gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.


Vert

Amplification
Grade: V
Cost: 25 gp
Duration: 1 min./level
Saving Throw: Will negates (harmless)

Made from oils of marjoram and peppermint, this parfum improves one’s judgment. Targets affected by the parfum gain a +4 enhancement bonus to Wisdom.


Vol de Nuit

Hallucination
Grade: V
Cost: 25 gp
Duration: 1 round/level
Saving Throw: Will negates

Made from oils of jaborandi, savin, and ivy, this parfum inflicts trauma into the mind that is so real that it affects the body. Targets affected by the parfum suffer 1 point of damage each round. This damage can hinder any action that round that needs concentration by forcing the target to make a Concentration check against the damage. A healing effect of any source or a Heal check of DC 15 ends the parfum effect.


Grade IV
Afternoon Drizzle

Amplification
Grade: IV
Cost: 70 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of tea tree and thyme, this parfum revitalizes and heals any type of injury. Targets affected by the parfum gains fast healing 3.


Arrogance

Amplification
Grade: IV
Cost: 70 gp
Duration: 10 minutes
Saving Throw: Will negates (harmless)

Made from oils of lavender, peppermint, and lemon, this parfum helps keep the mind and body to perform its functions unhindered. Targets affected by the parfum gain a +4 morale bonus against paralysis and stun effects for 10 minutes. If the subject is under the influence of a paralysis or stun effect when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


Delirium

Hallucination
Grade: IV
Cost: 70 gp
Duration: 1 round/level
Saving Throw: Will negates

Made from oils of tea tree, wormwood, and thujone, this parfum attacks the brain and causes the thought processes to collapse. Targets affected by the parfum are confused, as the confusion spell.


En Passant

Amplification
Grade: IV
Cost: 70 gp
Duration: 10 minutes
Saving Throw: Will negates (harmless)

Made from oils of lemongrass, sage, and basil, this parfum invigorates the body, soothes the muscles, and helps prevent accumulation of excess lactic acid. Targets affected by the parfum are immune to fatigue for 10 minutes. If the subject is fatigued when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


Midnight Terrors

Hallucination
Grade: IV
Cost: 70 gp
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial

Made from oils of tea tree, southernwood, and thujone, this parfum creeps into the subconscious, conjuring images of innate fears. Targets affected by the parfum become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.


Mystique

Hallucination
Grade: IV
Cost: 80 gp
Duration: 1 round/level
Saving Throw: Will negates

Made from oils of thujone, wormwood, and cedar leaf, this parfum clouds the mind, making it impossible for the target to focus. Targets affected by the parfum suffer a 50% chance to all attacks.


Rush

Amplification
Grade: IV
Cost: 40 gp
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)

Made from oils of peppermint, ravensara, and nutmeg, this parfum invigorates the body, making every movement feel light and precise, and enhances one’s natural reactions. Targets affected by the parfum gains haste.


Serenity

Debilitation
Grade: IV
Cost: 70 gp
Duration: 1 round/level
Saving Throw: Will negates

Made from oils of tea tree, white cedar, and tansy, this parfum dulls the mind and body, and lowers reflexes. Targets affected by the parfum are slowed, as per the slow spell.


Silver Tongue

Amplification
Grade: IV
Cost: 80 gp
Duration: 10 min./level
Saving Throw: Will negates (harmless)

Made from oils of rose, helischrysum, and juniper, this parfum gives the wearer an air confidence, and his mind is clearer, his speech more fluent. Targets affected by the parfum gains a bonus to Bluff checks made to convince others of the truth in his words, as the glibness spell.


The Scent of Peace

Compulsion
Grade: IV
Cost: 70 gp
Duration: 10 min./level or until
Saving Throw: Will negates

Made from oils of sandalwood, valerian, and vetiver, this parfum soothes and calms any creature that it affects. Targets affected by the parfum are overcome by sleepiness.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Sleep does not target unconscious creatures.


Wings

Amplification
Grade: IV
Cost: 40 gp
Duration: 1 min./level
Saving Throw: Will negates (harmless)

Made from oils of orange, this parfum lifts the body, giving a feeling of lightness and ease of movement. Targets affected by the parfum gains a +2 bonus to dodge AC.

