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View Full Version : The Golden Cauldron Contest Ekphrasis I: PrC (CLOSED)



Empedocles
2012-04-03, 05:54 PM
The Golden Cauldron Homebrew Ekphrasis


http://us.cdn3.123rf.com/168nwm/alinoubigh/alinoubigh1106/alinoubigh110600233/9822081-golden-pot-empty-over-white.jpg

The word ekphrasis comes from the Greek "speak out", and is a poetic style where one is given an image, item, or something similar and composes something beautiful using it as inspiration.

Welcome to the first ever Golden Cauldron Contest! In this, you will be creating a specific type of homebrew, such as a race, class, or item, that is based around a single piece of art, presented below. All material should be for 3.5 D&D, and must be submitted by April 30th, 2012. Here's a list of guidelines for the contest:

In this particular contest you will be creating a Prestige Class. The Prestige Class can be from 5 to 15 levels, but the judges can reserve the right to deduct style points if they feel a different number of levels would be more appropriate. 10 levels is recommended.
Anybody can judge the contest, but to be a judge you cannot have entered a submission into the contest, and you must evaluate all of the entries in the contest.
Submissions are graded on a 40 point scale, and the criteria can be found below.
Anyone who plagiarizes is expelled from the contest. It's OK to take class features from existing, official WoTC material (not copy, but use a specific ability like trapfinding or evasion) but anything else is plagarism.
You cannot have previously published the Prestige Class you submit to the Golden Cauldron Contest.
Fluff must be complete as must ability scores. Points will be deducted from incomplete entries, and entries that are too incomplete to use will be disqualified.


The judging criteria is as follows:
PrC Judging Criteria
1. Accessibility: Do the requirements limit the class to a specific build? Can people achieve early entry? Most PrCs are entered at level 6, where does this one fall? (On a scale of 1 to 5 points)

2. Theme: Does the class fit the picture given? Does the class have abilities that fit a single theme: I.E. Fire-Eating guy who can eat fire, spit fire, and light himself on fire. (On a scale of 1 to 10 points)

3. Power: Most homebrew aims for tier 3. Other tiers are acceptable if it makes sense. Is this class overpowered? Underpowered? Does it have broken abilities? Can it be used for broken combos(That don't already exist, like wrightopocalypse or chain-gating)? Is it successful at what it does?(Can a fire spellcaster class make fire attacks affect a variety of enemies? Does it pull a TN and be worse than sticking with the base class? It is recommended that you put the desired Tier for the prestige class in the description. (On a scale of 1 to 10 points)

4. Style: Hardest to judge of all categories. Are there unique abilities rather than a static +1 attack bonus? Did it throw an unusual twist on the picture given? Or does it just mimic existing classes? Does it have empty levels? Is it better off as a dip class?(On a scale of 1 to 10 points)

5. Writing: Does the class description flow well? Is it in a table format? Easy to read? Good punctuation, grammar, and sentence structure...ect? Do they properly explain the abilities? (On a scale of 1 to 3 points)

6. Judge's Discretion: This accounts for any miscellaneous items the judge feels the class has or does not have, and how much they like the PrC in general. This is the only category where a judge can award a score of "0." Try to avoid that...(On a scale of 0 to 2 points)

Total score out of 40 pts.

This is the image you must base your prestige class off of for this contest:
http://i.imgur.com/fZhK8.jpg

Note that this thread is for submissions only. The discussion thread can be found here. (http://www.giantitp.com/forums/showthread.php?p=13009041#post13009041)

Anyone wishing to judge should post interest on the discussion thread.

Empedocles
2012-04-03, 05:56 PM
Prestige Class Name

Put an image of your class here!

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

Requirements
Put requirements for entry into this PrC here.

Hit Die: dx

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

Skill Points at Each Additional Level: x + Int modifier

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

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

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

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

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

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

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

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

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

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

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

Put descriptions of abilities here.


Prestige Class Name

Put an image of your class here!

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

Requirements
Put requirements for entry into this PrC here.

Hit Die: dx

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

Skill Points at Each Additional Level: x + Int modifier

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

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

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

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

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

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

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

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

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

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

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

Put descriptions of abilities here.

Madara
2012-04-03, 06:12 PM
The Potentialist

http://i.imgur.com/fZhK8.jpg
"My art is an Explosion!"- Last words of a desperate Potentialist


Requirements
Feats: Explosive Spell(Complete Arcane)
Spellcasting: Caster Level 5, Must be able to cast at least three spells that require reflex saves, or be able to retain essence.
Skills: Spot 4 ranks, Knowledge(Arcana) 8 ranks


Potentialist
{table=head]Level|BAB|Fort|Ref|Will|Special |
Spellcasting/Craft Reserve|
Imbuing Points

1st|+0|+1|+2|+0|Imbuing Target:Spells, Imbue Explosions|
+1 Level of previous class|
4

2nd|+1|+1|+3|+0|Self-Preservation||
6

3rd|+2|+2|+3|+1|Explosives Expert|
+1 Level of previous class|
8

4th|+3|+2|+4|+1|Explosive Propulsion|
+1 Level of previous class|
10

5th|+3|+3|+4|+1|Imbuing Target:Objects|
+1 Level of previous class|
10

6th|+4|+3|+5|+2|Imbue Energy|
+1 Level of previous class|
12

7th|+5|+3|+5|+2|Contingent Trigger|
+1 Level of previous class|
14

8th|+6|+4|+6|+2|Imbue Arms and Armor|
+1 Level of previous class|
14

9th|+6|+4|+6|+3|Imbuing Target:Creatures|
+1 Level of previous class|
18

10th|+7|+5|+7|+3|The Perfect Explosion|
+1 Level of previous class|
20

[/table]
Alignment: Any
Hit Die: 1d6

Class Skills:
Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis),Use Magic Device (Cha)

Skill Points at Each Level: 4 + Int modifier

Spellcasting/Craft Reserve: At the indicated levels, the Potentialist continues to gain training and strength in their previous art form. For casters, this means that they gain spells per day, spells known, and caster level as if they continued in their previous class. If they had more than one spellcasting class, they must choose which one to advance. If the Potentialist was an Artificer before they entered this prestige class, they continue to gain points in their craft reserve as if they had advanced another level in Artificer, rather than advancing infusions. If a character was both an Artificer and a Spellcaster before entering this class, they must choose which one to advance.

Imbuing Points: The Potentialist is skilled in using stored energy. At each level, they have the indicated number of Imbuing points. These points measure the amount of imbuing that a Potentialist can do in a single day. Each Potentialist chooses a specific time each day at which they regain their energy, this choice does not change.

Imbuing Target: The Potentialist is capable of placing stored energy inside of different things for activation at a later time. At the indicated levels, the Potentialist gains the ability to imbue energy in new targets.


Spells: At first level, a Potentialist is only skilled at manipulating things with large amounts of stored energy. A Potentialist can use their Imbuing points to do one of the following when they cast a spell. If they are an artificer, they can apply these abilities to spells they cast from wands or scrolls.

Increase the Caster level of the spell by a number equal to the number of Imbuing points spent. This can only be used on spells that do damage or grant penalties. The Potentialist cannot increase the caster level of a single spell by more than their level. Cost: See Text

Increase the effective level of the spell for all purposes such as DC, except the spell slot required to cast the spell.Cost: 2 per level

Widen (http://www.d20srd.org/srd/feats.htm#widenSpell) an area effect spell without increasing the slot used to cast the spell. Cost:3 Imbuing points

Empower (http://www.d20srd.org/srd/feats.htm#empowerSpell) a spell to do 50% more damage. Cost:4 Imbuing Points

Improve the positioning of the attack. With this Imbuing, the selected spell is not subject to Evasion, and those with evasion can only have a reflex save as normal. Cost: 3 Imbuing Points



Objects: A Potentialist who reaches 5th level understands that all things have potential energy. When they gain this ability, they learn to tap into and release the energy. A Potentialist can only affect an object of up to 5lbs./level with this ability. The Potentialist can sacrifice their Imbuing points to do the following.

Charge with Energy. Similar to a Blast Disk, the object that the Potentialist unlocks can be rigged to explode. The potentialist can set an amount of time of up to 1 minute/level before the object releases its energy, dealing 1d6+1 points of Fire damage/character level to all objects and creatures within a 10ft./class level radius. Reflex Save for Half damage, DC= 15+Potentialist level. Cost:4 Imbuing Points


Self-Preservation: At 2nd level, the Potentialist understands the danger that they work with. As part of their training, they focus on being able to protect themselves from their own power.They no longer take damage from spells that they cast which require reflex saves, or from any of their abilities from this class, such as Charge with Energy.

Explosives Expert: At third level, the Potentialist no longer has to worry about their own safety, and so they can be much more wild when it comes to attacks. The true Potentialist realizes that if at first you don't succeed, keep firing until you level the ground. At this level, the Potentialist can now apply Explosive Spell as if it only increased the spell slot by one.

Explosive Propulsion: At 4th level, the Potentialist can use a combination of their Self-Preservation ability and their affinity for explosions to propel themselves through the air by releasing the potential energy in the air next to their body to push them forward. The Potentialist gains the ability to fly at 40ft.(Average).

Contingent Trigger:

The Perfect Explosion:



Note: Work in Progress :smallbiggrin:

Zale
2012-04-03, 06:51 PM
Can't promise It'll work right, but I can try...

ReSeRvEd.

Ziegander
2012-04-03, 07:20 PM
I am intrigued by this contest, and interested in providing homebrew as well as artwork.

Reserved for Agent of the Lidless Eye (http://www.tolkien-online.com/images/eyeofsauron.jpg).

