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ErrantX
2012-09-23, 10:29 PM
The Last Harvest

http://darlenesteelman.files.wordpress.com/2011/10/legend-of-jack-o-lantern-wallpaper.jpg
---

Ghouls and ghosts beware, its time for a scare!

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Giant in the Playground PrC Contest XXXV

The contest begins with the posting of this thread and will run through midnight of October 22nd.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of November 1st.

Rules

1) You will be creating an 'original' prestige class. Halloween is the theme this time, and let's get cracking. You could make a class about a stealthy killer (or hero!) who prowls the night in costume, a druid who makes monstrous scarecrow golems to haunt the country side, a ghost-hunting paladin who has the power to walk in both worlds, a fighter who channels unholy spirits of vengeance to wreak justice upon the Damned (possibly by throwing a flaming pumpkin head perhaps?), or a wizard who's studies have lead him to the dark arts of tainted candies to make undead slaves. Sky's the limit here (feel free to use any of the above) and anything that is official Wizards of the Coast or Paizo Pathfinder material is allowed for source material. Homebrew material as a base is allowed by permission (just ask).

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5 or Pathfinder (please specify), using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the
chat thread) (http://www.giantitp.com/forums/showthread.php?t=207612).

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified. Additionally, do not post your work outside of the contest until such a time as the voting for the contest has been posted. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.



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And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)
(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

ErrantX
2012-09-23, 10:30 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
:
:
:
:
:

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

Hit Dice: dx

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

1st|
+x|
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+x|Class Ability

2nd|
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3rd|
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4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
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+x|Class Ability[/table]

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

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

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

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

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

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

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


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
:
:
:
:
:

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

Hit Dice: dx

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

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

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

3rd|
+x|
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4th|
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5th|
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6th|
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7th|
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8th|
+x|
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+x|Class Ability

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

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

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

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

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

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

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

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

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


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

sirpercival
2012-09-24, 07:09 PM
MAWKIN

http://behance.vo.llnwd.net/profiles21/1171615/projects/3953935/ab93d78edf0ac3094cd247c48d7156c6.jpg
Image credit: William Moreno (http://www.behance.net/gallery/Magic(TM)-Redesigns/3953935)

"I will haunt your nightmares -- and then, when you run from me, I will bring your nightmares into the light."

Lurching footsteps in the night -- slithering, raspy laughter. Hearing things like that makes a man shiver and look more closely at his surroundings. Then, suddenly a nightmare lurches into the firelight, vines grasping, eyes glowing... and the shadow, oh gods the shadow reaches for you, and you scream but no one can hear you, no one...

The Mawkin (or Nightmare Scarecrow) is a horror, returned from the dead to terrorize those who mistreated it while alive. Its head is a writhing tangle of vines, punctuated by two orbs glowing with sickly green fire, and its tattered shadow cloak ripples in its own wind -- until it reaches for you.

BECOMING A MAWKIN
To become a mawkin, a creature has to die from decapitation, without being raised or resurrected. Not all creatures who are decapitated become mawkins, however; only those with training in sneaking around and inspiring fear in their opponents have the quirks of personality necessary to rise again as a mawkin.

ENTRY REQUIREMENTS
Race: Any which is roughly humanoid in shape
Skills: Intimidate 8 ranks, Hide 6 ranks, Move Silently 6 ranks
Feats: Any one of Skill Focus (Intimidate), Imperious Command, Dreadful Wrath, or Frightful Presence.
Special: You must have been killed by decapitation, and must not have been returned to life afterwards. As a special feature of this class, you rise with the abilities of a 0th-level mawkin added to your previous abilities. When you earn enough experience points to advance another level, you must become a 1st-level mawkin.

Class Skills
The Mawkin's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|BAB|Fort|Ref|Will|Special
0|+0|+0|+2|+2|Pumpkin crown
1st|+1|+0|+2|+2|Shadow cloak, grasping vines
2nd|+2|+0|+3|+3|Whispers in the night
3rd|+3|+1|+3|+3|Mawkin form
4th|+4|+1|+4|+4|Stalking midnight
5th|+5|+1|+4|+4|Nightmare mask
6th|+6|+2|+5|+5|Eerie gaze
7th|+7|+2|+5|+5|Grasping shadows
8th|+8|+2|+6|+6|Nightmare form
9th|+9|+3|+6|+6|Lurking visions
10th|+10|+3|+7|+7|Recurring nightmare, secret terror[/table]

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

Pumpkin crown (Ex): When you rise as a 0-level mawkin, you return to your previous form, with one major alteration: your head has been replaced by a thorny tangle of ropy vines, similar to the vines that pumpkins grow from. Your eyes, orbs set deep within the morass atop your neck, glow with a sickly green fire. You still count as a living creature and all your ability scores remain the same. However, you no longer need to eat, breathe, or sleep. In addition, if you are ever decapitated again, you die permanently, and cannot be raised or resurrected except via a wish or miracle spell.

Shadow cloak (Su): At 1st level, your shadow begins to take on a mind and existence of its own, granting you strange powers, but betraying your true nature to creatures who know how to look for it. No matter what your actual form is at any given time (but see Mawkin form and Nightmare form, below), your shadow has the shape of a humanoid figure one size category larger than you, with long ropy tendrils for arms and legs, and a wispy tangle in place of a head. It seems to billow and shift like a tattered cloak, even when there is no wind to move it.

The strange shifting cloak made by your shadow confuses and disturbs your enemies. You suffer a -4 penalty to Disguise checks due to your distinctive shadow, but you gain a +4 bonus to Intimidate checks against any creature who notices your shadow, whether by seeing through a disguise or by spotting it normally. In addition, enemies suffer a miss chance on melee attacks against you equal to 5% times your class level (maximum 50% at 10th level) as your rippling shadow distracts them; this miss chance does not stack with miss chances from other sources.

Grasping vines (Ex): Your shadow cloak can lash out and grasp at your enemies with its shadowy tendrils like pumpkin vines. As a move action, you may direct your shadow cloak to grapple an enemy who is within a distance of 5 feet more than your natural reach. The cloak uses your attack bonus for the initial touch attack. It counts as one size category larger than you, its base attack bonus is equal to your own, and its Strength score is equal to 10 + your Charisma modifier. It also benefits from any other bonuses you might have to grapple checks. It cannot deal or receive damage, but only hold the target or move it closer to you. You must spend your move action each turn to direct the cloak, or it releases the creature it is grappling. You can otherwise move and act normally, though you cannot move out of range of the creature your shadow is grappling without making a grapple check with the shadow to bring the creature along. You may not use this ability while in your Nightmare Form (see below).

Whispers in the night (Ex): When you achieve 2nd level, you hear the silent murmurs of minds seeking knowledge about you. Whenever any creature makes a Knowledge skill check, bardic knowledge check, or any similar mundane attempt to acquire information about you, you are instantly alerted to that fact, even if the creature is on another plane. You know the direction and distance to the creature, or that it is not on the same plane (if the latter is true). You are not alerted by magical divinations, however.

Mawkin form (Su): Beginning at 3rd level, you learn to draw upon the bizarre and terrifying nature you have acquired. As a standard action which does not provoke attacks of opportunity, you can reach down to your shadow and don the mawkin cloak in actuality, taking on the nightmarish form previously hidden in the folds of your shadow. You can use this ability a number of times per day equal to half your class level (rounded up), and it lasts a number of rounds equal to your Charisma modifier. At 8th level, you may use this ability a number of times per day equal to your class level.

You grow by one size category (with the associated adjustments to reach, attacks, and AC), which grants you a +8 size bonus to Strength, a +4 size bonus to Constitution, a -2 size penalty to Dexterity, and a +5 increase to your natural armor bonus. You gain two primary slam natural attacks which deal 2d6 damage plus your Strength modifier (assuming your new size is Large; adjust base damage accordingly). You gain the Improved Grab (http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab) ability with your slam attacks, and deal 4d6 + your Strength modifier damage on a successful grapple check, as per the Constrict (http://www.d20srd.org/srd/specialAbilities.htm#constrict) special ability.

In addition, when you take up the cloak to assume mawkin form, your shadow is revealed as an even more horrifying nightmare cloak, a great knot of writhing shadowy pseudopods two size categories larger than your original form. While your shadow is revealed, the skill bonuses and penalties granted by your Shadow Cloak ability are doubled, though the miss chance remains the same, and the shadow cloak's range for the Grasping Vines ability increases to 10 feet plus your reach in mawkin form.

Stalking midnight (Ex): At 4th level, you know how to creep through the shadows, hungrily seeking your prey. You gain a bonus to Hide checks equal to half your class level; in addition, whenever you make an attack against a creature who cannot see you, that creature must make a Will save (DC 10 + class level + Cha modifier) or become shaken for a number of rounds equal to your class level. Even though this is a fear effect, you may even affect creatures who are immune to fear with this ability, but such creatures gain a +4 bonus to their save. However, mindless creatures are immune to this ability.

Nightmare mask (Su): Once you reach 5th level, your mere presence is enough to frighten even the most staunch and bravehearted of men. Whenever you are in mawkin or nightmare form, any creature within 5 feet times your Charisma modifier who can see you must make a Will save (DC 10 + class level + Charisma modifier) or become frightened. A successful save grants immunity to this ability for 24 hours. Even though this is a fear effect, you may even affect creatures who are immune to fear with this ability, but such creatures gain a +4 bonus to their save. However, mindless creatures are immune to this ability.

Eerie gaze (Su): Beginning at 6th level, you have learned to release the sickly green energy that makes up your eyes into a ray of eldritch fire. As a standard action, you may send out the energy in a line, 10 feet long per class level. Any creature caught in the area takes 1d6 damage per class level (Reflex save DC 10 + 1/2 class level + Charisma modifier for half damage); on a failed save, a creature must also make a Will save (DC 10 + 1/2 class level + Charisma modifier) or be paralyzed for 1 round. You may use this ability a number of times per day equal to your class level, but only when you are not using your Mawkin Form or Nightmare Form abilities.

Grasping shadows (Su): At 7th level, your shadow cloak has grown in power, such that it can even affect creatures which would normally be immune. You can use your Grasping Vines ability to grapple creatures protected by freedom of movement and similar effects, though such creatures gain a +4 bonus on all attempts to escape the grapple. (The freedom spell still ends a grapple as normal.) In addition, the shadow cloak can grapple incorporeal creatures as if they were corporeal; calculate an incorporeal creature's grapple modifier as normal, using Dexterity in place of Strength.

Nightmare form (Su): When you achieve 8th level, you reveal the most terrifying visage in your arsenal. Once per day per two class levels, when in your mawkin form, you can spend a move action to reach down to your shadow and pick up the nightmare cloak, merging your shadow with your own body and assuming the form of a horrifying creature. You remain in this form for the remaining duration of your mawkin form, after which you return to your normal form and your shadow separates into its usual shape.

When you don the nightmare cloak, you grow an additional size category (with the associated adjustments to slam attack damage, reach, attacks, and AC), doubling the bonuses and penalties to Strength, Dexterity, Constitution, and natural armor granted by your mawkin form. You also gain 4 additional slam attacks with the same properties as the first two, and all your slam attacks can affect and grapple incorporeal creatures and creatures under the effects of freedom of movement, as per the Grasping Shadows ability. Finally, you gain a deflection bonus to AC equal to your Charisma modifier against attacks by non-mindless creatures, as it is difficult for creatures to face you head-on.

Whenever you successfully attack a creature while in nightmare form, that creature must make a Will save (DC 10 + class level + Charisma modifier) or be shaken for 1 round. Even though this is a fear effect, you may even affect creatures who are immune to fear, but such creatures gain a +4 bonus to their save. However, mindless creatures are immune to this effect. You may only affect a given enemy once per round with this effect.

Lurking visions (Ex): Beginning at 9th level, creatures feel your dark presence even if they can't see you. You can use the Hide skill even while being observed, using your own shadow in which to hide. In addition, whenever a creature adjacent to you cannot detect you, it suffers a penalty to AC and saves equal to your Charisma modifier as its mind rejects what its eyes would otherwise be able to see.

Recurring Nightmare (Ex): Like other creatures from horror stories, you keep coming back. Upon reaching 10th level, you gain regeneration 1, but fire deals normal damage to you. However, this ability does not protect you from dying due to decapitation, as per your Pumpkin Crown class feature; in addition, you do not gain the benefit of this ability if you are immune to nonlethal damage.

Secret terror (Ex): At 10th level, your nightmarish essence protects others from learning anything about you by magic. All that remains of your legacy are the stories that mothers tell disobedient children. You gain immunity to all divination spells cast against you or cast to learn information about you. Such divination fails to reveal any information. In addition, whenever a divination effect is blocked by this ability, you can make a DC 20 Intelligence check as a free action (as if identifying a scrying sensor); if you succeed, you are alerted and sense the direction and distance to the source of the effect, as per the Whispers in the Night ability.

PLAYING A MAWKIN
A mawkin is a stealthy, scary combatant. While not necessarily evil, they are certainly spooky and otherworldly.
Combat: The mawkin has a few excellent tactics for destroying his enemies, which he will often use in conjunction. He is an excellent grappler, especially if he has made some effort at being good at it; he is quite sneaky; and he has fantastic capabilities at making his enemies more frightened than they have ever been before. If all else fails, a mawkin can grab his enemies with his Shadow Cloak and finish them off with his Eerie Gaze.
Advancement: Similarly, a mawkin has several abilities which he might choose to improve upon -- stealth, fear, and grappling/natural weapons. Totemist makes a particularly good dip for a mawkin, gaining soulmelds to improve grappling, stealth, and natural attacks.
Resources: Mawkins don't make new friends very easily, though they might reconnect with allies from their first life.

MAWKIN IN THE WORLD
"It was there suddenly, like a shadow of nightmares, all grasping vines and green eyes. I ran -- I couldn't help it, the thing was terrifying!"