Grade III
Bandit

Compulsion
Grade: III
Cost: 150 gp
Duration: Permanent
Saving Throw: Will negates

Made from oils of wormwood, cedarleaf, jaborandi, and savin, this parfum attacks the target’s memories. Targets affected by the parfum have their memories modified, as the modify memory spell.


Black Orchid

Hallucination
Grade: III
Cost: 100 gp
Duration: 1 round/level
Saving Throw: Will negates; see text

Made from oils of marjoram, patchouli, wormwood, and Thuja, this parfum induces strong hallucinations and attacks the nerves. Targets affected by the parfum are paralyzed. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)


Fire and Ice

Debilitation
Grade: III
Cost: 150 gp
Duration: Instantaneous; see text
Saving Throw: Fortitude half

Made from oils of parsley seed, southernwood, tansy, and sassafras, this parfum wears down the body. Targets affected by the parfum suffer 2d4 Constitution damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.


Ignorance is Bliss

Debilitation
Grade: III
Cost: 150 gp
Duration: Instantaneous; see text
Saving Throw: Will half

Made from oils of parsley seed, southernwood, tansy, and wormwood, this parfum clouds the target’s judgment. Targets affected by the parfum suffer 2d4 Wisdom damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.


Lune

Debilitation
Grade: III
Cost: 150 gp
Duration: Instantaneous; see text
Saving Throw: Will half

Made from oils of parsley seed, southernwood, tansy, and savin, this parfum slows down the mind’s processing capacity. Targets affected by the parfum suffer 2d4 Intelligence damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.


Narcisse Noir

Debilitation
Grade: III
Cost: 150 gp
Duration: Instantaneous; see text
Saving Throw: Will half

Made from oils of parsley seed, southernwood, tansy, and balsam, this parfum distorts the target’s character. Targets affected by the parfum suffer 2d4 Charisma damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.


Obsession

Compulsion
Grade: III
Cost: 500 gp
Duration: One day/level
Saving Throw: Will negates

Made from oils of rose, ylang ylang, lavender, and chamomile, this parfum evokes the emotions of love and friendship. Targets affected by the parfum experience the same effects as Head Over Heels, except this parfum is not limited to humanoids.


Still

Debilitation
Grade: III
Cost: 150 gp
Duration: Instantaneous; see text
Saving Throw: Fortitude half

Made from oils of parsley seed, southernwood, tansy, and sandalwood, this parfum slows down the body’s metabolism. Targets affected by the parfum suffer 2d4 Dexterity damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.


Vacuum

Hallucination
Grade: III
Cost: 120 gp
Range: Splash only
Duration: Instantaneous
Saving Throw: None

Made from oils of thujone, savin, hydrangea, and parsley seed, this parfum tricks the brain into rejecting oxygen. Targets that stay within the area of the parfum effect are deprived of air until they move out of the area of effect. The target can try to hold its breath for a number of rounds equal to twice her Constitution score. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she drowns.


Versus

Amplification
Grade: III
Cost: 100 gp
Duration: 1 min./level
Saving Throw: Will negates (harmless)

Made from oils of black pepper, patchouli, sage, and cypress, this parfum imbues the target with energy and strength. Targets affected by the parfum gains a circumstance bonus to all melee damage equal to the Perfumer’s Cha mod.


Zero

Debilitation
Grade: III
Cost: 150 gp
Duration: Instantaneous; see text
Saving Throw: Fortitude half

Made from oils of parsley seed, southernwood, tansy, and sandalwood, this parfum disturbs the body’s natural processes, making it hard for the target’s body to function properly. Targets affected by the parfum suffer 2d4 Strength damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.

Grade II
Envy

Compulsion
Grade: II
Cost: 700 gp
Duration: 1 round/level
Saving Throw: Will negates

Made from oils of tansy, wormwood, ylang-ylang, savin, and jaborandi, this parfum attacks the mind, inciting jealousy and insecurity. Targets affected by this parfum suffer the effects of Song of Discord.


Euphoria

Debilitation
Grade: II
Cost: 700 gp
Duration: Instantaneous
Saving Throw: No

Made from oils of mugwort, wormwood, ylang ylang, sandalwood, and thyme, this parfum overwhelms the senses. Targets affected by the parfum are fatigued. This does not affect creatures that are already fatigued.