JoshuaZ
2012-04-03, 10:12 PM
Disciple of Syranor

http://i.imgur.com/fZhK8.jpg

There once was a powerful wizard named Syranor who lived so long ago that no one even remembers what race or gender the mage was. Few today remember the name at all, and even fewer know of the wizard's disciples. Disturbed by the tendency for powerful mages to engage in experiments or convoluted plans which jeapordized large parts of creation or even sometimes all of creation, Syranor conceived of an order dedicated to protecting reality against those who would do it harm. This order, the Disciples of Syranor exists still, watching from the shadows, always posed ready to intervene.


"I've been through this before, and I've dreamed it a hundred times. You complete that ritual and we all die. I can't let that happen." - Dero Sana, a Disciples of Syranor, seconds before stopping the insane Archmage Gelia from opening a portal to an unnamed plane. [/center]

Requirements

Alignment: Any non-evil.
Base Attack Bonus: +4
Feats: Weapon Focus in a light or one-handed slashing or piercing weapon. Spell Focus in a school of magic.
Skills: Knowledge(Arcana) 8 ranks, Knowledge(the planes) 4 ranks, Knowledge(history) 2 ranks, Spellcraft(2) ranks. .
Spellcasting: Able to cast Dispel Magic as an arcane spell and able to cast one divination spell of at least first level as an arcane spell.
Special: Must be trained by a fellow Disciple of Syranor, and help them defeat a reality-threatening entity.

Hit Die: d6

Class Skills
Concentration (Con), Craft (Int), Decipher Script (Int), Hide (Dex), Knowledge (arcana) (Int), Knowledge (History), (Int), Knowledge (Psionics) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Psicraft(Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)

Skill Points at Each Additional Level: 4 + Int modifier

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

1st|
+1|
+0|
+0|
+2|Dreams of the Apocalypse, Cloak of the Hidden Eye,Arcane Weapon Mastery|-

2nd|
+2|
+0|
+0|
+3|Flames of Syranor, Improved Cloak, Lore of the Far Realms|+1 level existing arcane spellcasting class

3rd|
+3|
+1|
+1|
+3|Extra Divination, Invoke the Cloak, Sudden Jump, Threat Focus|+1 level existing arcane spellcasting class

4th|
+4|
+1|
+1|
+4|Improved Spell Storage, Esoteric Threat Focus|+1 level existing arcane spellcasting class

5th|
+5|
+1|
+1|
+4|Dimensional Lock, Mind Shield|+1 level existing arcane spellcasting class

6th|
+6|
+2|
+2|
+5|Close Planar Anomaly,Greater Spell Storage|+1 level existing arcane spellcasting class

7th|
+7|
+2|
+2|
+5|Cloaked Resistance, Bonus Feat|+1 level existing arcane spellcasting class

8th|
+8|
+2|
+2|
+6|Improved Spell Turning|+1 level existing arcane spellcasting class

9th|
+9|
+3|
+3|
+6|Extend Cloak Invocation|+1 level existing arcane spellcasting class

10th|
+10|
+3|
+3|
+7|Extra Spell Storage, Perfect Cloak and Sword|+1 level existing arcane spellcasting class[/table]

Weapon and Armor Proficiency(Su): A Disciple of Syranor does not gain any proficiency with any weapons or armor.

Spellcasting:When a new Disciple of Syranor level is gained, at the levels indicated on the table the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class , he must decide to which class he adds each level of Disciple for the purpose of determining spells per day.

Dreams of the Apocalypse(Su):The Disciples gain a powerful intuition threats agaist reality that manifests itself in their dreams. If there is any nearby threat to reality (broadly construed), then as they dream, the Disciple will frequently dream of it, and the dreams will remain half-remembered until the time when their information proves relevant. This gives them an insight bonus equal to their class level on any skill check (such as a Knowledge check or a Decipher Script check) to gain information related to recognizing the threat or something strongly related to the threat. This bonus also applies to bardic lore and similar abilities.

This ability should be broadly construed. For example, if a wizard has been preparing to summon an avatar of some horrific monstrosity, and part of the ritual requires the body of a wrongly convicted and executed, a they might have a dream of tentacles reaching out of a grave, and when they later hear about a spate of graverobbing of the area reserved for criminals the would gain a bonus to remembering that there is a ritual requiring such a body.

Cloak of the Hidden Eye(Su):At first level, a Disciple also learns the ritual by which their most signature garments are constructed, a powerful magical cloak. A Disciple may have multiple such cloaks, and one disciple may benefit from another's such cloak but only a Disciple may use such a cloak. To an untrained eye, the cloak looks like a normal cloak, although a Disciple will always be able to see the symbol of the Disciples on the hood of the cloak. Every Disciple has their own specific color which the symbol appears in. When the cloak is not worn, the color of the symbol matches the color of the person who made the cloak. Otherwise, it matches the color of the Disciple currently wearing the cloak. These colors are distinct enough that Disciples can generally recognize a Disciple simply by the color of their symbol.

Making such a cloak requires taking a cloak and carefully treating it with alchemical preparations costing 1000 gp, and a drop of the Disciple's own blood. This process takes 8 hours. A Disciple may perform this process on a pre-existing magical cloak, but the process fails on any cloak that is an artifact. The procedure also fails on any intelligent item that is not willing.

At first level, a Disciple's cloak protects them from divinations. As long as they are wearing the cloak, any divination specifically targeing them by a hostile force must make a caster level check equal to their character level +10 in order to successfully function. Additionally, whether or not the divination succeeds, the Disciple is automatically aware of the attempt. Similarly, any attempt to determine the magical nature of the cloak will need to make the same caster check. Disciples always see the Symbol whether or not it is active and intuitively know when it is active. Also, when they are wearing a cloak and are on their home plane they are immune to any attempt to magically alter their location such as a teleportation spell or a plane shift. They may as a free action forego this immunity.

Arcane Weapon Mastery(Ex): At first level, a Disciple gains the ability to treat any melee light or one-handed slashing or piercing weapon that they have Weapon Focus in as Spell Storing weapon. However, if they have stored a spell in a weapon in this manner and the weapon leaves the Disciple's posseson for more than 1 minute, the stored spell is lost. a spell stored in this way can only be accessed by the Disciple who stored it, not even by another Disciple. If a weapon already has the Spell Storing modification, a Disciple may store two spells in it, but they may only release one spell per a melee attack.

Whenever you are holding in one hand a light or one-handed piercing or slashing weapon which you have Weapon Focus, you may use a simplified form of the somatic component that can be cast while holding the weapon, and ignore any inexpensive material component as if you had the "Eschew Materials Components" feat. When you cast a spell in this fashion, the hand being used to cast the spell has various mystical runes form in the same shade as your Symbol.

Finally, your Disciple levels count as fighter levels for purposes of qualifying for any feat that requires Weapon Focus. you are treated as having the benefits of the Weapon Finess feat for all light or one-handed slashing or piercing weapons.

Flames of Syranor(Su):
At second level, while a Disciple has a spell of at least first level stored in weapon using their Arcane Weapon Mastery class feature, it gains a mystical flame. This flame does not do normal damage, but it does disrupt spellcasting and magical defenses. When hit by a weapon with such flame, a being takes a -5 penalty to any spell resistance for the next minute, and if a spellcaster must make a will save equal to half damage dealt or lose one spell slot or prepared spell of their highest level remaining and take additional damage of 1d4 for every level of the spell (thus a second level spell slot would do 2d4, and so on). Additionally, if a spellcaster does fail such a save, you may as a free action sacrifice a spell slot or prepared spell of your own. If you do, the spellcaster takes a penalty to caster level equal to the spell level you sacrificed. This penalty lasts until the beginning of your next turn. If a Disciple releases a spell, this effect is resolved before the Spell is released. Every disciple's flame is a slightly different color, and it matches
the color of their Symbol.

Improved Cloak (ex): At second level, a Disciple cloak protects them against mind-affecting effects. While wearing a Cloak, they gain a +2 bonus on saves against mind-affecting effects. The cloak also becomes difficult to destroy while they are wearing it. It gains a +2 bonus on any save against any effect that would damage or destroy the cloak.

Lore of the Far Realms(Ex): One of the most common forms of threats to reality as we know it arise from the strange realms known as the Far Realm, and Disciples learn to be particularly careful against such threats. Against any supernatural or spell-like ability of a being connected to the Far Realm (such as a being having the pseudonatural template), a Disciple adds half their class level to saves as long as they are wearing their cloak.

Additionally, a Disciple may given a sample of blood or similar bodily fluid when an entity, tell with a sniff or a taste if the entity is in any way associated with such beings or other aberrant phenomenon(such as being an aberration, having an aberrant feat, or having levels in alienst or ozodrin.

Extra Divination: A Disciple must often know more about a threat to reality than the foolish magi causing that threat. They just need to know how to summon some horror, you have to know how to make the horror go back to where it belongs. You pick a single divination spell of your choice. You can now cast that spell in any class that you have the appropriate caster level. In spontaneous spellcasting classes you get the spell as an extra spell known, while for prepared spellcasting classes you may act like you have spellmastery of the spell. This spell choosen may be of any list but must be
of third level or lower. At 6th level you get an additional spell that must be of fourth level or lower. Again, at 9th level, you get an additional spell of fifth level or lower. If the spell appears at different levels on multiple lists you pick the lowest level it appears (even if the spell would normally be of a higher level on your classes's spell list). However, when casting the spell you must use as an additional focus either a light or one-handed piercing or slashing weapon that you have Weapon Focus in or a Cloak.

Sudden Jump(Su): At third level, you gain a supernatural ability that duplicates the spell Dimension Door, with effective caster level
equal to twice your class level. You may use this ability up to half your class level times daily. When you use this ability, the area where you appear and disappear both have a burst of flame matching your own color. Additionally, when you use this ability, you may make a single melee attack with a light or one-handed peircing or slashing weapon that you have Weapon Focus in rather than take no further actions on your turn.