Mawkins are viewed with horror first and foremost, and secondarily with suspicion and wariness. Few are willing to talk to a Mawkin, making normal interactions difficult.
Daily Life: Since a Mawkin does not eat, breathe, or sleep, one does without waking up or eating breakfast. Instead, one seeks out one's enemies to deliver a second helping of nightmares, terror, and destruction.
Notables: The most famous Mawkin of them all was Simmith Droane, a human of some (mostly imagined) importance who made quite a bit of coin through brute force and intimidation during his lifetime. Some of his rivals decided that he'd be less of a nuisance when dead, and removed his head to seal the deal. They certainly did not expect what came after them that night... and none lived to tell the tale, though the pieces of those rough men were found scattered through the town. Stories and rumors abounded... but no one wanted to look too close, for fear that Simmith might appear for them.
Organizations: As primarily solitary creatures, Mawkins are not likely to organize themselves.

NPC Reaction
Most NPCs who have ever heard of a Nightmare Scarecrow believe them to be fabrications, old wives' tales told to unruly children. And, to most, that's all they are. But some NPCs see a Mawkin in person... and spend their nights in the tavern, hoping enough ale will help them sleep without being hunted by the Mawkin as soon as they close their eyes.

MAWKIN IN THE GAME
A Mawkin is a sneaky, scary grappler. The abilities revolve around those three things -- stealth, fear, and grappling. A Mawkin can be very good at all three of those with some investment. In terms of party role, a Mawkin can be a good scout (with the stealth abilities), as well as an excellent debuffer and melee beast.
Adaptation: In a campaign setting with a lot of aberrations, the tentacles of a Mawkin can easily be changed to more rubbery, fleshy appendages. The "death by decapitation" entrance could be altered to a horrible ritual involving illithids, aboleths, or other pseudonatural creatures, incubating a horrifying symbiont which replaces over the character's head.
Encounters: An NPC Mawkin would be an excellent recurring villain, haunting the party's nights, appearing out of the shadows again and again, each time more fearsome.

bindin garoth
2012-09-24, 11:27 PM
CRYSTAL PUMPKIN TECHNICIAN

http://fc08.deviantart.net/fs71/f/2011/053/8/7/yurei_by_genzoman-d3a5hm7.jpg
Picture by *GENZOMAN from Deviantart

"With but this pumpkin of mine, I will show you the darkest secrets of the mind."

You remember long ago, when you were just a child? The creaking floors, the chasing shadows, the eyes in the dark? The black cats, the flocks of bats, and the smiling pumpkins? The sweat dripping from your face as you awoke from the nightmare, gasping for air as you tell yourself it was just a dream?

You're nightmare was more than a dream.

In the deep recesses of our brains, there are things not meant to be known by man. A place were our darkest thoughts and the things of our horrid imaginations stay. And yet we never realize this place exists, let alone actually explore it.

However, there are a few with a strong mind who learn to tap into this dark place, and bring it to life. Now normally, something like this would be very straining, let alone the shock to the brain. But thanks to new technologies, a a crystal to channel your powers through, this feat actually become feasible........ As long as you are careful.

Don't let the nightmares eat you.

BECOMING A CRYSTAL PUMPKIN TECHNICIAN
Crystal Pumpkin Technicians are Gramaries (http://www.giantitp.com/forums/showthread.php?t=252794) who have learned to tap into the powers of their mind. And yet it is never enough. They learn to dig into the deepest recesses of their minds, and pull out the stuff you've only seen in you nightmares.
ENTRY REQUIREMENTS
Feat: Iron Will
Powers: Must be able to manifest one 1st level power
Special: Must possess a Psycrystal
Special: Must be specialized in Yggdratecture
Special: Must know YGGD 101: Intro to Yggdratecture.

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

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2| Pumpkin Psycrystal, Little Ones of the Nightmares, Nightmare Blast, Principles, Psionics

2nd|
+1|
+0|
+0|
+3| Pumpkin Bombs, Nightmares of My Mind

3rd|
+1|
+1|
+0|
+3|Haunting Flux, Dimension of the Darkness

4th|
+2|
+1|
+1|
+4|Mind of the Dark

5th|
+2|
+1|
+1|
+4|Dark Constructions, Stature of the Frightened

6th|
+3|
+2|
+1|
+5|Class Ability

7th|
+3|
+2|
+2|
+5|Class Ability

8th|
+4|
+2|
+2|
+6|Class Ability

9th|
+4|
+2|
+2|
+6|Class Ability

10th|
+5|
+3|
+3|
+7|Class Ability[/table]

Weapon Proficiencies: A Crystal Pumpkin Technician does not gain any weapon or armor proficiency.

Pumpkin Psycrystal(Su): Because of your new-found powers, your Psycrystal becomes warped, eventually becoming the form a small, floating pumpkin, although the exact details are left up to the player. Any bonuses granted from the Psycrystal's personality are doubled. Furthermore, your Psycrystal is always treated as being tied to your YGGD 101: Intro to Yggdratecture, which you, and only you, can access by putting your hand through your Psycrystal. This space may not hold normal items, however, many of your later class abilities will take advantage of this space. This space instead acts as a storage for the nightmares inside your brain, and serves as a way for you to grasp and use them.

Little Ones of the Nightmares(Su):Right now your grasp of the nightmares is weak. By reaching into your extradimensional space in your Psycrystal, you may pull out a small animal, just like a bag of tricks. However, you may only draw a bat, cat, or rat (chosen at the time of drawing), and you may draw out a number of animals per day equal to your class levels plus your Intelligence modifier. However, these animals are warped versions of their normal selves, and can easily be distinguished from normal animals. This otherwise functions as a bag of tricks.

Nightmare Blast(Su): But just because your grasp is weak, doesn't mean you cannot augment your powers with you nightmarish strength. Whenever you use your Eldritch Blast, you may spend a power point to tap into the nightmares of your Psycrystal, and unleash a wave of bats, cats, and rats. All damage from your Eldritch Blast is converted into slashing, bludgeoning, and piercing damage from the animals as they ram, bite, and claw at your target. Furthermore, the foe must make a Will save (DC 10 + Class levels + Intelligence Modifier) or become shaken for 1d4 rounds. This ability does not stack with itself, however a second use of this ability lengthens the duration of the effect by 1d4 rounds, as long as the foes fails it's Will save again.

Pumpkin Bombs(Su): As your powers grow, so does the number of nightmarish items you have access to. You may now draw Pumpkin Bombs from you Psycrystal as a free action. Theses bombs act as throw weapons, deal 1d8 plus per two class levels, and damaging all within a 10ft burst. Foes are entitled to a Reflex save (DC= 10 + Class levels + Intelligence modifier). This item has a range increment of 30ft.

Nightmares of My Mind(Su): People don't want to look into your mind. They just DON'T. Anytime you are the target of a mind-affecting or compulsion ability, the caster must make a Will save (DC 10 + Class levels + Intelligence modifier) or become shaken for 5 rounds, as the catch a glimpse of where your powers truly originate from.

Haunting Flux(Su): Your nightmares start having an effect on your principles too. They just seem dark, and twisted. Furthermore, any area they affect becomes...... Different. As if everything there was out to get you. All foes within the flux of any principle created by you must make a Will save or become shaken for 5 rounds. A Will save (DC=10 + Class levels + Intelligence modifier) negates this effect. The area of the flux affected by this cannot exceed 10ft plus 5ft per two class levels.

Dimension of the Darkness(Su): Why not show the enemies the madness that is your nightmares? You may expend one of your uses of
Little Ones of the Nightmare, and 5 power points to cause many bats, cats, and rats to rush out of your Psycrystal, and for the area to become darker. All area within 20ft of yourself becomes shadowy illumination, or stays dark if it was already darkness. Furthermore, the animals from your psycrystal seem to be stalking, staring, and otherwise disturbing enemies within the area, putting your foes on edge. All foes within the area become destracted

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

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

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

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

CLASS NAME IN THE GAME
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Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
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Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Felyndiira
2012-09-25, 02:48 AM
WITCH HUNTER

http://imageshack.us/a/img11/7865/24085447.jpg
Artist: Yamaada (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=18750821)

"I'm not strong - it's one of the first things that my teacher has taught us, that we are nothing against a witch. That is why I stake so much in my meager knowledge - in preparation, and in my allies; if I am not ready - if there is a single contingency that I have overlooked - my life would be over before the passing of the first night as a hunter."

- Alyssa Viearres, Master Witch Hunter
Countless millennia ago, the magicians and sorcerers of a long-forgotten age first came into contact with the denizens of the lower circles, and exchanged their soul and their humanity in their thirst for power.

These dark aspirants - many of whom were at first small time mages frustrated with their limited potential or seeking a quick and easy path to fame - were inescapably corrupted by the dark forces that they sought to master. Their souls twisted, these witches, as they were collectively named, became a blight upon their homelands. Sometimes, a powerful mage would catch wind of some particularly cruel act and end it with their mastery of magic, but many times it was said that the first witch hunters were mortals of little training who banded together and overwhelmed the delusions of these corrupted mages.

It is said that some of these men and women became especially adept at combating the corrupt sorcery of these so-called "witches", and decided to pass their knowledge down....



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

ENTRY REQUIREMENTS
BAB: +7
Skills: Concentration 8 ranks, Craft [Alchemy] 10 ranks, Knowledge [Arcana] 10 Ranks, Spellcraft 8 Ranks
Feats: Skill Focus (Craft [Alchemy]), Mage Slayer
Special: Must have undergone a major life event that has instilled a hatred of either arcane spellcasters in general, or specific groups of arcane spellcasters of your choosing. The groups may be an actual cabal (for example, "The Mages of the Crimson Lotus") or an abstraction (such as "spellcasters that regularly use their magic for evil"), ("sorcerers"), or ("spellcasters that willingly work with demons").
Special: Must receive training from a single established witch hunter (a "teacher") for at least six weeks.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Hide (Dex), Knowledge [Arcana] (Int), Knowledge [Religion] (Int), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Base Hatred|Additional Hatred|Charms Learned

1st|
+0|
+2|
+0|
+2|Hatred, Prejudice, Craft Charms|2|10|2 Minor Charms

2nd|
+1|
+3|
+0|
+3|Chasing the Target, Secret (First Circle)|5|15|1 Minor Charm

3rd|
+2|
+3|
+1|
+3|Pursuit and Rationality|9|20|2 Minor Charms

4th|
+3|
+4|
+1|
+4|Faintest of Traces, Secret (Second Circle)|14|25|1 Lesser Charm

5th|
+3|
+4|
+1|
+4|Unravel the Secret|20|30|1 Lesser Charm

6th|
+4|
+5|
+2|
+5|Turning the Spell, Secret (Third Circle)|26|35|2 Lesser Charms

7th|
+5|
+5|
+2|
+5|For Every Eventuality|33|40|1 Greater Charm

8th|
+6|
+6|
+2|
+6|Secret (Fourth Circle)|40|45|1 Greater Charm

9th|
+6|
+6|
+3|
+6|As a Hound to the Magic|50|50|1 Greater Charm

10th|
+7|
+7|
+3|
+7|Secret (Fifth Circle)|60|60|1 Master Charm[/table]

Weapon Proficiencies: Witch hunters gain proficiency with all simple and martial weapons. They gain proficiency with all light and medium armors, but no shields.

Hatred (Ex):
[i]My rage flared the moment I caught glimpse of her. She was of no threat - completely docile, and an ally of my teacher no less, but her mere presence was enough for waves of anger to sweep my mind. That stupid smile she is always wearing, innocent and blissful in ignorance - was she was mocking me? Did she not know of the sins that her people have committed? I readied myself for my usual charge, my anger manifesting as a aura of pure scarlet on my left arm; it was only the memory of myself laying on the pavement, winded and helpless with her dagger pointed casually at my neck, that made me hesitate. I did not strike - perhaps out of an apprehension that I had felt for the first time after that incident, but resigned to my weakness and shielded myself with a low-hanging wall, carefully observing her next action and waiting for an opportunity to strike.

"Good." My teacher nodded, and the witch - the girl - removed her grease spell from the training area - that simple spell that I would blindly charge into on every occasion and remove myself from the battlefield. It had made me wonder: what if she had not been an ally, but a corrupt demon-summoner that I must oppose to save yet another common life? What if in place of that grease spell, it had been disintegrate or a symbol of death? I daresay that it was thanks to that simple reminder that I am alive to this day, when many of my allies and peers have already perished. I am no less than thankful for his tutilage.
There was a point in every witch hunter's life when a witch had wronged them; these scattered memories shape themselves into pyres of anger and hatred, and the witch hunter - through intense discipline - has learned to shape his emotions into a power source to fuel their more supernatural abilities. The witch hunter's Base Hatred pool represents his discipline and the maximum hatred that he could fully control; a fledgling hunter can only control a small part of his anger at any given time, while a veteran is typically more apt at bending his rage to his will. A witch hunter needs only a minute of undisturbed introspection to restore all of his base hatred, and can be assumed to begin each encounters with all of his base hatred. In addition, hatred naturally recovers at the rate of 1 per round.

Anger, however, is a human emotion. A witch hunter has an additional hatred pool that represents situational anger that the hunter may utilize, and cannot be recovered through introspection or other natural means. Instead, this pool is can be recovered through other class features or feats, such as the Purpose class feature. Points in this additional pool may be used as hatred points to fuel the demon hunter's abilities and charms, although situational anger is a transient emotion - any hatred points remaining in this pool disappears at sunrise on each day.

Prejudice (Ex):
My arrow had struck true at that moment; I had expected a counterattack then, when the witch had finally realized that I would not be subverted by her honeyed words and lies, but she had only reinforced her own defenses. Oh well, her loss.

"Why are you so intent on attacking me?" She seemed desparate - almost pleading, even, when an ordinary witch would have quickly shown her true colors when she realized that trickery would not win her the fight. Perhaps the realization that I was prepared had dawned upon her, and she is pleading now for her life? No - it must be some other reason. "Do you remember Isolde?" I replied. Those were four words more than someone like her deserved, but for once - just this once - I could

"I see. I...I'm really sorry for your loss." She actually seemed sad; so pathetic, still putting on that silly little act even in this most decisive moment, and that pretense of regret only made my hatred flare brighter in the dusty room. She even pretended to feel regret for her group's actions, as if she still possessed a feeling heart! "However, the members of our order that orchestrated that incident had already been swiftly removed from our ranks. While I understand your loss, the Harper mages are a bastion of good - we..."