Pride

Debilitation
Grade: II
Cost: 700 gp
Duration: 1 hr./level
Saving Throw: Will negates

Made from oils of tansy, wormwood, ylang-ylang, savin, and southernwood, this parfum attacks the target’s judgment, making it look down on any opponent. Targets affected by the parfum gain a -4 penalty to attack rolls, AC, and all saves.


Reverie

Debilitation
Grade: II
Cost: 900 gp
Duration: 1d4 rounds
Saving Throw: Will negates

Made from oils of hydrangea, southernwood, sassafras, cedar lead, and tansy, this parfum overloads the brain with noise signals, rendering the target unable to move. Targets affected by the parfum are stunned for 1d4 rounds.


Silver Rain

Amplification
Grade: II
Cost: 700 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of tea tree, thyme, and cinnamon, this parfum revitalizes and heals any type of injury. Targets affected by the parfum gains fast healing 5.


Suggestion Eau D’argent

Compulsion
Grade: II
Cost: 900 gp
Duration: 1 hr./level or until completed
Saving Throw: Will negates

Made from oils of cedarwood, chamomile, goldenrod, lavender, and coriander, this parfum is a more stable form of Suggestion Eau Cuivree. It has similar effects, but can be also used as a splash weapon, and the DC to overcome the effect is increased by 2.


Sublime

Enhancement
Grade: II
Cost: 700 gp
Duration: 1 min./level
Saving Throw: Will negates (harmless)

Made from oils of lemon, spearmint, lavender, basil, and black pepper, this parfum gives uncanny focus, lightness of movement, determination, and courage. Targets affected by the parfum gains the effects of greater heroism.


Zero

Amplification
Grade: II
Cost: 700 gp
Duration: 1 hr./level
Saving Throw: Will negates (harmless)

Made from oils of chamomile, rosemary, jasmine, marjoram, and bergamot, this parfum keeps the mind focused and protects it from any outside tampering. Targets affected by the parfum gain a +4 morale bonus against mind affecting effects for 10 minutes. If the subject is under the influence of a paralysis mind affecting effect when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.

Grade I
Arpege

Amplification
Grade: I
Cost: 10,000 gp
Duration: 5 rounds
Saving Throw: Will negates (harmless)

Made from oils of secret herbs and flowers, this parfum gives the wearer an indomitable spirit that allows him to ignore all damage he takes. Targets affected by the parfum do not become unconscious even when their hit points are brought down to 0 or below. They can act as normal until the effect wears off, wherein all the effects of the damage they received take effect immediately; those with hit points at -10 or below die, those with hit points from -9 to -1 become unconscious, and those with 0 hit points are staggered. If the target is healed by any means during the duration of the effect and his hit points is at 1 or more at the time the effect wears off, then he does not suffer any ill effect.

This parfum can only affect a creature once in a day; using it on a creature that has already received its benefits would have no apparent effect and waste the parfum.


Dancing Time

Compulsion
Grade: I
Cost: 5,000 gp
Duration: 1 hr./level
Saving Throw: None

Made from oils of orange, lemon, spearmint, melissa, bergamot, and myrrh, this parfum gives the target a sense of overwhelming energy. Targets affected by the parfum feel the irresistible urge to dance, as if under the effect of the Irresistible Dance spell.


Joy

Compulsion
Grade: I
Cost: 10,000 gp
Duration: 1 hr./level
Saving Throw: None

Made from oils of secret herbs and flowers, this parfum gives off an overwhelming sense of joy and happiness. Targets affected by the parfum lose the will to fight, and immediately end all forms of hostility. As long as this parfum is in effect, the target cannot do anything that involves hurting another creature or oneself, else it suffers 3d6 points of damage to all ability scores. This damage accumulates each time the target tries to harm someone, but does not bring down any ability score less than 1. This damage disappears as soon as the parfum effect wears off.

Creatures that try to harm creatures under this effect are also afflicted with this effect, with the duration similar to the duration left on the creature it tried to attack.