Threat Focus (ex): At third level, a Disciple picks a specific form of magic that they focus on as a threat to reality. This is generally but not always one of necromancy, conjuration or divination, but Disciples are painfully aware of the fact that threats to reality can come from all forms of magic, thus any school of magic can be chosen as a threat to focus on, but a Disciple must have School Focus in the school that they choose for their Threat Focus. While wearing their Cloak, a Disciple gets a +2 bonus on saves against spells from their chosen school of magic, and a +2 dodge bonus against any attack roll made to deliver a spell from their chosen school.

Whether or not the Disciple is wearing a Cloak, they get +2 bonus to spellcraft checks and knowledge checks related to their chosen school and they also get a a +2 bonus to any dispel check used to to dispel or counter a spell from their chosen school. You also may use Identify as an at-will spell-like ability on any item which radiates an aura associated with that school. Whenever you come into physical contact with an object you know immediately if the object was used in the last week as the focus for a spell cast from your chosen school, and how many days ago that occurred. You may also make a spellcraft check to recognize the spell exactly as if you had witnessed it firsthand.

Invoke the Cloak(Su): At third level, a Disciple may as a swift action invoke the power of their Cloak. For 2d4 rounds, they gain a +2 bonus on all saves, and for the duration
they gain the benefit of the Spell Turning spell. Furthermore, at the hood of your cloak, the symbol of the Disciples appears outlined on your hood, visible to all whether or not they are a Disciple. The Disciple may use this ability once a day at third level, twice a day at sixth level, and three times a day at 9th level.

Improved Spell Storage(Su): At fourth level, a Disciple becomes more adept at storing spells. They may store spells that would normally be area or ray spell. But if used, they still target the single being that has been hit. They may also now store store spells of fourth level. Additionally, while you have your Cloaked invoked, or have the Spell Turning spell or a similar effect active, you may when you turn a spell choose to instead store the spell in your weapon. To do so, the spell must be a spell that you can do so with and must be fully turned. If the spell is not such a spell then this effect fails and the spell is instead turned as usual.

Esoteric Threat Focus(Su): While conventional arcane and divine magic are the most common threats to reality, it is by far not the only one. A Disciple picks a single other form of magic. They choose one additional form of magic they have studied. They may choose one of Pact Magic, , Psionics or Shadow Magic. They get a +2 bonus on any knowledge checks, spellcraft checks, or psicraft checks related to their area of study, and a +2 bonus to saves against effects from that field. Also, they may use Identify as a spell-like ability on any object they suspect is associated with their chosen form of magic (such as a Soul Lens if their chosen area is binding or a crystal mask if
their chosen area is psionics). If the object is in fact not associated with the form of magic, then the ability fails. Additionally, they get the following
benefits depending on the type:


Pact Magic: when their cloak is invoked they become completely immune to any ability from a Vestige that has a five round recharge. Also, if they have any source of spell-resistance they may apply it to supernatural abilities from vestiges (treating the binder's effective level as their caster level) even though spell-resistance cannot normally apply to supernatural abilities They gain "Detect Vestige" as an at-will spell-like ability with caster level equal to class level.

Whenever a Binder is harmed by their mystical flame, the Binder must make a will save or have one 5 round ability they have be treated as used.

Also, if the Disciple touches anything that has been used for helping bind a vestige that has a special requirement (such as a gemstone used to bind Acerak), the Disciple is instantly aware of it, and they gain a vision of the name of the vestige, its seal, and the knowledge of any special requirement for that vestige. They also learn approximately how long ago what they
touched was used to bind the vestige, and whether or not the pact was good. If the time was less than a week they learn the number of days,
otherwise, they do not learn the specific amount of time. If an object has been used to bind multiple vestiges or to bind the same vestige on different occasions, the Disciple only learns of the most recent use. Any magic that would block divinations blocks this ability.

Shadow Magic:If they have any source of spell-resistance they may apply it to supernatural mysteries (treating the shadowcaster's effective level as their caster level) even though spell-resistance cannot normally apply to supernatural abilities. Whenever they are subject to a mystery that does not have an area effect, they may sacrifice a spell slot or prepared spell of level strictly higher than the mystery to completely ignore the effect.

Whenever the Disciple steps on any shadow, or the Disciple's own shadow overlaps with the Shadow of another being, they learn instantly if the being is able to use any form of Shadow Magic. Any magic that would block divinations blocks this ability.

Psionics: When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, you may as a free action expend a spell slot or prepared spell. If you do so, the manifester of the power must spend an additional number of power points equal to twice the spell level, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power. If you have the Psionic Hole feat, these additional power points stack.

Whenever your mystical blade harms a creature with a power point pool, they also lose power points equal to half the damage dealt.

Whenever you use any mind-affecting ability on a creature you become instantly aware if the creature was ever subject to a power or psi-like ability and if so approximately how long ago. If the time was less than a week they learn the number of days. You may make a psicraft check to identify the power or ability as if you had witnessed it personally. If they have been subject to multiple such effects, you only find out about the most recent effect.



Mind Shield(Su): At 5th level, while wearing Their cloak, a Disciple is immune to any mind-affecting effect unless its caster level exceeds the Disciple's character level in order to effect them. Whenever a mind-affecting effect occurs, whether or not it penetrates this ability, the Disciple is aware that they have been targeted. When their cloak is Invoked, they become completely immune to mind-affecting effects.

Dimensional Lock(Ex): The problem of mages retreating to continue their dangerous tasks is a serious one. At fifth level, the learns the spell Dimensional Anchor. If they are a spontaneous caster then they gain the spell as an extra spell known. If they cast spells in a prepared fashion they are treated as having Spell Mastery of the spell. Also, when casting Dimensional Ancor they may as a free action sacrifice another spell slot or prepared spell of at least first level. If they do, they add the spell's level to their DC for the touch attack and to their effective caster level for penetrating spell resistance (if any).

Greater Spell Storage(Su): At sixth level, a Disciple may now store spells of fifth level. Additionally, whenever a spellcaster releases a spell from their spell storing, they may as a free action store another spell that has no expensive material components, would take a standard action or less to cast, and is of level strictly lower than the spell that was just released.

Close Planar Anomaly(Su): Disciple may by sheer force of will close a planar breach, portal or similar object. When faced with some form of connection between two planes which allows the travel of actual beings, the Disciple may as full-round action make a caster level check against whatever created the effect (DC 15 + the caster level). If they succeed, the effect is terminated. To use this ability, a Disciple must sacrifice a spell slot or prepared spell of at least first level, but they add the level of the spell slot to their check.

Cloaked Resistance(Su): At 7th level, a disciple gains spell resistance equal to twice their class level, and this resistance is treated as five higher for effects from their chosen school. They may only have this ability on while wearing their Cloak.

Bonus feat: At seventh level, you gain as a bonus feat one of Weapon Focus, Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization. The feat must be chosen for a light or one-handed slashing or piercing weapon, and you must meet its prerequisites.

Improved Spell Turning(Su): When Invoking their cloak, a Disciple of 8th level may sacrifice as a free action sacrifice spell slot or prepared spell of at least second level. If they do, they add half the spell level to total number of spell turning points they get and the number of rounds the cloak remains active. Also, if they use this ability, they may activate the cloak as an immediate action.

Extend Cloak Invocation(Su): When a Disciple has their cloak active and a spell or spell-like ability fails to penetrate their spell resistance, or is turned successfully, the Disciple may an additional round for the duration for the cloak being active. A Disciple cannot use this ability to extend the active period for more rounds than their class level.

Extra Spell Storage(Su): A Disciple of 10th level may store two separate spells in the same weapon. (and thus if they weapon is genuinely spell storing they may actually store three spells, ). They may still only release one spell per a use.

Perfect Cloak (Ex): At 10th level, a Disciple's Cloak becomes nearly indestructible. As long as you are wearing a Cloak, the cloak is immune to any magical attempt to suppress, damage or destroy it. Not even a Mage's Disjunction or an Anti-Magic field will effect it . When their cloak resists such an attempt that would otherwise potentially damage or destroy to actually destroy the cloak , the symbol flares brightly.

Advanced Esoteric Focus(Su): At 10th level, a Disciple also gains some small measure of ability associated with your area of study.

If you chose pact magic, you may pick a single first level vestige and gain the ability bind that vestige as a first level binder. If that vestige would normally have a special requirement, you may ignore it. This does not count as being able to bind a vestige for any purpose which would require such a prerequisite.

If you have other abilities to bind vestiges (such as the Bind Vestige feat or class levels in Binder), this additional vestige does not count against your total number of vestiges bound.

If you picked Shadow Magic, you may pick one first level apprentice mystery and one fundmantal. You may use the mystery once a day and may use the fundamental three times daily.

If you picked psionics, you gain Wild Talent as a bonus feat. You pick two first level powers either from the psion/wilder or from the psychic warrior list and may manifest each as a psi-like ability once daily as a first level manifester.

Playing a Disciple of Syranor
You know more about the darker aspects of magic than many evil wizards. You have studied more about the beings that mortals were not meant to know than many insane cultists. You are aware of the dangers that most mortals don't know about, and you are ready to stop by them whether by sword or by spell.

Combat:A Disciple of Syranor can act like a standard spellcaster, but they have many abilities that allow them to engage in effective melee also. If an enemy spellcaster is present, a Disciple can use their abilities to get in close and shut the caster down.

Advancement: A Disciple should focus on abilities that improve their magic, especially divination and abjuration. Practiced Spellcaster is a very useful feat since a Disciple's caster level will normally be slightly behind that of a full mage.

Resources: While some Disciples may work together, most are loners. They have no set organizations. However, in a severe enough emergency, a Disciple may be able to call upon other Disciples near by.