"You understand nothing!" It was a mistake to even speak to the witch of her wrongs, and I would quickly correct it. My crimson arrows struck true, cracking with the remnants of my surpressed rage; the witch winced - powerful as she is, it was apparantly the first time that she was struck with such decisive blows that pierced directly through her defenses. Her expression of faux-kindness finally dropped; her words finally revealing her true self and becoming like a tinge of frost to my ears. "Are you are so consumed by your loss that you are turning to such a path of perverse justice? It is unfortunate, but if reason and truth becomes but venom in your ears, I have no choice but to see you a threat to both the youths of my order and to the greater world. I will no longer hold back against you."

In those words I hear only a challenge.
A witch hunter has been wronged by a witch in the past, and now devotes his life to the eradication of the mages that he considers to be a waste of flesh and soul. He may consider the group of arcane spellcasters that allowed him to qualify for this class as "witches" for the sake of his class abilities. In addition, with appropriate in-game justification, he may add additional groups of spellcasters to this list; these additional groups may be an actual group (for example, "Harper Mages") or an abstraction (such as "spellcasters that regularly use their magic for evil"), ("sorcerers"), or ("spellcasters that willingly work with demons"). Once added, groups cannot be removed without explicit DM approval.

Every time he enters combat against a witch, his additional hatred pool is instantly filled by 5 for each level of Witch Hunter that he possesses. A witch hunter that knowingly associate with a witch loses all of his hatred and cannot regain hatred for at least one month after he ceases cooperation with the witch. In addition, the witch hunter gains a +4 to all will saves against someone that he considers a witch, and treats all commands from or in cooperation with a witch while under a a mind-affecting spell as a suicidal order.

DM Notes: It may be tempting for a player of this class to attempt to game the system using some specific combination of features to maximize his advantage and minimize the disadvantages of the class. Remember that prejudice is exactly what it says - it's a irrational and absolute hatred derived from the actions of a group, not a decision that that a character can make objectively and with full control over his sanity. Thus, DMs should not be afraid to reject groups with specific exceptions designed to give the player a universal advantage ("all Red Wizards except those that join my party or are friendly with me" or "all Red Wizards except Sharn Ravenlore"), groups that are outlandishly specific ("all arcane spellcasters that eat pork on Wednesdays and brushes his teeth exactly three times a day"), or are otherwise unfit.

It is possible for a player to "see the light", as you will; irrational hatred, like all other human emotions, can be changed with the circumstances, and a player that has truly realized that his views about a certain group is mistaken should be allowed to remove them from his personal list of "witches". This should not come easily, however; while an explicit atonement spell is not necessary, a character that wishes to abandon one of his hatred should be required to roleplay this out, preferable encountering the group performing actions that is agreeable to the witch hunter and perhaps saving his (and his comrades') lives without regard to his hatred. Even prejudices can change when enough outside force is applied, and a witch hunter overcoming a mistaken belief can be a major story point for any campaign.

Craft Charms (Ex): At first level, the witch hunter learns to use a combination of his Craft [Alchemy] and his Spellcrafting skills to craft special "charms" that he may use to battle against his enemies. Charms are usually non-magical items (and thus do not have an associated XP cost), although the witch hunter can channel his hatred through them to achieve potent supernatural effects. A witch hunter may freely craft and use charms that he has learned, although he may also use charms crafted by another person with a successful Use Magical Device check against the DC of the charm (ignore the non-magical nature of charms for this check).

Secrets (Su): Hunting a witch is not an easy task; mundane preparations - and even the power of their charms - are often rendered obselete under their magical mastery, and as a result, many witch hunters turned to the supernatural to even the odds against an especially powerful witch. At his second level, a witch hunter may learn one secret from the first circle. Every two levels thereafter, a witch hunter gains access to another circle, and may learn a new secret from any circles that he can access.

Chasing the Target (Ex): Witches are powerful creatures. A single hunter who foolishly believes himself able to do battle against every last witch in the world is a hunter seeking a gruelsome fate for himself. At second level, a witch hunter learns to focus the entirety of their hatred against a single witch. As long as he knows the name or appearance of an individual that he believes to be a witch, he may designate that person as his current "target." A witch hunter cannot have more than one target at any given time. However, if a hunter hears of the passing of his original target, if he can confirm that his target is not actually a witch, or if thirty days has elapsed since he last designated his current target, a witch hunter may designate a new "target" in place of the old.

If the target is actually a witch, the witch hunter gains a +2 to all saves against the target, and some of his charms and secrets may gain additional effects when used against the target. If the target is not a witch, this ability has no affect.

Pursuit and Rationality (Ex): Preparation is the life-blood of a witch hunter; with no knowledge of the target of his hunt, a hunter may as well be a blind man throwing himself into a lion's den. At third level, a witch hunter may substitute his diplomancy score for all gather information checks related to his target. A successful gather information check also reveals whether the target is actually a witch (a part of a certain group). In addition, with an additional DC 20 bluff check, the witch hunter automatically avoids suspicion on all successful gather information checks related to his target.

Faintest of Traces (Ex):

Unravel the Secret

Turning the Spell

For Every Eventuality

As a Hound to the Magic

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

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

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

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

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

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


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Felyndiira
2012-09-25, 02:50 AM
CHARMS

Introduction to Charms:


Minor Charms:
String of Caltrops
Minor Charm
Duration: 1 round/level
Hate: 1/round
Saving Throw: Reflex (see text)
Use Magical Device DC: 15

You imbue the caltrop charm with hatred and throw it at the enemy. You must make a ranged touch attack to hit the target with the caltrops; if successful, the charm entangles itself around an opponent's legs with supernatural strength, dealing 1 point of damage and subjecting the target to an entangle effect on a failed reflex save. If the reflex save is successful, the charm instead obstructs the target's movement, reducing the target's land speed to 5 ft. for its duration. The charm will not function against opponents that are Gargantuan or Colossal.

If the target requires wings or similar non-magical means to fly, the charm also disables flight for its duration regardless of whether the reflex save is successful.

The full hate cost for this charm must be paid at the time of activation.

Special Qualities:
By increasing the hate cost of this charm by 1/round, you can ignore the size restriction of this charm.

Charm Description:
The caltrop charm looks almost exactly like a chain of ornate caltrops made of ordinary wood. It weighs 1 lb. and can be sold to a collector for approximately 7 sp.

Each charm requires 1 GP of raw materials and 10 minutes to create. The DCs for craft this charm are: Craft [Alchemy]: 15, Spellcraft: 15.


Crimson Arrow Talisman
Minor Charm
Duration: Instantaneous
Hate: 1
Saving Throw: Reflex (see text)
Use Magical Device DC: 18

A crimson arrow talisman is activated by imbuing it with hate and attaching it to any arrow, bolt, or other ranged ammunition as a free action. The talisman disappears when attached, and the ammunition item begins to glow a faint shade of crimson. The arrow adds an additional 2 points of damage per level and causes the attack to ignore magical effects that increases DR, increases AC, or deflects ranged attacks/projectiles.

Special Qualities:
By increasing the hate cost of this charm by 1, you can also cause the attack to ignore magical effects that gives attacks a chance to miss or grants cover.

Charm Description:
A crimson arrow talisman looks like a standard paper talisman with ornate symbols painted with a crimson ink. It has negligable weight and is worth 1 CP on the market.

Each charm requires 5 SP of raw materials and 1 minute to create. The DCs for craft this charm are: Craft [Alchemy]: 15, Spellcraft: 15.

Retrokinesis
2012-09-25, 08:24 AM
WAKELESS TITAN

http://images1.wikia.nocookie.net/__cb20090321172443/scoobydoo/images/f/f5/Ghost_of_Captain_Cutler.jpg

"What will we do with a drunken sailor... / What will we do with a drunken sailor..."

Any druid can tell you that the depths of the seas hold things far stranger than an Outer Plane. Most of the time, these things are content to drift through the pitch black abyss that is their home. Except when they have visitors. Like any good host, these things like to make their guests feel at home...

BECOMING A WAKELESS TITAN
No one becomes a Wakeless Titan on purpose. It requires a particular affinity for the sea and aquatic combat coupled with the bone-crushing strength and endurance exemplified by the Stone Dragon discipline. And, of course, it requires the kind of intimacy with the Depths one can only get by having their corpse rest there for its inhabitants to play with.

ENTRY REQUIREMENTS
BAB: +5.
Feats: Aquatic Shot (Stormwrack), Exotic Weapon Proficiency: Harpoon (Stormwrack).
Skills: Intimidate 8 Ranks, Swim 4 Ranks.
Martial Maneuvers: Must know at least one Stone Dragon maneuver and one Stone Dragon stance.
Special: Must have been resurrected, after either dying from drowning or having your corpse disposed of in water deeper than a lake.

Class Skills
The Wakeless Titan's class skills are Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (geography), Martial Lore, Profession, Swim, Use Rope.
Skills Points at Each Level: 4 + int

Hit Dice: d12

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

1st|
+1|
+2|
+0|
+0|
1|
0|
0|Deep Shell, Watery Grave

2nd|
+2|
+3|
+0|
+0|
0|
0|
0|Blackwater Blood, Blackwater Body

3rd|
+3|
+3|
+1|
+1|
1|
1|
0|Dredge Line, Nautical Lights

4th|
+4|
+4|
+1|
+1|
0|
0|
0|Wounding Strikes

5th|
+5|
+4|
+1|
+1|
1|
0|
1|Bring Them Down

6th|
+6|
+5|
+2|
+2|
0|
1|
0|Frozen Abyss

7th|
+7|
+5|
+2|
+2|
1|
0|
0|Reel Them In

8th|
+8|
+6|
+2|
+2|
0|
0|
0|Brutal Impalement

9th|
+9|
+6|
+3|
+3|
1|
1|
0|Unstoppable

10th|
+10|
+7|
+3|
+3|
0|
0|
0|One With the Depths[/table]

Weapon Proficiencies: Wakeless Titans gain proficiency with all armor, but not with shields.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit, Diamond Mind, Iron Heart, or Stone Dragon Discipline. You must meet a maneuver's prerequisite to learn it. You add your full wakeless titan levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.

At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 5th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart, or Stone Dragon Discipline. You must meet a stance's prerequisite to learn it.

Deep Shell (Ex): Your armor doesn't impact your diving abilities in the least. At 1st level, you do not suffer armor check penalties to Swim checks. Any armor you wear also doesn't count towards your encumbrance as long as you are underwater.

Watery Grave (Ex): Even though you've risen from the dead at least once, the Depths left their mark on you. From 1st level on you can breathe water as well as air. You gain a natural swim speed equal to half your base land speed. This gives you a +8 racial bonus on Swim checks to perform special actions or avoid hazards. You may always choose to take 10 on Swim checks even if distracted or in danger. You may "run" while swimming, provided you move in a straight line. You also gain the Water subtype, although it doesn't really do anything. You can use Stone Dragon maneuvers even when not touching the ground (in case anyone actually uses that rule).

Blackwater Blood (Ex): The Depths have invested in you at this point and don't want to lose their investment. At 2nd level you gain fast healing equal to half your class level.

Blackwater Body (Ex): Your form further adapts to the deep ocean. Starting at 2nd level you no longer suffer ill effects of any kind from the pressure of the ocean or low temperatures.

Dredge Line (Ex): Your ability to wield a harpoon in combat is unmatched. Starting at 3rd level, you can will any harpoon you throw to return to your hands as a free action. This allows you to make full attacks with one thrown harpoon at your full number of attacks. If the harpoon is currently lodged in a target when you activate this ability, it returns to you without further harming the target.

Nautical Lights (Ex): At 3rd level, you are finally at home in the blackwater Depths. You gain Darkvision out to 30 feet, or add 30 feet to your existing Darkvision range.

Wounding Strikes (Ex): You continue to develop your combat abilities with the harpoon. At 4th level, any harpoon you wield gains the Wounding property at no cost, meaning it inflicts 1 point of Constitution damage per attack. This ability does not function if anyone except you attempts to use the harpoon, or against creatures without blood (DM's discretion). Also, whenever you use a harpoon in melee (and ONLY melee) to attack a creature, you deal an extra 2d6 damage as the barbs tear their flesh.

Bring Them Down (Ex): Some of your opponents no doubt think staying away from you will keep them safe. They're wrong. Starting at 5th level you can initiate any martial strike you know that targets 1 creature through a ranged harpoon attack.

Frozen Abyss (Ex): With the amount of time you've spent in the Depths, cold simply doesn't bite anymore. From 6th level on you gain the Cold subtype, making you immune to cold damage but vulnerable to fire damage.

Reel Them In (Ex): Your ranged combat ability is pretty terrifying for a martial adept, but nothing beats stabbing someone in the face. At 7th level, whenever your harpoon embeds in a target, you may attempt to forcibly drag them towards your space. Make an opposed Strength check as a move action. If you succeed, your opponent must move 1 square towards you for each point you exceeded their check by. This movement does not provoke attacks of opportunity nor allow them to attack anyone they pass. If they end their turn adjacent to your square from this movement, they fall prone. Your opponent may NOT attempt to remove the embedded harpoon on any turn they have been moved by this ability, although their allies can.

Brutal Impalement (Ex): The greatest weakness of the harpoon is that your opponents can tear it from themselves. At 8th level, you learn how to fix that. You may add your Wakeless Titan class level and your Strength modifier to all harpoon-based DCs including: the Reflex save to avoid it embedding, the Concentration check to cast a spell while impaled, and the Heal check to remove it without inflicting damage. Any impaled creature that attempts to remove the harpoon themselves now suffers twice the initial damage.

Unstoppable (Ex): You've endured so much by this point that there's basically nothing that can do more than slow you down. At 9th level your fast healing upgrades to regeneration, bypassed by dessication damage (Sandstorm).