Liquid Luck

Amplification
Grade: I
Cost: 7,000 gp
Duration: 3 rounds
Saving Throw: Will negates (harmless)

Made from oils of the purest and rarest of herbs, this parfum is pure luck in liquid form. Targets affected by the parfum gains uncanny luck with anything they do. They can choose to roll for any roll (attack, skill check, saves, etc.) twice and choose the better result once per round that this effect is active. This parfum can only affect a creature once in a day; using it on a creature that has already received its benefits would have no apparent effect and waste the parfum.


Midnight Poison

Debilitation
Grade: I
Cost: 2,000 gp
Duration: 1 round per three levels; see eyebite
Saving Throw: Fortitude negates

Made from oils of sage, wormwood, cedar leaf, savin, southernwood, and jaborandi, this parfum is odorless, and destroys the mind and the senses, rather a poison than a perfume. Targets affected by the parfum suffer debilitating effects that mimic the Eyebite spell.

No. 5

Enhancement
Grade: I
Cost: 10,000 gp
Duration: 1 round/level
Saving Throw: Will negates (harmless)

Made from oils of secret herbs and flowers, this parfum gives an overall sense of empowerment. Targets affected by the parfum gains a +5 untyped bonus to all ability scores. This parfum can only affect a creature once in a day; using it on a creature that has already received its benefits would have no apparent effect and waste the parfum.


Suggestion Eau D’or

Compulsion
Grade: I
Cost: 1,400 gp
Duration: 1 hr./level or until completed
Saving Throw: Will negates

Made from oils of cedarwood, chamomile, goldenrod, lavender, coriander, and marjoram, this parfum is the finest in the Suggestion line of parfums. It has similar effects to Suggestion Eau D’argent, except the DC to overcome the effect is increased by 4.



Feats

It's all in the Wrist [General]
Your range with throwing weapons and splash weapons increase.
Requirement: Dex 17, BAB +7
Benefits: You become more adept at throwing thrown weapons or splash weapons. The range of thrown weapons and splash weapons increase to 30 feet.


Essential Efficiency
You become more efficient at creating perfumes.
Requirement: Aromachology ability
Benefits: You have an increased knowledge in creating different kinds of scents, reducing the time it takes to create parfums. You gain the ability to process 1 additional essential oil per day.
Special: This feat can be taken multiple times.


Improved Intensity
You learn to make your parfums more intense, making them harder to disperse due to wind effects.
Requirement: Aromachology ability
Benefits: Your parfums become dispersed by wind effects one category higher. This does not stack with the similar benefits given by the Parfum Concentrations ability.
Normal: Parfums require only a moderate wind to disperse.
Special: This feat can be taken more than once, and the effects stack, achieving up to a maximum effect of the parfums being dispersed only by severe winds.


New Items

Perfume Bottle – a fragile bottle of different designs, usually depending on the perfumer. Each of these bottles can hold one dose of parfum. These can be thrown as splash weapons. Cost: 5 sp.

Perfume Spray – a device that allows perfumes to be delivered in mist form. Each dose of perfume contains up to 6 sprays. Cost: 50 gp. Weight: 1/2 lb.

Essential Oils – essential ingredients for making parfums. Each dose costs 10 gp, but can be bought in bulk as sets of 12 for 100 gp or 110 bottles for 1,000 gp. Weight: 5 lbs per 100 bottles.

Skills

Craft: Perfumes – this skill allows for the creation of perfumes. Mundane versions of parfums can be made; they are of the same notes without the added effects. These are pretty much stable and lasts quite long unless exposed to air. DC required to make these mundane versions is equal to 12 + the Parfum Grade, and requires raw materials amounting to 1/3 of the combined cost for essential oils and 1/5 the value of the additional cost for each type of parfum.

zlefin
2011-12-30, 03:13 AM
Porter

Put an image of your class here!

I'll carry that

Some people are great warriors, or powerful mages, and some people, carry things. It might not be the most
glamourous position; but hey, what's the point of a pile of treasure if you can't bring it back with you?
Someone has to carry it; and that is you. But you can do quite a bit with carrying if you really focus on it.

Characteristics: You specialize in carrying things, lots and lots of things. You have multiple major
boosts to carrying capacity; and even gain the ability to carry magics at higher levels.