Disciples of Syranor in the World
"Disciples? Pfah, always going on about greater threats to everything that only they can see, or staying quiet and not telling anyone about what is really going on until far too late. I can't stand working with them. But there's one unfortunate bit: when one of them shows up talking about some terrible problem, they are generally right." - Telfana Silverblade, an elven paladin.

Disciples of Syranor have no formal organization although many do stay loosely in touch. No one knows exactly when Syranor was or where Syranor was, and despite many Disciples attempting powerful divinations, they have gained no insight. The Disciples work loosely together, sharing information but rarely making largescale organizations as they could be easily corrupted.

Daily Life: Disciples of Syranor spend their time through many activities. Some actively hunt out possible threats or attempt to seek out ancient lore to make sure it does not fall into the wrong hands. Other Disciples spend their time as regular mages, adventurers or mercenaries and only intervene in threats that they have dreamed about.

Notables: Dero Sana is one of the most powerful and skilled Disciples currently in existence. She has made a reputation as a mage slayer, and is wanted in more than a few countries where she has killed powerful mages and not bothered to stay to explain her actions.

Adnar Thinblade is a skilled warrior and necromancer who has turned his own innate talents of necromancy to making sure that no fellow necromancers inadvertently destroy all life or anything similar. Since he has focused on dealing with necromancers he enjoys a generally positive reputation.

Organizations: A Disciple may also be a member of a regular mage guild (although for obvious reasons some guilds do not like individuals who focus so much on disrupting what many mages do).

NPC Reaction
People who have heard about Disciples of Syranor will generally have a mixed reaction. They may have heard of them helping destroy some terrible evil, but they may ave also heard of them attacking or killing people with no explanation. Overall, most people will have a somewhat but not strongly favorable view.


Disciples of Syranor in the Game
A Disciple will function essentially as a standard gish. Their focus on divination abilities may allow them to learn the solutions to mysteries that would otherwise take time for players to figure out. In more direct combat games, many of a Disciples class features may be not very useful.

Adaptation: The Disciples can be easily put into many settings with few changes, explaining them as a rare order. One might connect them to specific religions or groups. In the Eberron setting, one might have the Disciples connected to a deity or group that works against the quori or the forces of the Dragon Below. This would require minor refluffing to the parts about the Far Realm but otherwise contain no major changes.

Encounters: Good PCs are most likely to encounter a Disciple as an ally. However, they could easily encounter a Disciple in more antagonistic setting such as if they wish to investigate an ancient ruin that the Disciple knows has secrets better left alone.

Clawhound
2012-04-04, 09:04 AM
Reserving for Rechanneller

Gaiyamato
2012-04-05, 07:47 PM
[[reserved placement]]

DonQuixote
2012-04-05, 08:38 PM
The Ashbound Oracle

http://i.imgur.com/fZhK8.jpg

"You speak of hope? Of a better tomorrow? I have seen what the future holds, friend. The only hope left to me is the hope that we can change it."

--Demetria Toivonen, ashbound oracle

Ever since sentient beings first arrived at the concept of tomorrow, they have wished to know what it holds. Through the use of divination, wizards and clerics part the mists of time, peering into the secrets of the future. Scrying and auguries allow these magic-users to know exactly what the future holds, and to plan accordingly. However, magic often performs in unexpected ways. In some cases, for no known reason, individuals without the ability to cast divination spells are assaulted by visions of the end of the world: a hellish, fiery apocalypse.

After the first vision, these unfortunate adepts continue to be plagued by such flashes of prescience. The key to their salvation lies in the path of the ashbound oracle: by burning away their own eyes, these emotionally scarred mages can gain a level of control over their visions. However, this act of self-destruction is only a part of a larger ritual, which further binds the would-be oracle to certain vows. Many accept these vows readily, glad simply to be free of their hellish torments. This is only the first step of the oracle's path, however, and only the beginning of the new diviner's journey.

All initiate ashbound oracles are given knowledge of a simple truth: the future can be changed. Every vision, no matter how real it may seem, only shows one of many possibilities. Through her actions, an ashbound oracle can change the future that her ashen vision allows her to see. However, the vows that allow her to control her visions restrict her abilities: she may only shape her magic through weapons, but she also cannot wear heavy armor. These restrictions force the oracle to hone her combat abilities if she wishes to effect any change in the future...and every ashbound oracle wants to avert what she has seen.


Becoming an Ashbound Oracle
While most ashbound oracles are driven to their path by uncontrolled visions of the world's end, any individual with the appropriate magical talent (http://www.giantitp.com/forums/showthread.php?p=13021949#post13021949) can perform the required ritual and take the vows of the ashbound oracle. However, the decision to remove one's own eyes is not one that most individuals make lightly, and few go through with the ritual unless they are driven to it. Even among those who are willing to perform such an act, only the strong of body can hope to survive as ashbound oracles. Those who cannot fight cannot hope to bring change to the future.

The divinations of an ashbound oracle do not come from her own power. The ritual and vows conducted by an oracle bind her to the same magic that fuels the apocalyptic visions. Even those who have never had such visions can bind themselves to this power, gaining the same benefits from its blessing. While the source of these visions remains unknown, many oracles believe that such knowledge will be gained only when it is already too late to prevent the end.


Requirements
Base Attack Bonus: +3
Skills: Listen 4 ranks, Sense Motive 8 ranks, Spellcraft 8 ranks
Arcane Formulae: Ability to shape 2nd-level formulae, must know at least three Searing Flame (http://www.minmaxboards.com/index.php?topic=871.0) formulae
Special: Must burn out your own eyes in a special ritual that takes 1 hour

THE ASHBOUND ORACLE
HIT DIE: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Formulae Known|Formulae Prepared|Special

1st|
+0|
+0|
+2|
+2|
1|
0|Ashen eyes (60 ft.), spellshape channeling, visions in flame (augury, omen of peril), vow of the ashbound

2nd|
+1|
+0|
+3|
+3|
1|
1|Burning gaze, lesser oracle's sight

3rd|
+2|
+1|
+3|
+3|
1|
0|Fire sight (clairvoyance)

4th|
+3|
+1|
+4|
+4|
1|
1|Fire mastery, visions in flame (divination)

5th|
+3|
+1|
+4|
+4|
1|
0|Ashen eyes (90 ft.), figments of smoke

6th|
+4|
+2|
+5|
+5|
1|
1|Fire sight (scrying)

7th|
+5|
+2|
+5|
+5|
1|
0|Visions in flame (commune)

8th|
+6|
+2|
+6|
+6|
1|
1|Greater oracle's sight, wings of flame

9th|
+6|
+3|
+6|
+6|
1|
0|Ashen eyes (120 ft.), fire sight (greater scrying)

10th|
+7|
+3|
+7|
+7|
1|
1|Undying flame, visions in flame (discern location)[/table]


Class Skills (4 + Int modifier per level): Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex)

Class Features
All the following are class features of the ashbound oracle.

Weapon and Armor Proficiency: When you become an ashbound oracle, you gain proficiency with all martial weapons.

Formulae: At each level, you gain a new formula known from the Searing Flame circle. In addition to meeting the formula’s prerequisite, your spellshaping ability score must be equal to at least 10 + the formula’s level in order to learn it. You add your full ashbound oracle levels to your shaper level to determine your total shaper level and your highest-level formulae known.
At each even-numbered level, you gain an additional formula prepared per day.

Ashen Eyes (Su): Though you no longer possess functioning eyes, your divinatory abilities allow you to maneuver and fight just as well as a sighted creature, though with a few limitations. This oracular vision does not allow you to discern color, though you can perceive fine details normally.

Your ashen eyes allow you to ignore the normal penalties for being blind. However, you still automatically fail on Spot checks to see creatures and objects outside the range of your ashen eyes ability, and such creatures and objects still have total concealment against you. Any effect that would render a creature or object undetectable to creatures with blindsight makes that creature or object undetectable to your ashen eyes. Unlike most blind creatures, you are affected normally by visual effects, the visual aspects of illusions, and other attack forms that rely on sight. However, you are only subject to such effects if you would be able to see them with your ashen eyes ability.

At first, this ability only allows you to "see" out to 60 feet, but you perceive your surroundings as though you had darkvision.

When you reach 5th level, your ashen eyes improve, allowing you to "see" out to 90 feet. In addition, you gain blindsense out to 30 feet.

At 9th level, your ashen eyes improve once more, allowing you to "see" out to 120 feet. In addition, the range of your blindsense increases to 60 feet, and you gain blindsight out to 15 feet.


Spellshape Channeling (Sp): As a part of your vows, you give up the ability to shape spellshape attacks in the conventional way. When you become an ashbound oracle, you lose the ability to shape spellshape attacks normally. In exchange, you gain the ability to channel your arcane attacks into your weapons, allowing you to shape arcane formulae in close combat.

Once per round during your turn, you can channel a spellshape attack into a melee weapon as a free action that does not provoke attacks of opportunity. This can be a manufactured weapon, a natural weapon, or an unarmed strike (in which case your attacks with that unarmed strike are treated as armed for the duration of the effect). Until the end of your turn, your melee attacks with that weapon deal their damage as the damage type of the spellshape attack of your choice. This damage is equal to your normal melee damage, and you still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. If the spellshape attack you are channeling normally allows spell resistance, you much succeed on a shaper level check in order to damage a creature with spell resistance with your attack. You otherwise attack with your weapon as normal.

When channeling a spellshape attack through a melee weapon, you may treat attacks with that weapon as though they were made with the spellshape attack for the purpose of shaping major and minor formulae. Shaping a formula in this way does not provoke attacks of opportunity, and you are immune to the harmful effects of formulae that you shape in this way. When shaping a formula in this way, you can use your weapon to complete the formula’s somatic components.