One With the Depths (Ex): The beings of the blackwater abyss smile upon you, for you're finally one of them. Your type changes to Elemental [Augmented Whatever]. You keep the Cold and Water subtypes you already have, but lose your fire vulnerability. Your Darkvision increases by another 30 feet, you become immune to poison, sleep, paralysis, and stunning, and can no longer be critically hit or flanked. You no longer need to eat, sleep, or breathe. Unlike most elementals, you maintain your soul and can be resurrected normally.

PLAYING A WAKELESS TITAN
You're an extremely tanky martial adept with a more limited selection of maneuvers but more combat utility.
Combat: Start by assessing the battlefield. If there are spellcasters or ranged combatants, throw your harpoon at them. Drag them towards you if you have that ability or charge at them if you don't. Once you're in melee range, they won't last long. Although you have a lot more ranged presence than most martial adepts you're still a melee combatant at heart. Your harpoon has some fairly great options to lock people down: it can make spellcasters fail their spells or force flying or ranged characters to stay closer than they'd like. Wield your harpoon two-handed and power attack with it; you're hard enough to kill between your armor and fast healing that you don't really need a shield.
Advancement: The best idea is probably going back and finishing up Warblade or Crusader. You could grab another martial prestige class but this would limit your maneuver selection even more than it already is.
Resources: Your harpoon is the only resource you really need. You might be able to join up with an aquatic organization if any exist in your campaign; if not, ask your DM if the beings of the blackwater Depths would lend you a tentacle...

WAKELESS TITANS IN THE WORLD
Aquatic soldiers in full metal armor empowered by dark sea monsters? I don't believe it for a second. -Many sailors, most now deceased

Nobody really knows about Wakeless Titans unless they have specific experience with the Depths or the Titans themselves.
Daily Life: "Steady" is the best way to describe a Titan's life post-entry: they mostly continue doing whatever they did before with a noticeable improvement to endurance. Some rare few serve the Deeps directly but scholars note those mysterious beings rarely ever seem to make any actual demands on their self-proclaimed agents.
Notables: Titans are mostly anonymous, covered as they are by heavy armor and water, but a few of them develop almost-mythlike reputations among coastal communities. Of particular note is Captain Cutler, a mercenary drowned in a magical storm. He lives to serve the indecipherable agenda of his deep patrons, stopping only to avenge himself on any druids he encounters.
Organizations: There are no formal organizations composed entirely of Wakeless Titans. They can be found among aquatic organizations like the Wavekeepers (especially the Black Circle), adventuring parties and mercenary groups, or as lone wanderers. They tend to recognize each other on sight fairly well but, interestingly, seem to have no qualms about fighting at all.

NPC Reaction
Most people aren't going to see a difference between a Wakeless Titan and any other heavily-armored combatant. The harpoon may perk the curiosities of other melee fighters but they're common enough in coastal settings no one else is going to care. Thus, most people react as they would towards any other mercenary adventurer...at first. It's when they see said adventurer instantly regenerate from an axe blow or stroll out of the sea unfazed that they become hostile or, more likely, terrified. The only beings they can count on to be friendly or even helpful are the Things that dwell in the darkest Depths...

WAKELESS TITANS IN THE GAME
Wakeless Titans are formidable warriors skilled at both melee and ranged combat, but they don't have any super insane abilities.
Adaptation: The easiest change would probably be removing the martial maneuver prerequisites and advancement, making it open to regular physical classes. Flavor-wise, the blackwater Depths and their inhabitants are left deliberately vague. You could make them more of an active presence in the Titan's life or tie the class to something else like Dagon or the Sahaugin.
Encounters: Encounters with Wakeless Titans tend to be the end or penultimate encounter in an adventure: they make poor generic thugs due to how tactical their abilities are. Play-up their inhuman toughness and unusual fighting style.

Sample Encounter
Captain Cutler was a mercenary who signed-on to an expedition to a faraway continent. When a massive thunderstorm conjured by an irate druid sank the expedition he drowned and sank to the Depths. Given new life and purpose by the creatures there, he roams the world advancing their inscrutable agenda.
EL 8:This encounter assumes the PCs manage to confront Cutler on land and away from backup: he usually has several minions (preferring casters or archers) in tow. He will target obvious spellcasters with ranged harpoon attacks first, aiming at any with an obvious animal companion above all (he still has a grudge against druids for killing him).

Capt. Cutler
Male human Warblade 5/Wakeless Titan 3
AL LN Medium humanoid (Water)
Init +4, Senses: Listen +3, Spot +3, Darkvision 30 ft.
Languages Common, Aquan, Sahuagin
------------------------------------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 63 (8 HD); Fast Healing 1
Immune Low temperatures, pressure
Fort +9, Ref +4, Will +3
------------------------------------------------
Speed 20 ft. (4 squares), Swim 15 ft. (3 squares)
Melee Harpoon +12/+7 (1d10+4;x2)
Ranged Harpoon +9/+4 (1d10+4;x2)
Base Atk +8, Grp +11
Atk Options Power Attack, Dredge Line
-----------------------------------------------
Maneuvers and Stances Known (IL 8th):
Stances- Punishing Stance, Hunter's Stance
Strikes- Steel Wind, Mountain Hammer, Battle Leader's Charge, Foehammer, Divine Surge
Boosts- Sudden Leap, Iron Heart Surge
Counters- Moment of Perfect Mind
Disciplines: Devoted Spirit, Diamond Mind, White Raven, Stone Dragon, Tiger Claw
-----------------------------------------------
Abilities Str 18, Dex 10, Con 14, Int 14, Wis 12, Cha 8
SQ Battle clarity (reflex saves), weapon aptitude, uncanny dodge, battle ardor (crit confirmation), deep shell, watery grave, blackwater blood, blackwater body, nautical lights
Feats Aquatic Shot, Exotic Weapon Proficiency: Harpoon(B), Improved Initiative(B), Point Blank Shot, Power Attack
Skills Balance +11, Climb +14, Concentration +13, Intimidate +10, Jump +8, Swim +22
Possessions +1 full plate armor, +1 harpoon, gauntlets of ogre power, 435 gp.

EdroGrimshell
2012-09-25, 07:15 PM
The Horror

http://www.guildwars2necromancer.net/wp-content/uploads/2012/06/GW2_NECROMANCER_10.png

Don't Fear the Reaper.

The horror is a fear monger, a warrior that thrives on the fear of others and makes their fear his strength. They learn to wield fear like the scythes they favor and infuse it into their being until they become the ultimate nightmare.

BECOMING A HORROR
Fighters are the most common Horrors, esspecially those using the Thug variant (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#fighterVariantThug). Barbarians sometimes enter this class, as do fallen paladins or paladins of freedom. Very rarely, a multiclassed fighter/dread necromancer will enter this class.

ENTRY REQUIREMENTS
Alignment: Any Nonlawful
BAB: +5
Skills: Intimidate 8 ranks, Bluff 5 ranks
Feats: Daunting Presence, Weapon Focus (Scythe, Kama, or Kusari-Gama), Iron Will
Special: Must have been subjected to a Fear effect.

Class Skills
The Horror's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Ride (Dex), and Swim (Str)
Skills Points at Each Level: 4 + Int mod

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+2|Feed the Fear, Deathscythe|
2

2nd|
+2|
+3|
+0|
+3|Reaper's Shroud, Swift Demoralization|
4

3rd|
+3|
+3|
+1|
+3|Bonus Feat|
7

4th|
+4|
+4|
+1|
+4|Dread Form|
11

5th|
+5|
+4|
+1|
+4|Extended Demoralization|
16

6th|
+6/+1|
+5|
+2|
+5|Bonus Feat|
22

7th|
+7/+2|
+5|
+2|
+5|Dread Servant|
29

8th|
+8/+3|
+6|
+2|
+6|Enhanced Intimidation|
37

9th|
+9/+4|
+6|
+3|
+6|Bonus Feat|
46

10th|
+10/+5|
+7|
+3|
+7|Ultimate Nightmare|
56[/table]

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

Presence: A horror's very existance is fear, and as they grow, so does the fear they wield. This is measured by their Presence, a pool of points used to fuel a number of the horror's class features. As long as the horror has one point of presence, he gains a bonus on Intimidate checks equal to his horror level and an increase to the DC of his Daunting Presence by half his class level.

Feed the Fear (Ex): A horror is a master of fear, and they know how to feed it and make it grow, strengthening their very aura with a sense of foreboding and fear. By spending presence, the horror can empower his Daunting Presence. By spending a number of points the horror can affect a number of additional targets with his Daunting Presence equal to the number of points spent. By spending two points when using Daunting Presence, the horror can make any shaken target frightened. By spending four points when using Daunting Presence, the horror can make any frightened target panicked. by spending eight points when using Daunting Presence, the horror can make any target frightened instead of shaken. By spending twelve points when using Daunting Presence, the horror can make any target panicked instead of shaken. By spending three points when using Daunting Presence, the horror can extend the range of his Daunting presence by 30ft. By spending ten presence when using Daunting Presence, the horror can cause any cowering opponent to fall unconscious for twenty four hours.

Additionally, the horror gains the benefits of Never Outnumbered with any Intimidate check he makes to demoralize an opponent and the horror can cause fear in creatures normally immune to fear effects, including mindless creatures like oozes and vermin.

Deathscythe (Su): The horror can infuse any scythe, kama, or kusari gama he wields with the power of the reaper. As long as the horror has one point of presence he can turn any scythe, kama, or kusari gama he wields into a deathscythe, causing it to become a far more intimidating instrument of death. The base damage of the scythe increases as if it were one size larger, its critical threat range increases by one which stacks with effects that increase the critical threat range, and the horror adds his Cha bonus as a bonus on attack and damage rolls.

When the horror makes an attack against a shaken, frightened, panicked, or cowering opponent with his deathscythe he deals additional damage. A shaken opponent takes an additional 2d6 points of damage, a frightened opponent takes an additional 4d6 points of damage, a panicked opponents takes an additional 6d6 points of damage , and a cowering opponent takes an additional 8d6 points of damage. This bonus damage is not multiplied on a critical hit.

Reaper's Shroud (Su): Starting at 2nd level, the horror can wear fear like a cloak, as if it were the shroud worn by the grim reaper. As long as the horror has one point of presence he can form the Reaper's Shroud as a standard action. This causes any clothing he wears (including armor) to darken to blacks and greys and gain a more intimidating appearance or forms a cloak of fear made manifest. While the Reaper's Shroud is manifested the horror gains a deflection bonus to his armor class equal to his Cha bonus and any armor bonus the horror now applies against touch attacks.

Swift Demoralization (Ex): Even when they aren't accessing their presence, a horror is still a terrifying individual. From 2nd level onward, the horror can demoralize an opponent as a Swift action.

Bonus Feats: At 3rd, 6th, and 9th level the horror gains a bonus fighter feat. The horror counts his levels in horror as fighter levels when meeting the prerequisites for feats involving the scythe, kama, or kusari gama.

Dread Form (Su): Starting at 4th level, the Horror can infuse his form with the essence of dread itself, turning him into a skeletal crusader of fear. As a free action, the horror can spend a point of presence to enter their dread form for a number of rounds equal to 1 + his modified Cha Bonus. While the horror's Dread Form is active, he gains a +4 bonus to his Cha score and adds his Cha bonus as an untyped bonus to his saving throws. Additionally, the bonus to Intimidate checks from having points of presence is doubled.

Extended Demoralization (Ex): A horror is a truly terrifying individual and the fear he inflicts lingers. Starting at 5th level, when the horror demoralizes a target, the shaken condition lasts for his class level + his Cha bonus rounds. Changes to the horror's Cha score does not change the duration of the shaken condition for previous uses.

Dread Servant (Su): A horror of at least 7th level can create unliving creatures known as dread servants. The horror may spend an hour turning a mostly intact corpse into a dread servant. A dread servant is identical to the base creature except it is either undead (if the horror that created it was neutral or evil) or deathless (if the horror that created it was good).

The dread servant gains the benefits from having unholy toughness and unholy grace (using the horror's Cha in place of its own), and has an Int score equal to that of a familiar of a sorcerer twice the horrors level or its natural Int score, whichever is higher.

The dread servant has a number of hit die and/or class levels equal to that of the horror - 1 and is treated in all other ways as a cohort. The horror may only have one dread servant at any time.

Enhanced Intimidation (Ex): The horror is a master of manipulating and inducing fear. The horror may spend five points of presence to make any one Intimidate he makes treated as a natural 20.

Ultimate Nightmare (Ex): At 10th level the horror becomes a creature of pure fear. The horror's type changes to that of his dread servant (undead if neutral or evil and deathless if good) and he gains both Unholy Toughness and Unholy Grace.

As long as the horror has a certain amount of presence remaining he gains certain benefits. For every five points of presence the horror has, he gains one point of fast healing, up to a maximum of fast healing five, and two points of damage reduction overcome by adamantine, up to a maximum of damage reduction 10/Adamantine.

Additionally, the horror increases his Str, Dex, and Cha scores by 2 each.

PLAYING A HORROR
The horror is narrowly focused on inducing fear on an extreme level, using fear and steel to slay his enemies. They shake their enemies to the bone, chill them with despair, and burn them with fear, that is their way.
Combat: The horror will always attempt to strike fear into his enemies, turning their fear into his strength and weakening them. Even creatures that normally do not know fear will tremble before the horror, and this makes his strikes stronger, his power more potent, and his enemies all but helpless. The horror fights dirty, turning his enemies against themselves in order to weaken them and strengthen themselves.
Advancement: A horror is always looking to improve his martial prowess, esspecially with his deathscythe. Any class that aids in making his deathscythe a more potent weapon is a good option once the horror finishes their class.
Resources: Much like fighters, a horror can draw a lot from military funding, however, they can also draw on the resources of the Death Dealers should they be a part of the organization.

HORRORS IN THE WORLD
I've never been so terrified of an adventurer in my life, and I've seen those thrice damned demon tamers!