Alignment: Any, though chaotic neutral or evil is unlikely to.

Religion: favors deities of travel, merchants, and strength.

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

Races: Any

Other Classes: Nothing notable.

Role: Carrying stuff, lots and lots of stuff. Carry supplies and carry lots and lots of treasure.

Adaptation: None - Every world needs to carry things.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities:Strength is most important, as it improves your carrying capacity; and your primary fighting will be in melee.
Alignment: Any
Hit Die: d10
Starting Age: As fighter
Starting Gold: As monk

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Appraise (Int), Balance (Dex), Climb (Str), Jump (Str), Knowledge (Geography and Local) (Int),
Survival (Wis), Swim (Str), Use Rope (Dex)

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

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

1st|
+0|
+2|
+0|
+0|Improved Carrying

2nd|
+1|
+3|
+0|
+0|Bonus Feat: Endurance

3rd|
+2|
+3|
+1|
+1|Deliver Touch Spells

4th|
+3|
+4|
+1|
+1|No Armor Penalty

5th|
+3|
+4|
+1|
+1|Magic Pockets I

6th|
+4|
+5|
+2|
+2|Bonus Slot - ring

7th|
+5|
+5|
+2|
+2|Carry Buffs

8th|
+6|
+6|
+2|
+2|Bonus Feat: Run

9th|
+6|
+6|
+3|
+3|Magic Pockets II

10th|
+7|
+7|
+3|
+3|Bonus Slot - Amulet

11th|
+8|
+7|
+3|
+3|Deliver Buffs

12th|
+9|
+8|
+4|
+4|Bonus slot - Belt

13th|
+9|
+8|
+4|
+4|Magic Pockets III

14th|
+10|
+9|
+4|
+4|Bonus Slot - Cloak

15th|
+11|
+9|
+5|
+5|

16th|
+12|
+10|
+5|
+5|Bonus Slot - Vest

17th|
+12|
+10|
+5|
+5|Magic Pockets IV

18th|
+13|
+11|
+6|
+6|Bonus slot - another ring

19th|
+14|
+11|
+6|
+6|Bonus Feat: Epic Endurance

20th|
+15|
+12|
+6|
+6|Bonus slot - choice[/table]

Class Features
All of the following are class features of the PorterE.

Weapon and Armor Proficiencies: The porter is proficient with simple weapons, all types of armor, and no shields.

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):

Improved Carrying (Ex):
For determining carrying capacity and load, the porter receives a bonus to his str equal to his class level.

Deliver Touch Spells (Su):
A spellcaster can transfer a spell with a range of touch to the porter. The porter can then deliver the spell to
the intended target. This counts as if the mage is still holding the charge of the spell; despite the
porter being the one actually holding the charge.
http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#TouchSpellsandHoldingtheChar ge
A porter can carry only one spell charge at a time

Magic Pockets (Su):
The porter gains the ability to carry some things in an extradimensional space. This functions similarly to a bag of holding
of type I-IV depending on your level, except as follows: the space can only be accessed by the porter.
The space can be accessed through any otherwise empty pocket or bag the porter has. This ability does not add
any weight to the porter, unlike a bag of holding. If anything destroys this extra space, a new one forms in
one week.

Bonus Slot (Ex):
The porter can carry an additional magic item of the specified category and still receive the benefits.
At 20th level the porter can choose any category for the bonus item slot.
See link for a list of slot categories.
http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#magicItemsOnTheBody

Carry Buffs (Su):
The porter is now better at carrying buffs. Any buff (e.g. bless, aid, bear's strength) affecting the
porter uses up duration at half the usual rate. (or equivalently it lasts twice as long).

No Armor Penalty (Ex):
The porter does not automatically receive penalties to move speed for wearing any type of armor. He may still
receive penalties if the weight of the armor increases his load.

Deliver Buffs (Su):
The porter may deliver any number of buffs to a willing target by touch. This transfers the buffs to that target and removes it
from the porter. The target does not receive the benefit of the porter's Carry Buff ability.

Temotei
2012-01-01, 06:16 PM
The challenge is closed. Sorry for the delay; I've been busy and I got a new computer.

Voting thread (http://www.giantitp.com/forums/showthread.php?t=227457).