Though you do not shape them in the same way as other spellshapers, you still possess a basic knowledge of all basic spellshape attacks, and are treated accordingly for the purposes of learning formulae and qualifying for feats or prestige classes. If an ability refers to the damage that you would deal with a spellshape attack, it refers to the damage that you would deal with that spellshape attack according to your shaper level and any feats or class features that increase a spellshape attack's damage, such as the Spellshape Focus feat. Additionally, if a feat or class feature would add damage or an effect to one of your spellshape attacks, you deal that extra damage or apply that effect with any attack that channels that spellshape attack.

If you already possessed the spellshape channeling ability before becoming an ashbound oracle, you instead gain the ability to fully manifest spellshape attacks (see Spellheart Weapons and Spellshape Channeling (http://www.minmaxboards.com/index.php?topic=1783.msg17895#msg17895)) through any melee weapon that you hold, as if it were a spellheart weapon.


Visions in Flame (Sp): As an ashbound oracle, you can catch glimpses of the future by focusing your ashen eyes on a fire. A number of times per day equal to your class level, you can use augury or omen of peril as a spell-like ability, with a caster level equal to your shaper level. In order to use this ability, you must focus on source of fire that is Tiny or larger, which must be within 10 feet of you.

As you gain levels, you learn to use increasingly more accurate and precise divination abilities. At 4th level and higher, you can expend two daily uses of this ability to use divination as a spell-like ability. At 7th level and higher, by focusing on a source of fire that is Medium or larger, you can expend four daily uses of this ability to use commune as a spell-like ability. At 10th level, by focusing on a source of fire that is Large or larger, you can expend five daily uses of this ability to use discern location as a spell-like ability.


Vow of the Ashbound: In becoming an ashbound oracle, you adopt certain vows that must not be broken. You are prohibited from wearing medium or heavy armor, and are forbidden from healing your eyes or regaining your normal vision. If you ever willingly wear prohibited armor, you lose access to all of your supernatural or spell-like class abilities (including your ashen eyes ability) while doing so and for 24 hours thereafter.

The penalty for restoring your eyes is far more severe: if your eyes are healed or your vision restored, you lose all of your ashbound oracle abilities and may not advance further in levels as an ashbound oracle until you burn out your eyes again in the same 1-hour ritual that a new ashbound oracle performs. In addition, you must atone for the violation of your vows (as by the atonement spell).


Burning Gaze (Su): When you reach 2nd level, the fire that burned away your eyes begins to smolder in their ash-filled sockets, burning all who meet your gaze. You gain a gaze attack (as described on page 309 of the Monster Manual), which you can suppress or resume as a free action. Your gaze has a range equal to that of your ashen eyes ability, and it deals 2d6 points of fire damage. A successful Fortitude save (DC 10 + 1/2 your shaper level + your spellshaping ability modifier) negates this damage.

As a full-round action, you can direct your gaze upon a combustible item within 30 feet to set it on fire. Attended or magic items you focus on can attempt a DC 15 Reflex save to avoid being set ablaze. Items on fire take 1d6 points of fire damage per round.


Lesser Oracle's Sight (Sp): Starting at 2nd level, your oracular powers grant you the ability to sense nearby spells and see through magical deception. You benefit from a permanent arcane sight effect, except that the range is restricted to that of your ashen eyes ability. In addition, you gain the ability to use see invisibility at will as a spell-like ability, with a caster level equal to your shaper level.


Fire Sight (Sp) Starting at 3rd level, you can project your mind through fire, allowing you to see distant locations. By focusing on a source of fire that is Small or larger, you can project your senses to a distant location. This ability functions like a clairaudience/clairvoyance spell, except that you must concentrate in order to maintain the effect. You can use this ability for a number of rounds per day equal to your shaper level, but these rounds do not need to be consecutive.

As you advance as an ashbound oracle, you gain increasing mastery with your ability to project your senses. At 6th level and higher, you can use this ability to mimic the effects of a scrying spell. You still much concentrate in order to maintain this effect. Each minute spent scrying in this way counts as only one of your daily rounds of clairaudience/clairvoyance, but you must spend this time in 1-minute increments.

Starting at 9th level, you can use this ability to mimic the effects of a greater scrying spell, allowing you to use your lesser oracle's sight and greater oracle's sight abilities through the sensor. You still must concentrate in order to maintain this effect. Each hour spent scrying in this way counts as only one of your daily rounds of clairaudience/clairvoyance, but you must spend this time in 1-hour increments.


Fire Mastery: At 4th level, your bond with fire grants you the ability to burn creatures that would normally shrug off your attacks. Your fireblast attacks, arcane formulae, and other fire effects ignore the resistance to fire of creatures affected by them, and they still deal half damage to creatures with immunity to fire.


Figments of Smoke (Sp): Starting at 5th level, you can manipulate and control smoke, allowing you to create images. This ability functions like a major image spell, except that the illusion cannot extend beyond the range of your ashen sight. In order to use this ability, you must be within 10 feet of a source of fire that is at least Small in size. You can use this ability at will.

You can create figments of smoke while using your fire sight ability without breaking your concentration on either effect, allowing you to share the results of your divinations with your allies.


Greater Oracle's Sight (Sp): When you reach 8th level, you gain the ability to tap into your divinatory powers in order to see through all barriers and deceptions. As a swift action, you can gain the sight of a greater oracle. This ability functions like the true seeing spell, except that you also gain the ability to see through solid objects as easily as if they weren't there. This vision negates concealment, including that caused by fog and the like. You automatically see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. You can still see solid objects and the like as ghostly outlines, so you can avoid walking into walls and otherwise function normally.

You can end this effect at any time as a free action. You can use this ability for a number of rounds per day equal to your shaper level, but these rounds need not be consecutive.


Wings of Flame (Su): At 8th level, you gain the ability to conjure and dismiss flaming wings as a free action. The wings are supernatural effects, attaching themselves to your clothing and armor without damaging them. Though these wings are formed entirely of flame, they still allow you to fly as though they were wholly solid.

With these wings, you can fly at a speed equal to your land speed with good maneuverability. You can fly in light armor, but not when carrying a medium or heavy load. Flying with the wings takes only as much concentration as walking, leaving you free to shape formulae, make attacks, or take other actions.

This ability counts as having a fly speed when qualifying for feats such as Flyby Attack (see page 303 of the Monster Manual) and Wingover (see page 304 of the Monster Manual).


Undying Flame (Sp): When you reach 10th level, you gain the ability to avert your death by vanishing into tongues of flickering flame. Whenever you would be reduced to 0 hit points or lower by damage, if you are within 30 feet of an open flame, you can take an immediate action to attempt to preserve yourself. This ability functions like the fiery discorporation power, except that it cannot be augmented.

doko239
2012-04-07, 12:58 AM
Runeblade

http://i.imgur.com/fZhK8.jpg

Die by the spell or die by the sword; make your choice, before I grow bored.

Many spellcasters seek to merge the arts of warfare and wizardry, but none does it so effectively as the Runeblade. True to their name, a Runeblade empowers their chosen weapon with a portion of their own magical essence, creating a powerful bond and allowing impressive feats of martial prowess and magical might. A Runeblade merges spellcasting and swordplay into a deadly combination.

Warmages make excellent Runeblades, as they are already more proficient in close combat than ordinary casters. Wizards and Sorcerers may be drawn to the Runeblade class for the increased protection and versatility in melee combat. Less frequently, Bards may find this class adds another layer of protection when combined with their ability to wear armor without spell failure.

Requirements
- Arcane Caster Level 5
- Proficiency with Martial weapons
- 5 ranks in Knowledge (Arcana), Spellcraft, and Craft (Weaponsmithing)
- Feat: Craft Magical Arms and Armor
- Special: must personally craft a Masterwork Longsword or similar one-handed bladed weapon (subject to DM approval), using special additives and alchemical reagents costing 10000 gp (in addition to the base cost of the weapon). This weapon must then be attuned to the wielder in a ritual taking at least one week (DC 20 Spellcraft check followed by DC 20 Knowledge:Arcana check, failure on either check extends the length of the ritual by 24 hours and requires another check). This will become the Bonded Weapon for the Blade Bond class feature (see below).

Hit Die: d6

Class Skills
The Runeblade's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

Skill Points at Each Additional Level: 2 + Int modifier

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

1st|
+0|
+0|
+1|
+1|Blade Bond, Blade Attunement|+1 level of existing class

2nd|
+1|
+1|
+1|
+1|Bonus Feat, Spellfighter|+1 level of existing class

3rd|
+1|
+1|
+2|
+2|Conduit|+1 level of existing class

4th|
+2|
+1|
+2|
+2||+1 level of existing class

5th|
+2|
+2|
+3|
+3|Runemaster, Bonus Feat|+1 level of existing class

6th|
+3|
+2|
+3|
+3||+1 level of existing class

7th|
+3|
+2|
+4|
+4|Greater Conduit|+1 level of existing class

8th|
+4|
+3|
+4|
+4|Spellslinger, Bonus Feat|+1 level of existing class

9th|
+4|
+3|
+5|
+5|Empowered Conduit|+1 level of existing class

10th|
+5|
+3|
+5|
+5|Ultimate Conduit|+1 level of existing class[/table]

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

Spells per Day: When a new Runeblade level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class she belonged to before adding the prestige class. They do not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if they're a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Runeblade, they must decide to which class they add the new level for purposes of determining spells per day. Once made, this choice cannot be changed.

Blade Bond: A Runeblade is intricately tied to their weapon of choice. It has become as much a part of their body as a hand or a foot; without it, their abilities are severely hampered.

If a Runeblade's bonded weapon is lost or destroyed, they lose access to all special abilites of the class except increased caster level. Furthermore, while the bonded weapon is not in their possession the Runeblade must succeed at a DC20 Concentration check in order to cast spells; failure on this check does not expend the spell. If their bonded weapon is destroyed, a Runeblade immediately gains one permanent negative level; this negative level is removed if the blade is reforged.