A horror is a being of fear and despair, whether good or evil, they have a poor reputation. Many hide their abilities, but few manage to live stable lives once they walk this path, they are as much haunted by their own abilities as their enemies are.
Daily Life: The life of a horror is lonely, few will believe a horror is anything more than a monster, and they have little right to argue. Horrors traditionally travel from place to place, and use their talents when necessary.
Notables: The first horror, a blackguard simply known as Craven, dedicated his life after his fall to fear, striking as much fear into the hearts of his previous order and everyone he met as he could, killing many through fear alone, until it consumed him, turning him into a true nightmare, a creature made of fear and despair, fueled by the simple desire to spread its fear farther and farther.
On the other side, however, is the horror known as Black Remaint, a vigilante that travelled the world and used his image and reputation to strike those that went against the people with fear, a silent shadow that made any city he visited a place free of criminals as he burned their souls with their own fear. His name and face were never seen, only the frozen skull that was his death form was ever seen.
Organizations: The horrors have few formal organizations, only one being prevalent. The Death Dealers. The Death Dealers are generally good or neutral horrors that seek to aid the reaper in his work, putting down those that must die and keeping alive those whose time has yet to come. They are often seen as monsters, despite their constant striving to help, but that's what they have become, they are truly monsters, abominations, horrors...

NPC Reaction
A traditional commoner would not recognize a horror until they manifested their Reaper's Shroud, Deathscythe, or Dread Form, but, once they realize the horror's nature, they are quick to run away screaming for their lives.

Zelkon
2012-09-29, 08:10 AM
Pumpkin Lord


http://fc02.deviantart.net/fs51/f/2009/287/2/0/The_Pumpkin_King_by_chikinrise.jpg
By Chikinrise of DeviantArt


There's children throwing pumkins/ instead of throwing heads / they're busy carving lanterns/ and absolutely no one's dead! - Jack Skellington, Pumpkin Lord.

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
BAB:+5
:
Special:must know Eldrich Blast
:
:

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

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|Pumpkin Blast +1d6|+1 level of Warlock Invoctions

2nd|
+1|
+0|
+0|
+3||+1 level of Warlock Invoctions

3rd|
+2|
+1|
+1|
+3|Pumpkin Blast +2d6|+1 level of Warlock Invoctions

4th|
+3|
+1|
+1|
+4||+1 level of Warlock Invoctions

5th|
+3|
+1|
+1|
+4|Pumpkin Blast +3d6|+1 level of Warlock Invoctions

6th|
+4|
+2|
+2|
+5||+1 level of Warlock Invoctions

7th|
+5|
+2|
+2|
+5|Pumpkin Blast +4d6|+1 level of Warlock Invoctions

8th|
+6|
+2|
+2|
+6|Class Ability

9th|
+6|
+3|
+3|
+6|Pumpkin Blast +5d6|+1 level of Warlock Invoctions

10th|
+7|
+3|
+3|
+7||+1 level of Warlock Invoctions[/table]

Weapon Proficiencies: A Pumpkin Lord gains no proficiencies but is considered proficient with any attacks granted by his

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

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

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

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

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

Zallera
2012-10-01, 03:42 AM
Spirit Stalker



Honestly, to think that a bunch of grown men would be afraid of a few ghosts

Spirit stalkers are agents of the white eye, a clerical order that exists to hunt down evil necromancers and priests and the abominations they create. The white eye was originally made up of followers of Heironeous and Pelor that decided the best way to fight evil was to study it and find ways to turn evil against itself. One method discovered was a forbidden ritual to summon a type of spirit from the negative energy plane that feed on negative energy, these spirits called the Xem are then bound to a willing host. Those that undertook this ritual gained powers that allowed them to fight back against undead with the very power that fueled them. Despite showing great success in the battle against evil the high priests of Pelor and Heironeous cast the order out calling them tainted and fallen. Free from the moral constraints of their former order the white eye gained power and influence by using methods to empower their agents that no priest of Pelor or Heironeous would even consider.

The most powerful of those that take on this ritual have developed their bond with the spirits to the point where they could manifest the spirits in a variety of ways that aided them in the battle against evil. Although their powers are intended to be used against the undead, the Xem's nature of feeding off negative energy makes several of the spirit stalkers abilities even more portent against negative energy beings.

The Xem are bizarre fish-like creatures that are native to the deepest parts of the negative energy plane. They looks quite similar to a skeletal piranha that measures 4 inches in length and their entire body is surrounded by a light blue glow. Although the Xem normally subsist on the negative energy the negative energy plane itself exudes, they will also feed on any source of energy they come across swarming it in a feeding frenzy akin to that of a school of real piranhas.

Becoming A Spirit Stalker
Although anyone who has sufficient strength of will and is sufficiently attuned to the realm of spirits may become a spirit stalker the majority of those who are chosen to undergo the training to become one are rogues as the white eye typically selects them for their ability to reach their targets undetected, gather information and to blend in to a society when they are not actively on a mission.

ENTRY REQUIREMENTS
BAB +3
Skills: Gather Information 6 ranks, Hide 8 Ranks, Move Silently 8 Ranks
Feats: Iron Will
Special: Willingly allow yourself to have negative energy eating spirits bound to you

Class Skills
The Spirit Stalker's class skills (and the key ability for each skill) are
Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump(Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Swim (Dex), Tumble (Dex)

Skills Points at Each Level: 5 + int modifier

Hit Dice: d6

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

1st|
+0|
+0|
+2|
+2|Sneak Attack+1d6, Incorporeal Harmonization, Surrounded by Spirits

2nd|
+1|
+0|
+3|
+3| Spectral Infusion, Speak with dead

3rd|
+2|
+1|
+3|
+3|Sneak Attack+2d6, Sphere of Anguish

4th|
+3|
+1|
+4|
+4|Spirit form

5th|
+3|
+1|
+4|
+4|Sneak Attack+3d6, Phantom Strike

6th|
+4|
+2|
+5|
+5|Midnight Blade

7th|
+5|
+2|
+5|
+5|Sneak Attack+4d6, Sphere of Sorrow

8th|
+6/+1|
+2|
+6|
+6|Hungry Spirits

9th|
+6/+1|
+3|
+6|
+6|Sneak Attack+5d6, Greater Spirit Form

10th|
+7/+2|
+3|
+7|
+7|Negative Planar Rift[/table]

Weapon Proficiencies: A Spirit Stalker gains proficiency with Light armor, but not shields.

Saving Throws
The saving throw for any spirit stalker ability that allows one is (DC 10+ Class Level + Wisdom modifier) if they have spirit form active they may add half of their non spirit stalker class levels and may use all their class levels if greater spirit form is active. If the spirit stalker has any class levels that grant divine spell casting they may add those levels if they were spirit stalker class levels. The spirit stalkers effective caster level for any spirit stalker abilities is their spirit stalker class level plus their wisdom modifier.

Abandoned Spirit Stalker
Although being evil does not prevent one from becoming a spirit stalker a person that consistently commits evil acts upon good beings will find themselves abandoned by the Xem and unable either progress further as a spirit stalker or use any spirit stalker abilities. The Xem are not quick to forgive and a single atonement spell will not reverse this status. The Xem require that a spirit stalker they have abandoned seriously atone for their actions by either aiding spirits in need or killing those who use undead for evil purposes until the Xem are appeased.

Surrounded by Spirits (Ex)
The process of having the Xem bound to oneself opens up that person as a spiritual conduit which allows them to attach additional spirits to themselves in order to help transport them to where they may find peace and move on to the afterlife. The spirit stalker cannot be possessed by spirits who willingly follow the spirit stalker and may speak to any of these spirits by concentrating for a full round to focus on a particular spirit and must continue concentrating to maintain contact with them. These spirits may cause animals to become unnerved around the spirit stalker as they can sense something is unnatural with the spirit stalker.

Anyone viewing a spirit stalker with a detect undead spell sees the spirits that a spirit walker has with them. A first level spirit stalker would only show up with a few trailing glows, while a 10th level spirit stalker would almost be a nexus of spirits, surrounded by a whirlwind of glowing spirits.

Incorporeal Harmonization (Ex)
As the spirit stalker grows in strength they become increasingly attuned to the Xem that inhabit their body and strengthen their host against certain types of spells and grants them abilities that let them track down undead much easier than they could before becoming a spirit stalker.

At 1st level the spirit stalker gains the ability to detect undead as a paladin would detect evil, this ability is a spell-like ability.

At 3rd level the spirit stalker has learned how to track undead created through necromancy back to their creators. By touching the remains of an undead and giving up the use of their detect undead ability for an hour, the spirit stalker can sense the vague direction that the creator of the undead is in as long is within 1 mile of the spirit stalker per spirit stalker level. Any abilities or magical effects that blocks or misdirects divination spells affects this ability and the ability lasts 1 minute.

At 4th level the spirit stalker has become so attuned to the Xem that they have taken on some of their negative energy qualities and gain a +1 save bonus against any spell or ability that falls under the necromancy school or has the evil or death descriptor.

At 7th level the negative energy quality of a spirit stalker has strengthened and their save bonus has increased to +2

At 10th level the bonus increases to +3

Spectral Infusion (Ex)
Upon using this ability the Xem within a spirit stalker temporarily empower a single weapon (natural weapons included) the spirit stalker has on their person granting it the ability to strike incorporeal beings as if it was a ghost touch weapon. The Xem also have the ability to devour the negative energy of undead or a negative energy being causing 1d6 additional damage, this effect can occur a number of times per round equal to her wisdom modifier (minimum 1). While this ability is active the rogue may choose to forgo any extra damage on a successful sneak attack to instead deal 2 points of strength damage to an opponent as per the crippling strike ability (This ability does not stack with crippling strike should the spirit stalker possess it). This effect lasts 3 rounds plus the spirit stalkers wisdom modifier, although the spirit stalker may dismiss the effect earlier if she chooses. This ability may be used a number of times per day equal to half of the spirit stalkers class level plus her charisma modifier.

At 5th level a spirit stalker gains the ability to apply this effect to a second weapon (Or both hands) and the damage effect can occur an additional time per round, she also learns how to strike at more then flesh and may choose to deal charisma damage instead of strength damage. At 10th level this effect can occur an additional time per round and the additional damage is increased to 1d8.

Speak with dead (Sp)
At 2nd level the spirit stalker gains the ability to speak with dead as per the 3rd level spell with the exception of a 1 minute casting time, the spell may also be cast on the spirit of one who is deceased and not just a corpse and may affect any such target that has been dead for 1 week per spirit stalker level. She may use this ability 3 times per day plus her charisma modifier and the target receives a penalty to their will save (if applicable) equal to the spirit stalkers wisdom modifier (maximum -3).

Sphere of Anguish(Su)
At 3rd level a spirit stalker can focus the anguish of those slain by the undead into a small black sphere the size of an orange, the sphere can be combined with various materials to create certain effects. Once given an effect the sphere can then be thrown like a rock and as it strikes a creature or surface the effect the sphere was imbued with activates. This ability may be used three times per day plus the spirit stalkers charisma modifier

Blood: a sphere that is imbued with a single drop of blood taken from either a vampire or anyone what has been bitten by a vampire becomes a deep crimson blood. Once activated this sphere swells to six inches in diameter and hovers five feet above the ground, once in the air the sphere splits apart and forms a set of floating jagged looking teeth made of blood. The teeth then launch themselves at a single creature within 30 feet and deal 1d6+1 points of damage per every 2 spirit stalker levels (Fort save for half damage), any damage dealt by these teeth to a living creature heals the spirit stalker the spirit stalker a like amount of hit points any hit points the spirit stalker is healed over their maximum hit points last an hour.

Bone:By combining the sphere with a sliver of bone taken from a slain undead the sphere when activated expels a multitude of skulls over a 10 foot square area which explode on contact. Anyone caught in this area takes 1d4 damage per every 2 spirit stalker levels.

Ectoplasm: a sphere created from ectoplasm left behind by a ghost bursts upon impact spraying a clear goo that glows in the dark and sticks to every living being, undead, construct and elemental in a 20 foot radius (supposing their form doesn't destroy the goo on contact i.e a fire elemental). Any creature struck by the goo is treated as if they were struck by a glitterdust spell except the goo does not blind those it strikes and the hide penalty only applies to creatures trying to hide in shadows or a low light (or darker)area, the unnatural glow of this goo can even be seen through magical darkness.

Nightshade:A sphere combined with a few petals from a nightshade spits out a 15 food cubed cloud of a mostly clear green gas that causes anyone in the area to make a fortitude save or suffer a -2 penalty to attack and damage rolls for 3 rounds, any mindless undead in this area of effect suffer the same penalties with no saving throw. This gas dissipates after a single round.

Spirit form (Ex)
Upon reaching 4th level the spirit stalker may spend a full round to partially take on a negative energy spirit form, upon taking this form the user appears similar to a shadow. While in this form the spirit stalker gains a +4 bonus to any move silently checks and in any area of low light gains a +4 bonus to hide checks The spirit stalker also gains 30 foot dark vision while this ability is active. This ability may be used twice per day at 4th level and gains an additional use at 6th and 9th level. This alternate form lasts 5 rounds plus the users wisdom modifier, the spirit stalker may extend the duration of spirit form by an additional use as a free action and without interruption to the effect.

At 6th level the spirit form is enhanced by activating Midnight Blade and the spirit stalkers dark vision can extend to 60 feet and ignores the darkness created by any spirit stalkers midnight blade ability.

Phantom Claws (Ex)
This ability allows a spirit stalker to concentrate the Xem into one of their arms causing a black haze to envelop her arm which quickly forms into a semi translucent armor ending in a set of wicked claws. This arm glows a faint indigo and can stretch out up to 25 feet and make a ranged attack at a opponent, even arching over or around obstacles if necessary to reach the target, striking at any creature that the spirit stalker does not have line of sight on incurs the standard concealment penalties. The arm can also grab something from up to 25 feet away weighing 10 pounds or less. The arm expends its energy when making contact with another being so any grapple attempt automatically fails and causes the arm to dematerialize. This attack deals half of any sneak attack damage die that the spirit stalker has in damage (if the spirit stalker has an odd number of sneak attack dice round down to an even number and add +2 to the damage). i.e a Rogue 5/Spirit Stalker 5 would do 3d6 damage with this attack, a Rogue 5/Spirit Stalker 7 would do 3d6+2 damage. A spirit stalker can call on this ability 5 times per day plus her charisma modifier.

Alternatively the spirit stalker may form the armor on both arms in which case only the elbow and down is affected, while these hands cannot stretch like the full arm version does they do function as climbing claws and give a +3 bonus to climb checks while climbing wood or stone and if used to attack last the spirit stalkers wisdom bonus in rounds (minimum 1 round duration). A spirit stalker may apply spectral infusion or Midnight Blade to this form of phantom claws.

Midnight Blade (Ex)
By focusing every Xem in their body for a single attack a spirit stalker can infuse a single weapon with a pack of ravenous Xem so that it becomes black as night with small incorporeal Xem partially coming out of the weapon and lashing out at any source of energy they can sense. These hungry Xem quickly devour the light around the weapon they are occupying causing a 5 foot cubed area around the weapon to become totally dark, this darkness expands by 5 feet around until either the spirit stalker uses the attack or until a 20 foot cube around the spirit stalker is dark.

This ability allows one to apply their full sneak attack bonus to any creature of the undead or ghost type, this attack requires the entirety of the spirit stalkers focus and is the only attack they may make in that round and may not use any spirit stalker abilities in the same round even if they are a free action. Activating Midnight Blade counts as a move action unless the spirit stalker has already used Spectral Infusion on the chosen weapon at which point Spectral Infusion's effect ends and activating midnight blade is a swift action. The darkness created by this effect immediately disappears upon striking a being, this ability can be used 5 times per day.

Sphere of Sorrow (Su)
At 7th level Spirit Stalkers gain the ability to focus the sorrow of the dead into a hovering sphere which appears to made entirely of incorporeal eyes and skeletal mouths flowing throughout it, the sphere measures 1 foot in diameter and the spirit stalker can cause it to materialize within 50 feet of herself. This sphere continues to groan,cry and gibber incoherently causing anyone within 20 feet of the sphere to receive a -5 to any concentration check, the sphere will continue to do this for 10 rounds or until given one of several commands (activating any command is considered a swift action.) The sphere and any effect that it emits is not considered magical although the sphere itself will react to a detect undead spell. The spirit stalker herself is immune to the effects of the sphere of sorrow with the exception of the damage effects of the weep and erupt commands and has no immunity to the scream command. The sphere of sorrow can be summoned twice per day plus her charisma modifier.

Breathe: when the command to breathe is issued the mouths on the sphere will continuously emit in all directions a cloud of unnaturally disgusting orange gas that fills a 20 foot radius. This spell functions similar to a stinking cloud spell except it is so putrid in nature that it gives a -4 to the fort save. Any undead attempting to enter the cloud are instead affected as per the halt undead spell. This effect lasts 1 round per spirit stalker level.

Devour: When commanded to Devour the mouths on the sphere open and spew out a swarm of Xem which cover a 25 foot cube area centered on the sphere and begin devouring any source of negative energy within that area and convert it to positive energy to heal the spirit stalker. Any undead or negative energy being in the area of effect takes 1d4+1 points of damage per spirit stalker level which heals the spirit stalker 1d6+1 hit points per creature damaged by this attack. Any hit points that heal the spirit stalker over her maximum hit points last for one hour. This effect is instantaneous.

Erupt: This command causes the sphere to emit a weak pulse of force damage causing 1 damage to everything within 30 feet of the sphere it also causes the sphere to turn invisible and incorporeal and shrink to 1 inch in diameter, any necromantic,evil or death spell used within 30 feet of the sphere causes it to grow an inch in diameter (Maximum 10 inches in diameter). After 3 rounds or sooner if the spirit stalker wills it the sphere erupts vertically splashing a 30 foot diameter with the same caustic black goo that the weep command creates. This eruption deals 1d6 points of acid damage per inch in diameter that the sphere was when it erupted, undead take 1d8 per inch in diameter any character within this area of effect may make a reflex save for half damage (if able to leave the area of effect.) The acid loses its potency upon striking a creature or surface and fades into nothingness 1 round later.

Glare: once given this command eyes in the sphere to narrow always seeming to be staring at anyone who looks upon the sphere,the mouths all twist into a malicious grin. This command has 2 effects firstly any creature looking in the spheres direction must make a will save or be shaken for one round, anyone who succeeds on this will save is immune to this effect for 24 hours. The secondary effect is to dampen magic. Any spells from the necromantic school or possessing the evil or death descriptors that pass within or take effect within 30 feet of the sphere lose 4 effective caster levels, a spell cannot have its effective caster level reduced below 1 and cannot dampen a spell that is a higher level than the spirit stalkers class level -1. This effect lasts 1 round per 3 spirit stalker levels.

Laugh: This command causes the eyes on the sphere to glow and the mouths to being to laugh insanely at which it creates an illusionary effect that causes everything within 30 feet of the sphere seem to shift and ripple as if a wave was running through it. This effect is not visible from outside the affected area so only those inside or entering the area need make a will save. Anyone who fails their will save and attempts to move through the area must make a balance check with a -4 penalty or fall to the ground. Anyone who fails there save and remains in the area of effect for 2 or more full rounds must make a fort save or be nauseated until they leave the area of effect. This effect lasts 5 rounds, true sight works as it would against any illusion.

Scream: This command causes the mouths on the sphere to simultaneously emit a deafening scream after which point it fades from existence, any creature within a 20 foot radius of the sphere takes 5d6 sonic damage and is deafened for 1d4+1 rounds. Anyone within 50 feet hears a ringing noise in their ears and takes a -6 penalty on any listen checks for 1d4+1 rounds, any mindless undead in the 50 foot radius must make a will save with a -1 penalty or have their energy disrupted causing them to go berserk for 3 rounds and attack the closest target, if there are multiple beings in range then choose a random target.

Weep: upon giving this command a stream of pitch black tears will fall from the eyes covering sphere and expand to coat a 20 foot square area in a pool of bubbling black slime. These tears are not only incredibly caustic but sap the energy of any undead who step in it. and deal 1d6+4 acid damage per round to anyone standing in them. Undead or Negative energy beings take an additional 1d6 points of acid damage per round and move through the area at half speed and suffer a -2 penalty to attack rolls until they have left the pool of tears, anyone initially standing in the area the acid will cover may make a reflex save to jump out of the way. The acid lasts 5 rounds before bubbling off into a fine black mist.

Hungry Spirits (Ex)
At 8th level the spirit stalker's bond with the Xem has increased to the point where they can allow the spirits to lash out and unleash their insatiable hunger on external sources of negative energy and convert it into positive energy for their host. Any spells,effects or abilities that would inflict negative levels upon the spirit stalker instead heal her 1d4+5 hit points per negative level. If they would heal the spirit stalker over her maximum these temporary hit points last for 1 hour, any undead/negative energy creature striking the spirit stalker with a natural or physical touch attack are set upon by the negative energy spirits and suffer 1d4+2 damage. Should the spirit stalker find themselves on the negative energy plane this ability allows them to be considered a native of the plane while they are there and gain Fast Healing 1. This effect can occur at most three times per round and only twice if the spectral blade ability is active.

Greater Spirit Form (Ex)
At 9th level the spirit stalker is able to call on a more powerful combat focused spirit form instead of her normal form. While in this form the spirit stalker is made up of almost entirely negative energy and has no discernible internal anatomy making them immune to both critical hits and non lethal damage as well as removing the need to breathe and temporarily removing the effects of any hunger,dehydration or fatigue for as long as the spirit stalker stays in this form. This form looks like a tall genderless mannequin displaying neither male or female characteristics and it's skin is a swirling and shifting mass of black energy, a jagged glowing white line appears where its mouth should be and 2 frayed glowing white circles in place of actual eyes. The form has long arms with the tips of its claws extending down just past its knees and the hands themselves end in jagged 6 inch claws.

Being in this form grants the spirit stalker 60 foot dark vision, and the form is so agile and flexible that the spirit stalker gains a +4 Dexterity bonus and is treated as having uncanny dodge, or improved uncanny dodge if she already has uncanny dodge and as long as she attacks with this forms natural weapons she is considered to have both weapon finesse and improved unarmed strike. As this form is almost pure negative energy the spirit stalker is healed any spells that would heal the undead and any positive energy healing spells cast on the spirit stalker in this form heal 3 less hit points per die (minimum of 1 hit point healed per die.) This forms natural weapons deal 1d6+3 damage per hit and may be enhanced by any spirit stalker abilities.

Negative Planar Rift
By the time a spirit stalker has reached the pinnacle of their power she gains the ability to once a day become a gateway to the negative energy plane and temporarily merge the area around her with a Xem infested piece of that plane. Activating this ability is a full round action and causes the spirit stalker to begin to levitate 5 feet off the ground, once in the air she and anything on her person look like they are made of black ink and a dark grey mist begins to erupt from her along with a swarm of ravenous Xem. Within seconds this mist fills a 20 foot cube and becomes a semi solid inky black mass and movement through this area is done at half speed as walking through the cube is akin to walking through solid fog. Dark vision will not extend beyond 5 feet in this area and the only thing that can be seen from outside the sphere is the swarm of glowing Xem flying through it. While this ability is active she cannot move and may only be harmed by abilities/spells and creatures that use or channel positive energy, force attacks and ghost touch weapons(any such spell that grants a save against its effects is made at -4 while the spirit stalker is in this state and she automatically fails all reflex saves)any spell that deals negative energy damage such as harm or inflict serious wounds instead heals the spirit stalker in this state.

This ability deals 7d8 damage to any non undead creature and 10d8 to any undead creature within the sphere(The spirit stalker herself takes no damage and anyone one in range makes a Reflex save for half damage as long as they are able to move out of the cubes radius). This ability persists until the spirit stalkers turn in the next round of combat or sooner should she be slain before then, anyone entering the sphere before it dissipates takes full damage. Upon the abilities end the cube dissipates into a black gas that seeps into the ground and corrupts the area within 30 feet around the spirit stalker, this area is treated as being part of the negative energy plane for the next 5 rounds after which the area reverts to normal. This lingering connection to another plane is incredibly draining on the spirit stalker and attempting to use any spirit stalker ability while the corruption remains causes her to become fatigued, if she is already fatigued she becomes exhausted, if already exhausted she must make a DC 15 constitution check or pass out for 2d6 rounds, if using greater spirit form to circumvent this any fatigue, exhaustion or constitution checks that would have occurred immediately does so upon leaving the form.

PLAYING A SPIRIT STALKER
While the spirit stalker's focus is combating undead they have several abilities that allow them to fight any opponent at mid range before closing in on their opponents or just for when their target is out of range or melee combat itself is impossible.

Combat: Combat for a spirit stalker can be played similar to that of a rogue, however the various abilities a spirit stalker gains allows them to be a threat at mid ranged combat as well as close ranged combat.

Advancement: Any class or prestige class levels that add new abilities that aid a rogue will work well with spirit stalker levels.

Resources: In addition to any resources and contacts a rogue might have, a spirit stalker has access to the information network that the white eye maintains, this network specializes in information useful to those hunting rampaging undead and their masters or seeking out places that have been infested with the undead.

SPIRIT STALKER IN THE WORLD
A spirit stalker? yeah back in his adventuring days my grandfather traveled with one, said she spooked him more than any ghost ever did.

Hunting down undead and their masters is what they know and what they do, to those besieged by the undead the arrival of a spirit stalker is a welcome sight.

Daily Life: The daily life of a spirit stalker isn't much different than that of an individual of their base class, while the white eye may at times task their agents with dealing with specific individuals using undead for malevolent purposes or to investigate undead attacks, they do not launch large scale crusades against evil and are generally content to allow their agents to deal with evil as they come across it in their travels.

Notables: Of all the spirit stalkers the most powerful one to ever exist is a human woman who goes by the name of Nerezza. Unlike most spirit stalkers who are bound to the Xem by a magical ritual, Nerezza as a child was able to call the Xem to herself through a planar rift she found, she is so thoroughly attuned to the Xem it has effectively caused her to become a half negative energy being. Her power as a spirit stalker became legendary after she summoned a gigantic sphere of sorrow and used it to reduce an entire army of undead to a puddle of goo. Abhorring the mainly bureaucratic and scholarly duties of an elder member of the white eye, she serves as a wandering recruiter for the organization, seeking out those with the potential to become a spirit stalker.

Few evil spirit stalkers ever reach the pinnacle of a spirit stalkers power and none are more revered than Jakob Blackclaw. Raised in a corrupt magistocracy where the magic wielding nobility commanded armies of the undead to wage war against their neighbors and each other, Jakob used his training as a spirit stalker and an assassin to murder every noble that got in the way of his rise to power. Ironically by murdering evil nobles to become king, Jakob and his followers became heroes to the people and the day he ascended the throne is still celebrated as a holy day in the kingdom even 600 years after his death.

Organizations: Although the white eye's methods of combating evil typically put them at odds most orders of clerics and paladins they readily work with magic institutions who share like interests and share information networks with thieves guilds that might have information such as ruins infested with undead or large quantities of necromantic magical items being purchased by on the black market. The white eye also has ties with wealthy individuals and nobility who are unable to afford the donations a clerical order might ask to purge an undead infestation, or would prefer the discretion the white eye employs in its duties as opposed to a group of paladins crusading through their lands.

NPC Reaction
Although the existence of the white eye and its agents is not as secretive as they might wish it to be, it is not exactly common knowledge and spirit stalkers generally do not carry anything on them that would reveal their true nature, as such they have little trouble blending in to society. Of those who know about spirit stalkers the opinions vary, the general outlook on spirit stalkers tends to be positive as they do fight against undead. More specifically paladins and some priests would see the spirit stalkers as tainted or an abomination they will generally tolerate their company to work for the greater good. Wizards and Sorcerers often find spirit stalkers fascinating to observe, necromancers, even good ones tend to be distrusting at best, other classes generally wouldn't see them as much different than a rogue of the same alignment.

SPIRIT STALKER IN THE GAME
The powers that the spirit stalker possesses grant a rogue more versatility in combat, especially against undead whom normally are immune to their sneak attack damage.