A destroyed, lost or stolen bonded weapon can be replaced after a period of one week, by first forging a new blade using the same process as the original (at a cost of 2000 gp per character level), then repeating the attunement process (Check DC's of 10 + 2 per character level). This process destroys the bond to the original weapon.

Blade Attunement: A Runeblade's weapon is an extension of their self; as such, they are more proficient with it in combat than an ordinary caster. Use a Runeblade's Class level in place of their Base Attack Bonus when attacking with their bonded weapon. (treat BAB from other classes normally). A Runeblade can locate their bonded weapon no matter where it is, so long as they are on the same plane. In addition, any enchantments placed on a Bonded Weapon will not function for anyone except the Runeblade.

Bonus Feat: At the indicated levels, a Runeblade gains either a Fighter combat feat or a Metamagic feat. You must meet all prerequisites for the feat chosen.

Spellfighter: A Runeblade is especially proficient at close-quarters spellcasting. Beginning at 2nd level, while wielding their Bonded Weapon, the Runeblade adds up to 2 points of Intelligence bonus (if any) to Concentration checks to cast defensively and as a dodge bonus to AC. Each subsequent Runeblade level increases this cap by 1, up to a maximum of +10 intelligence bonus to AC and Concentration at 10th level.

Conduit: At 3rd level, a Runeblade learns to channel arcane energy through their weapon. Once per round, when the Runeblade successfully strikes an opponent in melee combat, they may cast a spell with a range of Touch targeting that opponent as a free action. This spell automatically hits. This ability can only be used if the Runeblade is wielding their bonded weapon in one hand, with nothing in the offhand.

Runemaster: Beginning at 5th level, A Runeblade finds it easier than normal to enchant their bonded weapon. Treat the Runeblade's caster level as 5 higher than normal for purposes of adding enchantments to their bonded weapon, and reduce the GP and XP cost of such enchantments by 25%.

Greater Conduit: At 7th level, as a standard action, the Runeblade may cast any Ranged Touch spell through their bonded weapon. Treat this as a ranged touch attack using the bonded weapon's chance to hit (including the BAB adjustment from Blade Attunement).

Spellslinger: Beginning at 8th level, any time a Runeblade would roll a Concentration check due to damage taken, roll twice and take the better result.

Empowered Conduit: At 9th level, when using the Conduit or Greater Conduit abilities, the Runeblade adds their bonded weapon's enhancement bonus (if any) to the save DC of the spell cast. If the spell cast does not allow saves, this ability has no effect.

Ultimate Conduit: At 10th level, a Runeblade fully masters the art of merging melee combat and magical might. Anytime the Runeblade confirms a critical hit while using either the Conduit or Greater Conduit abilities, double the damage of the spell cast. For purposes of the Greater Conduit ability, use the critical range of the bonded weapon. This ability has no effect on spells that do not deal hit point damage.

Grinner
2012-04-07, 01:16 AM
The Crossroad Queen

http://i.imgur.com/fZhK8.jpg

"Come down to the old inn at Miller's Square. I'll get you what you need." - Zoey Gardener, self-proclaimed Crossroad Queen

Legend has it that if you bury your picture at a crossroad, a man sheathed in night will approach you and ask what you need. And then he'll give it to you.

'Course, nothing in life is free, now is it? No, when this man gives you something, he marks your soul in return. When it comes time for you to die, no reward will await you in that blessed night. No, no. All you're going to get is a belly full of hellfire.

That's why you need a Crossroad Queen. Her? She can't get you out of a deal you make, but she'll make sure you get a full soul's worth of wealth for it. She's got her own price, however...

Despite the name, a Crossroad Queen need not be female.

Requirements
Alignment: Non-chaotic
Language: Infernal
Skills: Diplomacy 2 ranks, Knowledge (The Planes) 8 ranks
Spells: Able to cast 2nd-level divine spells.
Special: Must have made peaceful contact with at least one evil outsider.

Hit Die: d6

Class Skills
The Crossroad Queen's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Knowledge (The Planes) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Additional Level: 4 + Int modifier

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

1st|
+0|
+0|
+0|
+2|Fiend Savvy

2nd|
+1|
+0|
+0|
+3|Magic Circle against Evil 3/day
3rd|
+1|
+1|
+1|
+3|[/table]

Abilities:

Fiend Savvy: The Crossroad Queen gains a +2 bonus to Diplomacy and Bluff checks against evil outsiders. This bonus increases by +2 for each additional level of Crossroad Queen that she takes.


WIP (I swore I was going to write something for this contest)

Lord_Gareth
2012-04-09, 02:56 AM
Duke of the Last Light

http://i.imgur.com/fZhK8.jpg

"Autumn is a natural part of the world. Think of Death as a comforter, not a foe; let the beat of Her wings lull you to sleep everlasting."

Brianna Asheholm, Duchess of the Last Light

Killers.

The Dukes of the Last Light make no pretensions about what they are; they are killers, servants of Death. But what is commonly misunderstood is what this means to them. Most Dukes are not needlessly cruel; like the gentle brush of Autumn, they slay so that others might live, and destroy so that new creation might take the place of the old, worn, and tired. Many of the decisions made by the collective Duchy are controversial, but as agents of the longest view of all, the Dukes try to consider the greatest good for the most people and the longest time.

Of course, some do go bad. Death can be a heady mistress.

Becoming a Duke of the Last Light

The Dukes of Last Light don't recruit very often, which is not to say that they aren't always keeping at least one eye open for talented warriors with an interest in their arts. The Duchy prefers a certain quality to their recruits and as such does not overly concern themselves with their quantity.

That being said, most people that join the Duchy go looking for them, and the overwhelming majority of these are martial adepts, typically Swordsages. Many come to the Duchy with impressions that the Dukes and Duchesses therein are something they are not, and it's up to the individual Duke or Duchess to disabuse their students of these ideas - or not to do so. After an initial period of testing and, if need be, training, the Duchess arranges an Ashen Hunt for their student. If they survive, they're sworn into the Duchy, with all that entails, and gain its power.

ENTRY REQUIREMENTS
Base Attack Bonus: +6
Skills: Intimidate 12 ranks
Feats: Combat Expertise, Improved Trip
Martial Maneuvers: Must be able to ready at least three maneuvers, one of which must be 3rd level or higher.
Special: Must participate in (and survive) an Ashen Hunt organized against a creature of at the supplicant's challenge rating.

Sidebar: Ashen Hunt
The Ashen Hunt is one of the oldest traditions of the Duchy; at its heart, it is a test to confirm how willing the candidate is to kill for the Duchy's beliefs and how self-reliant they are. The supplicant is brought out to some natural environment, stripped naked, and painted with specially prepared blue, black, and green pigments. They are then handed a ritually blessed +1 screaming alchemically silvered longsword and asked how many others they wish to take on the hunt with them. The supplicant is told well beforehand that the more help they take, the greater the foe it is that they will face.

Regardless of the amount of aid the supplicant chooses (all of them equipped and painted as the supplicant is), the Hunt is then on - the participants hound a creature, usually captured beforehand and released for this purpose, through the environment of the Hunt. When they finally bring it down, the real test begins - the supplicant is told they must extract some part of the creature and escape back to where the Hunt started alive, without letting any of the Dukes slay them. For their part, most Dukes choose to deal nonlethal damage during this test in order to make it easier on the supplicant, but it's not required and shouldn't be expected. If the supplicant makes it back alive, they are bestowed with a ritual kiss, and the power of the Duchy settles upon them like the gentle caress of Autumn and Death Herself.

Class Skills
The Duke of the Last Light's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Martial Lore (Int), Ride (Dex)
Skills Points at Each Level: 4 + Intelligence Modifier

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuver Learned|Maneuvers Readied

1st|
+1|
+0|
+2|
+2|Rising Moon Style|Harvest Moon Strike|0

2nd|
+2|
+0|
+3|
+3|Veve of Samedi's Mask|Touch of the Ague|0

3rd|
+3|
+1|
+3|
+3|Falling Leaves Stance|Witch's Intuition|1

4th|
+4|
+1|
+4|
+4|Glyph of Nuit's Embrace|Crescent Moon Reap|0

5th|
+5|
+1|
+4|
+4|Crashing Stars Style|Mien of the Baba Yaga|0

6th|
+6|
+2|
+5|
+5|Kanji of Oni's Fury|Rally to Daybreak|0

7th|
+7|
+2|
+5|
+5|Dance of the Reaping Scythe|Strike of the Last Breath|1[/table]

Weapon Proficiencies: The Duke of the Last Light gains no new weapon or armor proficiencies. Many of the Duke of the Last Light's abilities require that she be holding a weapon in one hand and nothing at all in the other (or others, as the case may be with creatures that have more than one hand); sigils created by her class features do not interfere with the use of these abilities, and do not prevent her from using the hand holding the sigil within it should she so desire.

Maneuvers: At first level (and each level thereafter), the Duke of the Last Light learns a new maneuver as shown on the table above (so a first level Duke leans Harvest Moon Strike, then learns Touch of Ague at second level, and so on). Each time the Duke learns a new maneuver from this class, she selects a discipline from amongst any of the disciplines from which she knows at least one maneuver; her new maneuver is treated as being from that discipline for all purposes (including, but not limited to, meeting prerequisites for learning new maneuvers and applying the effects of her feats and/or class features). Once made, this choice cannot be changed, but the Duke is free to choose a different discipline to associate with each maneuver she learns from this class if she so desires.

At third and seventh level, the Duke may ready an additional maneuver, if applicable.

Maneuvers gained through this class cannot be unlearned in favor of another maneuver, even if she would normally have the opportunity to do so (such as by gaining her fourth level of Warblade).