Adaptation: Settings where the negative energy plane does not exist can easily have the source of a spirit stalkers power changed to creatures from whatever spirit realm exists or even apply have an elemental twist to the class.

Encounters: NPC spirit stalkers are most likely to be either recruiters looking for potential recruits for the white eye, investigators/scouts checking out an area for potential undead threats or field agents dispatched to deal with those threats investigators uncover.

Amechra
2012-10-01, 11:20 PM
Name-Me-Not

http://fc02.deviantart.net/fs46/f/2009/208/d/6/bless_yourself_bleed_by_agnes_cecile.jpg

They say, if you stand in front of a mirror at midnight on All Hallows Eve, and you chant the name of Bloody Mary thrice, they won't find you in the morning...

Primitive cultures are afraid of mirrors.

They say that they capture your soul, your essence.

Of course, they aren't wrong; but neither are they right. Still, there are those that would make pacts with mirrors, splintering themselves so that they might live forever, and finally have some meaning in their empty lives...

But that's all old wives' tales, isn't it? That's impossible, so go to bed, my little sweetheart...

BECOMING A NAME-ME-NOT
Name-Me-Nots usually arise when someone feels empty. Not empty in the sense that some people don't have aspirations, but in the sense that parts of themselves are missing. Like a sense of scale. Or caring about others.

So they desire to fix those issues, and start putting up mirrors in their soul.

There isn't any way that this could go wrong, is there...

ENTRY REQUIREMENTS
Class Features: Eldritch Blast 2d6
Recitations Known: Recitation of the Unclouded Eye
Skills: Truenaming 8 ranks (http://www.giantitp.com/forums/showthread.php?t=90961)
Special: Must have died in front of a mirror; this does not have to be an accident.

But He Died
If you meet the requirements for this prestige class, and would still meet them upon losing a level, you may choose to be restored to life with the first level of this prestige class, which is gained after losing one level. At this point, you stop aging, unless you are later resurrected after your Home Mirror is destroyed.

Class Skills
The Name-Me-Not's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), Spellcraft (Int), Spot (Wis) and Truespeak (Int).

Skills Points at Each Level: 4 + int
Absolute Limit per Level: 2+Cha

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Truenaming|Invocation Use

1st|
+0|
+2|
+0|
+2|Spectre Bound in Glass, Eldritch Speaker (+1), Your Reflection Knows, Eye of Vitality|-|+1 Level of Previous Invocation Using Class

2nd|
+1|
+3|
+0|
+3|Reflections Show Truth, All Mirrors are One (Room)|+1 Level of Previous Truenaming Class|+1 Level of Previous Invocation Using Class

3rd|
+1|
+3|
+1|
+3|Eldritch Speaker (+2), Reflect the Heart, No Need For Eyes|+1 Level of Previous Truenaming Class|+1 Level of Previous Invocation Using Class

4th|
+2|
+4|
+1|
+4|Deceive Watcher, Illusions Can Kill, Eye of Ethics|+1 Level of Previous Truenaming Class|-

5th|
+2|
+4|
+1|
+4|Eldritch Speaker (+3), All Mirrors are One (Building)|+1 Level of Previous Truenaming Class|+1 Level of Previous Invocation Using Class

6th|
+3|
+5|
+2|
+5|Visions are Prophecy, Who is the Image?|+1 Level of Previous Truenaming Class|+1 Level of Previous Invocation Using Class

7th|
+3|
+5|
+2|
+5|Eldritch Speaker (+4), Reality Reflects the Image, Eye of Nomenclature|-|+1 Level of Previous Invocation Using Class

8th|
+4|
+6|
+2|
+6|All Mirrors are One (City), Broken Mirrors Reflect Dreams|+1 Level of Previous Truenaming Class|+1 Level of Previous Invocation Using Class

9th|
+4|
+6|
+3|
+6|Eldritch Speaker (+5), Lord of All Perceived|+1 Level of Previous Truenaming Class|+1 Level of Previous Invocation Using Class

10th|
+5|
+7|
+3|
+7|Speak My Name, Too Many Eyes|+1 Level of Previous Truenaming Class|-[/table]

Weapon Proficiencies: A Name-Me-Not gains no new proficiencies.

Truenaming: At every level except 1st and 7th, a Name-Me-Not learns additional vocalizations as if they had gained a level in any one truenaming class they had previously gained levels in. These levels stack with their previous levels to determine their truenamer level.

Invocation Use: At every level except 4th and 10th, a Name-Me-Not learns additional invocations as if they had gained levels in any one invoking class that they had previously gained levels in. These levels stack with their previous levels to determine their caster level, but do not advance their Eldritch Blast progression.

Spectre Bound in Glass (Ex): You died. And when you came back, it was looking out of a sheet of glass. Perfect.

Upon gaining the first level in this class, a Name-Me-Not loses their body, and begins to haunt a mirror. While they cannot normally move in this state, and in fact cannot do anything that would involve physical movement (thus losing their Strength score), they are not Undead, and thus due not lose their Constitution score, or gain other Undead immunities.

They do, however, gain the following benefits

-The mirror that they are bound to makes saves as if it were a magic item attended by the Name-Me-Not, and is designated as the Name-Me-Not's Home Mirror

-The Name-Me-Not cannot be affected or targeted by the outside world; the only way to kill them is to destroy the mirror they are bound to.

-The Name-Me-Not may see and hear their surroundings as if they were standing in the same place that their mirror occupies.

-The Home Mirror counts as if it were the Name-Me-Not for the purpose of effects generated by the Name-Me-Not, and vice-versa.

-The Name-Me-Not can speak audibly to any creature that can see the mirror; use the rules for avoiding a Gaze Attack if a creature is trying not to see the mirror.

-The mirror displays an image of the Name-Me-Not as if they were in the room; the Name-Me-Not may move this image, as a Move action, around the mirror as if they were actually walking through the portions of whatever room they are in that are reflected by their Home Mirror, and treat any area that isn't reflected by the Home Mirror as if it did not exist. Interacting with objects inside the reflection cannot increase the amount of area reflected beyond the amount already reflected.

-Any effects that a Name-Me-Not generates (such as Vocalizations and Invocations) originate from either their actual Home Mirror, or any one mirror in which they are currently projecting their image. Any Supernatural abilities granted by this class are only suppressed if either their home mirror or a mirror that they are reflecting their image in are under the effects of an Anti-Magic Field, or other equivalent effect.

A Name-Me-Not can be compelled to leave the mirror through an Exorcism (Libris Mortis); if such an event should occur, the Name-Me-Not appears for the indicated amount of time, and loses all benefits and penalties of this class feature until that interval is over (which additionally removes all benefits that their Home Mirror may have gained from their levels in this class.)

Eldritch Speaker (Ex): You made a pact with mirrors, with images, with deceit. Funny how lying to yourself works when you do it in the right language...

Upon gaining the first level in this prestige class, a Name-Me-Not loses their Eldritch Blast, replacing it with a +1 untyped bonus on all Truenaming checks for each die of Eldritch Blast damage lost, which stacks from the bonus gained through levels in this class.

In addition, they may use their Charisma modifier in the place of their Intelligence modifier when making Truenaming checks, and may apply a Blast Essence to any Utterance they make that deals damage.

The save DCs for their Invocations are modified as if they were a Truenaming check by whether or not the Name-Me-Not knows a given creature's Truename or name.

Finally, a Name-Me-Not has a final, horrific power; they may use any Invocation they know as if it were a Vocalization. Any Invocation that targets a single creature is treated as if it were an Utterance, any Invocation with a range of Personal is treated as if it were a Recitation, and all other Invocations are treated as if they were Incantations.

This requires that the Name-Me-Not succeeds on a Truename check with a DC of 10+2*Effective Spell Level of the Invocation+minimum caster level at which you may access that grade of Invocation, but removes any save or attack roll that the Invocation would have possessed.

Your Reflection Knows (Su): They try to hide it. They truly do. But they can't hide who they are from their reflection, can they? And you are their reflection...

As long as a creature can see a Name-Me-Not's home mirror, the Name-Me-Not may perform a Truenaming check to determine information about a creature, whether personal in nature, or very personal in nature.

Normally, this check is made against the related table; however, if the Name-Me-Not so chooses, they may use this check to research that creature's Truename as if they were making a Knowledge check of the appropriate kind, treating one minute of a creature looking into a mirror as if it were an hour of dedicated research.

Finally, as long as a creature has line of sight to the Name-Me-Not's Home Mirror's reflective surface, the Name-Me-Not has line-of-sight to them.

Your Reflection Knows Table
DC|Type of Knowledge
10|Common, general knowledge about that creature
20|Uncommon, known only to family and friends
30|Obscure, known to only their inner circle of friends and closest relatives
40|Extremely Obscure, known only to a few confidants
50|Dark Secrets, only known to that creature, private thoughts

Eye of Vitality (Ex): They may be able to lie to their friends, and to their family, but they can't lie to themselves nearly as well as you could; you see all their little tweaks, twitches, and pain.

Upon taking this prestige class, a Name-Me-Not gains Eye of Vitality as a bonus feat if they do not already have it; if they do, they instead gain any one [Truename] feat of their choice as a bonus feat.

Reflections Show Truth: All the little perversions and affectations of others become obvious when seen in a mirror; you may be helping it along, a little...

Once a Name-Me-Not has reached the second level in this class, they may use Spot to oppose any Sleight of Hand and Bluff checks that a creature visible in the Home Mirror is making.

In addition, as long as an object is visible in the Home Mirror, the Name-Me-Not may use Spot in the place of any Appraise, Forgery, or Decipher Script check made to derive information about that object.

Finally, a Name-Me-Not may use a Spot check in the place of a Will Save against any Illusion visible from where their Home Mirror is hanging.

All Mirrors are One (Su): Really, when it comes down to it, all reflections are an opening to the same empty, staring world. You know this, and you feel at home.

At 2nd level, any non-magical mirror or reflective object within the same room as the Name-Me-Not's Home Mirror is treated as if it were part of their Home Mirror for the purpose of their class features and where their image can travel inside the reflections; if any given area that the image is placed would be reflected by multiple mirrors, the image appears in that space in all mirrors where it would be reflected. Even if a mirror that would be affected by this class feature does not reflect any area that would reflected by any other mirror affected by this ability, the Name-Me-Not may transfer their image to any point within that mirror's reflection as a Move action.

At 5th level, this benefit extends to all non-magical mirrors and reflective objects in the same building as the Home Mirror.

At 8th level, this benefit extends to affect all non-magical mirrors and reflective surfaces within the same city.

Smashing or otherwise destroying any mirror affected by this class feature other than the actual Home Mirror does not affect the Name-Me-Not; however, if their image is inside a mirror that is being smashed, they cannot move their reflection for a full hour, as they slowly pick themselves out of the shards of glass or other reflective materials...

A Name-Me-Not may not transfer their image into or out of a mirror affected by an Anti-Magic Field or equivalent.

Reflect the Heart (Su): You lay things bare, since you are a mirror; even if they try to hide themselves away, you can see them. And you can show them, too...

A Name-Me-Not may, upon reaching 3rd level, take a free action to "possess" a creature's reflection in their Home Mirror. If they do so, they temporarily render their own image invisible, and instead control that creature's image as if it were their own image, as detailed in Spectre Bound in Glass. They may end this control at any time as a free action.

As long as they are in the image of a creature, they may modify it as if using the Disguise Self spell, except that resulting image has to remain recognizable as that creature.

In addition, they may, as a standard action, use Charm Monster on a creature as a Lesser Invocation.

However, they act as if they had been Charmed by their reflection itself, not the Name-Me-Not; they treat their reflection as if it were their closest friend for that duration. In addition, the Name Me Not receives a +4 bonus to any opposed Charisma checks against a creature Charmed by their reflection for as long as they are in the form of that creature's reflection, but only if they know that creature's Truename.

At any time during this duration, as a free action, the Name-Me-Not may change their image between that of the creature that they charm through this class feature and their own; they only benefit from having charmed that creature while in the form of that creature's reflection.

Alternatively, they may reverse this class feature to instead give that creature a phobia of their own reflection; they must make a DC 10+Name-Me-Not's Class Level+their Charisma modifier to stay in the presence of their reflection, and receive a -2 Morale penalty to all d20 rolls for as long as they remain in the presence of reflective surface even if they succeed; they must continue to make saves vs. this effect until the "Positive" version of this ability would have worn out.

In addition, the Name-Me-Not receives a bonus to all Intimidate checks against that creature while in the form of that creature's reflection equal to their Eldritch Speaker bonus.

If either facet of this ability is successfully used, any changes that the Name-Me-Not makes to that creature's reflection are made to any reflection that that creature casts for the full duration of this ability.

This ability may only be applied to one creature at a time. The Name-Me-Not may choose to have the duration on the current ability end as a Swift action.

No Need for Eyes (Su): They think that you don't see, that you don't notice their thoughts and sins... but they're wrong. Oh how wrong they are...

At 3rd level, as long as a creature is able to sense the reflective surface of a Name-Me-Not's Home Mirror in some way (including through touch or by scrying), the Name-Me-Not has Line of Sight to that creature.

Deceive Watcher (Su): What do they see out of the corner of their eye? More importantly, what do they think that they see?

At 4th level, a Name-Me-Not may choose to disguise their image by using a Truenaming Check instead of a Disguise check. If they do so, they gain no penalties for what they are disguising themselves as, no matter how drastically different it is from the normal appearance of the Name-Me-Not. This check benefits from the fact that the Name-Me-Not knows their Personal Truename.

In addition, the Name-Me-Not in a form they adopted through reflect the Heart may, as an Utterance with a DC of 10+ the target creature's Will Save Modifier, cause that creature to believe that any effect that originates from the Name-Me-Not instead was caused by the creature whose reflection the Name-Me-Not has stolen, regardless of how nonsensical or obviously untrue this idea is. The effects of this class feature remain for a single week.

Illusions can Kill (Sp): It's their fault, really; they can't take the fact that their sins will catch up to them...

A Name-Me-Not of at least 4th level gains the ability to use Phantasmal Killer as a Lesser Invocation, but only on creatures that can see their reflection in whatever mirror that the effect is originating from, the illusion that they are making their save against appearing in the mirror to savage them.