Maneuvers gained through this class are considered supernatural abilities. However, the Duke may initiate them within an antimagic field, though at additional cost – each maneuver so initiated requires her to snuff out a light source at least the size and intensity of a candle (this is a free action that becomes a normal part of using the maneuver). The light source so extinguished or destroyed is rendered inert, and will never shed light again, even if lit aflame or enchanted.

Rising Moon Style (Ex): The Dukes of the Last Light favor a one-handed fighting style augmented by magical power drawn from their connection to shadow, frost, and death. At first level, the Duke gains Improved Disarm as a bonus feat and increases the damage of all weapons she wields by one die step, provided she holds a weapon in one hand and nothing at all in the other. Additionally, whenever the Duke would have the chance to make an attack of opportunity she may instead choose to recover a single maneuver.

Veve of Samedi's Mask (Su): At second level, the Duke begins to inherit the supernatural fighting style common to her brothers and sisters. As a swift action, the Duke forms a sigil in her free hand that lasts for a number of rounds equal to her class level plus her Wisdom modifier; while this sigil is active, the Duke's fear effects function against any non-mindless creature, regardless of that creature's immunities.

Falling Leaves Stance (Ex): At third level, the Duke of Last Light learns the Falling Leaves Stance. When the Duke of Last Light is in the Falling Leaves Stance (which is treated in all ways as a fifth level martial stance, including requiring a swift action to enter into it and being able to maintain only one stance at a time), she may make an additional melee attack at her highest base attack bonus whenever she successfully initiates one of her strikes, provided she holds a weapon in one hand and nothing at all in the other. Additional attacks generated by this maneuver don't gain the benefits of the strike the Duke initiated and must be directed at the victim of her strike, though they may still benefit from other effects (such as boosts) upon her.

Glyph of Nuit's Embrace (Su): At fourth level, the Duke of Last Light learns to create an additional supernatural sigil in her free hand, allowing her to draw upon the powers of night to shield herself from sight and harm. As a swift action, she creates a sigil in her free hand that lasts for a number of rounds equal to her class level plus her Wisdom modifier (if she has one or more other sigils active, they blend together to form a new, combined sign); while this sigil is active, the Duke benefits from a 40% miss chance on all attacks made against her and a +4 deflection modifier to her armor class as tendrils of starry light wrap around her, surrounding her in a twilight haze.

Crashing Stars Style (Ex): A Duke of fifth level and higher is a master of the one-handed fighting style her order favors; she gains Improved Feint as a bonus feat. Additionally, whenever the Duke initiates a boost or strike she may move up to thirty feet (with any movement mode available to her) as a free action once per round that is part of the boost and/or strike, either before or after she initiates the maneuver in question. If the boost or strike in question already causes or requires the Duke to move or charge (such as Shadow Jaunt), she instead increases the amount of movement granted by the maneuver by up to thirty feet or increases the distance of her charge by up to thirty feet, as appropriate.

Kanji of Oni's Fury (Su): At sixth level, the Duke learns her final sigil, one of elemental rage and fury. As a swift action, she creates a sigil in her free hand that lasts for a number of rounds equal to her class level plus her Wisdom modifier (if she has one or more other sigils active, they blend together to form a new, combined sign); when she activates this sigil, she chooses acid, cold, electricity or fire. As long as the sigil is active, her melee attacks deal an additional 4d6 points of damage from the chosen energy type as both the sigil and her weapon blaze with elemental power.

Dance of the Reaping Scythe (Ex): The pinnacle of the Duke's fighting arts, the Dance of the Reaping Scythe is a terror to behold on the battlefield. Once per encounter, as a full-round action, the Duke selects and expends one of her readied strikes, then initiates the expended strike against any opponents within her reach that she chooses to attack.

The strike selected for Dance of the Reaping Scythe must normally apply to only one target (for example, she cannot initiate Steel Wind using Dance of the Reaping Scythe). Maneuvers initiated with Dance of the Reaping Scythe count as only one maneuver for the purposes of resolving Martial Lore checks and the movement granted by the Duke's Crashing Stars Style.

New Maneuvers
The Duke of the Last Light learns the following maneuvers as indicated on the table above:

Harvest Moon Strike [Strike]
Level: 4th level maneuver
Initiation Action: One Standard Action
Range: Melee Attack
Target: One creature

Wrapping yourself in a quiet stillness, you afflict your victim with the debilitating madness of the rising blood moon.

The full moon is said to drive men mad, and the blood moon of the harvest is even more powerful. With this strike, the Duke of the Last Light afflicts this lunacy upon her foes. When you initiate this strike, make a melee attack. If you hit, you deal normal weapon damage and your victim must succeed at a Will save (DC 14 + your Wisdom modifier) or suffer a -4 morale penalty on attack rolls, damage rolls, skill checks, armor class and initiative for a number of rounds equal to your class level. This is a mind-affecting, fear effect.

Touch of the Ague [Counter]
Level: 4th level maneuver
Initiation Action: One Immediate action
Range: Melee touch attack
Target: Creature touched

With a casual touch, you wrack your victim with the debilitating illness of Autumn's descent, afflicting both mind and body.

Autumn brings with it the chill and sickness as the year itself starts to die, and with a casual touch the Duke of Last Light inflicts it upon her victim. When you initiate this maneuver, make a melee touch attack. If you hit, your victim must succeed at a Fortitude save (DC 14 + your Wisdom modifier) or suffer a 40% miss chance on all of their attacks, as well as a -2 penalty on Fortitude and Will saves for a number of rounds equal to your class level. Spells and abilities that cure disease remove these penalties.

Witch's Intuition [Counter]
Level: 5th level maneuver
Initiation Action: One Immediate action
Range: Personal
Target: You

Acting with the prescience of a witch, you foresee the failure of your own strike and reposition to attack with even deadlier force.

You may initiate this maneuver after you have rolled an attack, but before you know the results. If you do, you may choose to re-roll the attack roll; the results of the second roll stand. If your target is currently under a fear effect, you gain a +4 insight bonus to your new attack roll and, if you hit, deal an additional 2d6 points of damage.

Crescent Moon Reap [Strike]
Level: 5th level maneuver
Initiation Action: One Standard action
Range: Melee attack
Target: One creature

Striking a hideous blow, your initial wound spreads into a flaying infection, ripping muscle away from bone with sickening force.

The sickle moon, named after the harvest tool that cuts down crops, ending their lives. The Crescent Moon Reap is a technique that draws upon its terrible power, flaying its victims alive. When you initiate this strike, make a melee attack. If you hit, you deal normal weapon damage and your victim must succeed at a Fortitude save (DC 15 + your Wisdom modifier) or suffer four points of strength damage. Additionally, for a number of rounds equal to your Wisdom modifier, any time the victim who failed his save suffers bludgeoning, piercing or slashing damage they must attempt another Fortitude save (same DC) or suffer four points of strength damage. If at any point the victim succeeds at one of these Fortitude saves, the effect ends.

Mien of the Baba Yaga [Strike]
Level: 6th level maneuver
Initiation Action: One Standard action
Range: Melee attack
Target: One creature

A hideous blow infects your foe with fear, driving them mad with their innermost nightmares.

Sometimes all you really need to do is unleash your victim's own demons upon them; when you initiate this strike, make a melee attack. If you hit, you deal normal weapon damage and your victim suffers visions of their worst fears that overwhelm their mind, dealing them 1d8+1 points of Intelligence, Wisdom, and Charisma damage (DC 16 + your Wisdom modifier half).

As long as your victim still suffers from ability damage afflicted by this ability, they are treated as though suffering from a fear effect.

Rally to Daybreak [Type]
Level: 6th level maneuver
Initiation Action: One Swift action
Area: Thirty-foot radius burst
Target: Allied creatures in burst

Supernatural power enhancing your words, you rally the courage of yourself and your allies, aiding them in throwing off hostile intent.

Autumn is the season of terror, and of necessity it is also the season when the truly courageous are separated from the merely confident. When you initiate this maneuver, you call out loudly to your allies (a silenced or otherwise speech-incapable Duke cannot initiate this maneuver unless they have another means of communicating to their allies, such as telepathy). You and any allied creatures within a thirty-foot radius burst may make new saving throws against any and all undesired effects that permit them; if any given saving throw is successful, it completely removes the undesired effect. Additionally, you and your allies within the burst become immune to fear until the end of the encounter.

If Rally to Daybreak is initiated at night, the immunity to fear instead lasts until the sun next rises or sets upon the location where it was initiated.

Strike of the Last Breath [Strike]
Level: 7th level maneuver
Initiation Action: One Standard action
Range: Melee attack
Target: One creature

With the merest fraction of Death's power, you draw the life out of your foe, leaving him easy pickings.

Being strong isn't relevant if your enemy can make you so weak that you cannot resist him, and the ultimate expression of the Dukes' connection with Death taps into this idea. When you initiate this strike, make a melee attack. If you hit, you deal normal weapon damage plus 1d6 points of constitution damage. Your victim must immediately succeed at a Fortitude save (DC 17 + your Wisdom modifier) or become exhausted, as well as suffering a -4 morale penalty to Will saves and skill checks until the end of the encounter.

Playing a Duke of the Last Light
As a rule, the Duchy tends to favor quiet, serious sorts for its members, although exceptions certainly exist and changes of heart are also not unknown. For the most part, though, the Duchy tries to dress functionally, displaying small but meaningful symbols such as autumn leaves, the setting sun, or scythes, and goes about their business with a minimum of fuss. The individual Dukes and Duchesses are given quite a bit of leeway in terms of how they live their lives and accomplish any missions they're given, so feel free to play up your own personal style and connection to Death.
Combat: Most Duchesses come from backgrounds as Initiators, which means that they mix their new-found strikes and counters to debilitate their enemies, following up with more conventional tactics to finish them off. Choose carefully if you want to use a boost or activate one of your sigils, since you can only do one of them on any given turn, and try to put yourself into situations where you can take advantage of your bonus attacks.
Advancement: Many Dukes choose to advance as whatever kind of initiator they were before, though a minority choose to advance as monks, rogues, and/or fighters.
Resources: The Duchy is very thinly spread; however, their vague favor with various beings relating to Death, as well as certain varieties of spellcasters, religions and fey, mean they can sometimes barter for some very esoteric favors. Additionally, the Duchy has one large favor for those who are interested: they are willing to aid their members in becoming undead. They tend to favor the Necropolitian template, but are also willing (with a damn good explanation) to look into mummification and turning their members into ghouls and ghasts, with the latter being the most rare. Many Dukes choose not to take this route, either to avoid the social stigma or out of genuine moral or religious qualms, but enough have taken that road over the years to make them seem more numerous than they really are.

Dukes of the Last Light in the World
"She showed up, quiet as you please, and politely asked them mercenaries to let us go, nice and calm like. When they saw whatever she was holding in her hand, they said yes."

Jisha Holdhallow, rescued kidnap victim

The Duchy does not enjoy the benefits of great amounts of fame or prestige, and its members often come across as mysterious, standoffish, or even untrustworthy. As such, the arrival of a Duke or Duchess is typically greeted with wariness unless they have developed an independent reputation. Oddly enough, the ones that develop the darkest reputations tend to have the sunniest dispositions - possibly because of how disturbing it is to see a smiling, happy person casually afflicting her foes with debilitating madness and terror.
Daily Life: Unless on special assignment from the Duchy, most Dukes and Duchesses have such free reign with their day that it's difficult to generalize about them. Many of them are adventurers, and can be found laboring away at various personal projects. A few (perhaps a dozen) work full-time for the Duchy, maintaining its diplomatic ties to its allies and working to keep tabs on the general location of the various Dukes and Duchesses.
Notables: Though many of the Dukes and Duchesses do end up garnering a personal reputation, two in particular stand out:

Brianna Asheholm
"Death beats Her wings for you."

Brianna Asheholm has been at this for a long, long time. One of the oldest Duchesses, Brianna became undead centuries ago in order to work with the Duchy full time. She's seen empires rise and fall, witnessed and averted countless cataclysms, and now she is old, and tired, and not even given the courtesy of retiring from view - she's just too valuable to the Duchy, and to the world as a whole. While Brianna has altruistic ends, sheer exhaustion has driven her to the most expedient course of action to fulfill them, even if that means harming the innocent, and she's clashed with adventurers more than once as a result of the incidental sins she's inflicted upon others. Perhaps if someone could shake her from her depression, she might atone for her sins and find a reason to care about existence again. Then again, maybe not.

Brianna coldly and dispassionately attempts to support the Duchy and fulfill its will without regard to other beings. While not deliberately cruel, Brianna has no qualms about harming the innocent if it will further her mission, and has long since lost any respect she has for the dignity or life of any being, including herself. She is neutral evil.

Miriska of the Leaves
"I know you don't believe me, but I am truly sorry for this."

Miriska has been a slave so long that she's forgotten what it's like to be free. At the tender age of twenty-five (young, for an elf) she was informed that her soul had been sold to a devil lord known as the Rusted Baron while she was still in her mother's womb. From then on she was his creature, her free will altered to strip out any ability she had to resist his wishes. She became a warrior, and later a Duchess, at his behest, and now serves as his assassin. Thanks to his agents, she appears before her targets and strikes them down without mercy, sending their souls screaming to his clutches thanks to the cursed blade she wields. Miriska hates that she does this, but her options for resistance are limited, and while she deliberately holds back and attempts only to harm those she has been explicitly told to harm, there is a problem - every time she dies, her soul returns to the Baron, who has her raised from the dead and sent back after those that kill her. Miriska would end her own existence if she could, but is under strict orders not to, and despairs of ever being able to break out of the cycle of violence and abuse that has defined her life.

Miriska is compelled by magic to obey the whims of a vicious, evil overlord but does not wish to be. She avoids harming those that she is not compelled to hurt, even at personal cost, and does her best to let her victims escape her clutches for as long as possible in order to inconvenience her master at every turn. If she was freed, she would try to make amends for what she has been forced to do and, if he isn't already dead, destroy her master. She is neutral good.
Organizations: The Duchy of the Last Light theoretically claims the allegiance of all of the various Dukes and Duchesses of the Last Light, but the exact extent of their loyalty can vary, and the Duchy doesn't ask for precedence or even exclusivity from its Dukes. As such, they can sometimes be found moonlighting for mercenary groups, assassins' guilds, temples and other such organizations - or even working for them full-time and moonlighting with the Duchy, or else striving to various degrees to avoid their fellow Dukes.

Sidebar: The Duchy of the Last Light
The Duchy of the Last Light is not a very formalized organization, and is almost entirely composed of its Dukes and Duchesses, with the odd fey, undead, or druidic member floating around. All in all there are perhaps two hundred members, most of them scattered far and wide and only keeping in touch with letters, magic, and the rare meeting on the road. With that in mind, the Duchy does have informal rules and formal goals.

The Duchy stands for the other side of nature; the frost of Autumn nights, the descending claw, and the death-rattle. They revere, and sometimes worship, a female figure that they call Death, or sometimes the Quiet Lady or the Mother of Fallen Leaves, and believe themselves to gain favor from Her hand directly. The Duchy seeks out wells of negative energy and either closes them (if they are too inimical to life) or tends to and guards them, making sure that no one else tampers with them and potentially upsets the general balance of life and death. The Duchy seeks out powerful immortals such as the undead or Jade Pheonix Mages and seeks to contain any negative effects they might have on the balance of life and death, sometimes striking alliances for information (especially common with ancient liches, who may be the only beings that remember the knowledge contained within them) and sometimes seeking methods of ending their unnaturally extended lives. Towards these ends, the Duchy cooperates with religions that have similar outlooks, as well as fey and druidic circles, and it's not uncommon to find Dukes and Duchesses that also revere gods such as Eternal Glory or Wee Jas.

While the Duchy is not strictly evil, its actions sometimes can be, and they often appear to be because of their seemingly casual attitude about death. The Duchy's orthodoxy holds that the dead ascend to a higher state than mere mortality, and thus while the party line is not to kill without need, they don't bother themselves too much if one of their agents goes unstable or downright sadistic until or unless it becomes a problem for the Duchy itself. Additionally, maintaining their ties with some of their allies can sometimes mean pressure to perform dangerous or immoral acts, and while many Dukes would never stoop to that level, many more are pragmatic or ruthless enough to do so in order to serve the greater cause of keeping life and death in balance.

While lacking in material wealth, the Duchy is easily able to trade in supernatural favors, provided the beneficiary is willing to travel a bit to gain their reward. For the right price, the Duchy is also willing to trade favors or wealth in order to turn someone into an undead being (typically a necropolitian, although mummies are also common. The Duchy never creates an undead being that must feed in this fashion and does not favor creating liches itself either). As well, the Duchy maintains an open bounty on ancient lore of life and death, and significant 'ransom' bounties on captured or enslaved Dukes and Duchesses, paid upon their safe return to a representative of the Duchy itself.

NPC Reaction
Most people either assume the Duchess of the Last Light is a warrior or don't quite know what to make of her, depending on how flamboyant or melodramatic her fashion sense runs. Most are somewhat disturbed to see their arts in action; many of the Duke's move at a speed that makes them seem inhuman, and watching their foes succumb to gibbering madness after being touched by their arts only makes them seem more disturbing and otherworldly. That being said, many of the Duchy do perform good deeds, and in regions where those individuals have passed through a Duke may get an unexpectedly warm, if nervous, welcome.

Dukes of the Last Light in the Game
Dukes of the Last Light are very similar to Swordsages insofar as they are a melee-focused character that has access to powerful debilitating effects. Outside of combat, they don't change the game much, but within combat they combine mobility with the ability to lay down the law with dire penalties from their new Strikes. Just keep in mind that their native damage is somewhat lower than a Swordsage's would be and plan encounters accordingly.
Adaptation: Removing the affiliation the Dukes have with an organization - or changing what organization it is - would be the easiest way to adapt them, perhaps as assassins in service of Wee Jas or another such religion.
Encounters: Encounters with the Dukes are difficult to characterize, as they may be in need of help (rescuing or simply beyond their league), attempting to slay the characters for reasons known or unknown, or are perhaps on a mission the party happens to be in the way of. What is known is that the Dukes don't normally make a large fuss about their conflicts and aren't known for fighting fair - most encounters will start with the Duke attempting an ambush in order to gain and retain the upper hand.

Empedocles
2012-04-16, 05:32 PM
14 Days Remaining! Glad this contest is doing so well.

Jallorn
2012-04-18, 02:47 PM
Starsoul

http://i.imgur.com/fZhK8.jpg

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

Requirements
Feats: Craft Magic Arms and Armors
Skills: Craft (Weaponsmithing or Armorsmithing) 8 ranks, Appraise 5 ranks

Hit Die: d6

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

Skill Points at Each Additional Level: x + Int modifier

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

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

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 Spellcasting Level

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

4th|
+x|
+x|
+x|
+x|Class Ability|+1 Spellcasting Level

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

6th|
+x|
+x|
+x|
+x|Class Ability|+1 Spellcasting Level

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

8th|
+x|
+x|
+x|
+x|Class Ability|+1 Spellcasting Level

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

10th|
+x|
+x|
+x|
+x|Class Ability|+1 Spellcasting Level[/table]

Basically a reserve post while I work on this.

Empedocles
2012-04-30, 10:39 PM
This contest is now closed. Please refrain from posting or editing.