If they choose to use this Invocation as an Utterance, it only removes the Initial save, and requires a check 5 points higher than normal.

Eye of Ethics (Ex): You can see how they think they are, as untrue as that might be. Silly sinners, you might believe you are Good, but you aren't...

At 4th level, a Name-Me-Not gains Eye of Ethics as a bonus feat if they do not already have it; if they already have it, they instead gain any [Truename] feat that they qualify for as a bonus feat.

Visions are Prophecy (Su): Don't the people passing by know that they can see anything in a mirror? Of course, it's easy to be able to see anything; the hard part is seeing any one particular thing...

At 6th level, a Name-Me-Not's may elect to have any mirror considered to be their Home Mirror reflect what any other mirror considered to be their Home Mirror is reflecting. If their image is inside a mirror that they are showing the reflection from, they are considered to be reflected in both mirrors.

Who is the Image? (Su): Their image was so lovely, it was a snap to take it, and to go off a walking with it...

At 6th level, if a Name-Me-Not is currently duplicating a creature's image through Reflect the Heart, they may have their Home Mirror duplicate the effects of a Mirror of Opposition as if that creature was standing in front of it.

They can only create a single such duplicate at a time; in addition, unlike with a true Mirror of Opposition, the duplicate's items are all non-magical, and they do not retain any spells, spell-like abilities, or supernatural abilities that the copied creature may have had.

Instead, the Name-Me-Not may, as a Move action, as long as the duplicate is within sight of a mirror, treat the duplicate as if they were a mirror with the Name-Me-Not's image in it.

Finally, the Name-Me-Not's Home Mirror is considered to be in the same position as the duplicate for the purpose of the area affected by their All Mirrors are One. The duplicate is completely and totally under the Name-Me-Not's control, at all times.

The duplicate is destroyed upon the expiration of the Name-Me-Not's Reflect the Heart class feature, or any of the normal conditions that would cause a duplicate from a Mirror of Opposition to disappear. If the duplicate is being treated as a mirror reflecting the Name-Me-Not's image when it disappears, the Name-Me-Not is completely incapacitated for one hour, during which time their Home Mirror loses all the benefits it gained from this class, including the fact that it detects as magical.

Reality Reflects the Image (Sp): Don't they realize that everything that they do is in an illusion? That they are the reflections? That you aren't aren't aren't an image at all?

A Name-Me-Not of at least 7th level gains Mirage Arcana as a Greater Invocation, except that if it used inside, it affects the entire room that the mirror that the effect is used from occupies.

In addition, any creature that fails their save against this effect becomes Incorporeal for as long as they are within the area of effect, but only in respect to the actual environment; they treat the illusionary environment as if it were entirely solid. For the purposes of any effect that would deal damage to the terrain, it has hardness and HP per inch equal to that of the mirror that created it.

A duplicate created through Who is the Image? may elect change between having failed their save and having succeeded on their save as a free action at any time.

Eye of Nomenclature (Ex): They told you it, you swear; it isn't anything wrong, it isn't!

At 7th level, a Name-Me-Not gains Eye of Nomenclature as a bonus feat; if they already have it, they may choose any other [Truename] feat that they qualify for as a bonus feat.

Broken Mirrors Reflect Dreams (Su): All is laid bare. There are no secrets, all facts are free.

Whenever a Name-Me-Not of at least 8th level makes a check with Your Reflection Knows about a creature while having stolen that creature's form through Reflect the Heart, they may cause the mirror that they are making the check from to display whatever piece of information that they discovered in the most plain and understandable way possible.

Whether it is their reflection suddenly reaching over and stabbing another creature through the gut, their reflection killing itself, or some other graphic event, the effect on viewers is usually very direct.

Any creature that sees that mirror during this event (which lasts a single round) must make a Will save against a DC of 10+Name-Me-Not's class level+their Charisma modifier or be affected as if the Name-Me-Not had targeted them with their Deceive Viewer ability, believing that the creature being imitated actually performed the actions they saw in the reflection.

Lord of All Perceived (Su): Why would they resist? Don't they know that it is useless? Useless? Useless?

A Name-Me-Not of at least 9th level may elect to treat any image of a creature they are duplicating with Reflect the Heart as if it were a reflection for the purpose of taking control of that image and their class features.

In addition, any non-magical artistic image or text that is reflected in their Home Mirror may be altered to show whatever image that the Name-Me-Not chooses over the course of a full-round action.

Speak My Name (Su): BLOODY MARY, BLOODY MARY, BLOODY MAR- grggllglrlslg...

Any time the name of a Name-Me-Not of at least 10th level is spoken in front of any mirror on the same plane as their Home Mirror, they may elect to treat that mirror as if it were in the same city as their Home Mirror for the purposes of the All Mirrors are One class feature for as long as the Name-Me-Not wishes, or until no creatures remain within line of sight of that mirror, whichever comes first.

If the creature spoke the Name-Me-Not's name thrice, the Name-Me-Not may elect to treat them as if they were a duplicate created through Who Is The Image? for all purposes. This choice lasts for the duration of the Name-Me-Not's Reflect the Heart ability, only may be used while they have an active Reflect the Heart ability in effect, and physically changes the creature into a duplicate of the creature affected by Reflect the Heart.

The second portion of this ability is a Greater Invocation equivalent to a 7th level spell.

Too Many Eyes (Ex):

At 10th level, a Name-Me-Not gains Too Many Eyes as a bonus feat; if they already have it, they may choose any other [Truename] feat that they qualify for as a bonus feat.

Home Mirror
A Name-Me-Not's Home Mirror gains the following benefits:

{table=head]Class Level|Hardness|Special
1-2|5|Shatter Immunity, Incredible Durability
3-4|10|Everpolished Mirror
5-6|15|Mirror-Sheen Reflection
7-8|20|Not Just Mercury-Glass
9-10|25|Beauty is Everything[/table]

Hardness: A Name-Me-Not's Home Mirror has Hardness equal to the amount shown on the above table, instead of the Hardness 1 typical of glass.

Shatter Immunity (Ex): A Home Mirror is immune to Shatter and any effect that is described as duplicating the Shatter spell.

Incredible Durability (Ex): Any damage dealt to the Home Mirror is dealt to the Name-Me-Not instead; if the damage would be enough to kill the Name-Me-Not, the mirror shatters. In addition, the Home Mirror uses the Name-Me-Not's armor class instead of the normal armor class that a stationary object benefits from. This replaces the normal 1 hp per inch typical of glass.

Everpolished Mirror (Su): A Home Mirror is constantly under the effects of a Prestidigitation effect that affects the entire mirror.

Any creature that spends one minute looking at their reflection may benefit from this Prestidigitation effect, which affects them as normal for the spell; this is automatically conveyed to any creature looking at the Home Mirror.

Mirror-Sheen Reflection (Su): A Home Mirror is treated as if they automatically succeeded on saving against any effect that it is being specifically targeted by, if the DC for the saving throw is less than or equal to the Home Mirror's Hardness (only counting the amount given on the table above). The mirror (and by extension, the Name-Me-Not), is completely unaffected by any effect that they save against in this manner.

The Name-Me-Not may suppress or resume this effect as a move action.

Not Just Mercury-Glass (Ex): The Home Mirror is no longer treated as if it were a mirror for the purposes of spells and effects generated by creatures other than the Name-Me-Not that inhabits it.

The Name-Me-Not may suppress or resume this effect as a move action.

Beauty is Everything (Su): Any creature benefiting from the effects of Everpolished Mirror may add their Charisma modifier to their Armor Class as a Perfection bonus.

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

NAME-ME-NOTS IN THE WORLD
Bloody Mary? A myth. Not that that stops me from being careful around mirrors...

Name-Me-Nots are a story. An impossibility. A scary story told to impressionable children. Of course, the children won't tell you that, not after they see what's in the mirror...
Daily Life: A Name-Me-Not does not have a typical 'day'. Some of them sit in dress shops; other in children's bedrooms, the bags of fine ladies and whores, and in many other sundry places.
Notables: Bloody Mary was, as some say, the first Name-Me-Not; she is well known for only deigning to respond to her name being called in All Hallow's Eve, but when she does respond... Well, let your heart be clean, though she sees the sins in a Paladin.
Organizations: There aren't any organizations for Name-Me-Nots, though some crime families do have a family member that entered the class, and who acts as a "Guardian Angel" for the family, as it were.

NPC Reaction
Most people laugh off Name-Me-Nots as something they left behind when they left the irrational world of children and grew to adulthood; they probably don't even know them by that name. But there are some, who leave all of their mirrors pointing towards a wall, and who scream a little when they see a puddle...

NAME-ME-NOTS IN THE GAME
Name-Me-Nots are primarily a skirmishing class; if all goes well, no-one will find their sanctum, where their Home Mirror is hidden, without potent divination magic. Indeed, smart Name-Me-Not's use their Who Is The Image? ability to lead their enemies off their scent, as it were.
Adaptation: This class can go pretty silly with a rewrite, but probably does not belong in a more "realistic" setting. Or in a party where no-one is willing to carry around a hand mirror with their party member in it.
Encounters: Perhaps a Name-Me-Not could decide to use a party member's reflection, or the party could be hired to deal with "poltergeist" activity...

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 15: You are investigating a house where there has been recent "Poltergeist" activity, when you come across a mirror where your reflection is hanging themselves from a rafter. More than a little disconcerting...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Hyooz
2012-10-02, 01:39 AM
Deadman

http://i.imgur.com/SFUAV.jpg?1

”Those who do not value life do not deserve it. Your life will serve me now, as I possess the power and the will to wield it as you never did.” - Ganta Grunn, known as Deadman of the Dawn

The Deadmen began as a remote cult of spellcasters, worshippers of Death and Life, and famous for their blood rituals. Initially, they were little more than a nuisance, keeping largely to themselves, as cults are wont to do, but as the decades passed, and more and more membered joined their caste, the power of blood began to rear its head among them.

First to come were the Blood Magi, magical men who scarred their bodies in pursuit of power. It is said their blood was as potent as any potion brewed by a skilled alchemist, and those at the peak of power treated all blood as their own - for the better or worse to those around them.

Such potent blood magics inevitably attracted the attention of vampires. This powerful union is what lead to the Great Purge that ended the cult once and for all, but not before the Deadmen had appeared. Dark knights modelled after their vampire progenitors, wielding weapons tempered with blood of their enemies and clad in magic and darkness were more feared than even their Blood Magus predecessors, and in the end were the only group to survive the cult’s purging. As the years progressed, an offshoot group, led by Ganta and Shiro - known as the Dawn and Dusk - reinvigorated the Deadmen as a group dedicated to the power inherent in life, though the dark past of the Hematyc Cult lives on, hidden in the shadows.

BECOMING A DEADMAN
Deadmen are a rare caste, requiring prowess in both martial and arcane disciplines. Beyond this, the initiation rites are somewhat varied, but a demonstration of their reverence for blood is universally required.

ENTRY REQUIREMENTS
Base Attack Bonus: +5
Class Ability: Arcane Channeling
Special: Must partake in a “baptism” ritual requiring the removal of blood from a living humanoid creature through a method that deals 1 point of Constitution burn. This ritual varies from sect to sect. Some require the blood to come from the aspiring Deadman himself, some require the ritual sacrifice of another person.

Class Skills
The Deadman's class skills (and the key ability for each skill) are Climb, Concentration, Craft, Decipher Script, Jump, Knowledge, Ride, Sense Motive, Spellcraft, Swim
Skills Points at Each Level: 4 + Int

Hit Dice: d8

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

1st|
+1|
+2|
+0|
+2|Lifeblood, Vitae

2nd|
+2|
+3|
+0|
+3|Branch of Sin

3rd|
+3|
+3|
+1|
+3|Quicken the Blood

4th|
+4|
+4|
+1|
+4|Enlivened Vitae, Clad in Blood

5th|
+5|
+4|
+1|
+4|Branch of Sin (Enhanced), Sanguine Warlord (Speed)

6th|
+6|
+5|
+2|
+5|Bathed in Blood

7th|
+7|
+5|
+2|
+5|Branch of Sin (Quickened), Sanguine Warlord (Flight)

8th|
+8|
+6|
+2|
+6|Bloodstride

9th|
+9|
+6|
+3|
+6|Branch of Sin (Vampiric), Sanguine Warlord (Burst)

10th|
+10|
+7|
+3|
+7|Hematyc Detonation[/table]

Lifeblood: The Deadman is, at his core, a wielder of steel and magic, and that can never be separated from him. Even as he refines his newfound lifeblood, his old skills are not forsaken. Levels of Deadman stack with levels of Duskblade for the purposes of determining access to Arcane Channeling abilities as well as spells known and spells per day.

Vitae (Ex): The drawing of blood for other uses is a practice that goes back hundreds of years, but the Hematyc Cult, under the leadership of their vampire guides, developed a method both beautiful and horrible, as it required a strong connection between the practitioner and the blood being drawn. Whenever the Deadman takes or deals damage to a blooded creature equal to or greater than his Constitution score, he can, as a Swift action, encapture the blood in a coherent sphere known as a Vitae.

Vitae orbit around the Deadman like Ioun stones, and a number of his abilities utilize them. The Deadman can have a number of Vitae active equal to his Int modifier active at a given time, and any additional Vitae created past that point fall to the ground as mere blood. The Deadman cannot create Vitae from stored blood - the act of drawing itself is key to their creation. As a Swift action, once per turn, the Deadman can consume a Vitae to regain health equal to his Con modifier.

Branch of Sin (Su): One of the Deadman’s most signature abilities, the Branch of Sin is a borrowed name granted to their unique capabilities by those crusading against them. Rather than rebel against the title, they embraced it, and given its inherently creative nature, most Deadmen adopt a “signature” Branch of Sin that is useful and meaningful to them.

A Deadman can create small items, such as tools or weapons, from blood. You need merely touch any blood - your own included, or a Vitae (though it is consumed in the process) - and draw forth the desired item, shaped from ensorceled blood. It cannot posess moving or flexible parts, so you could not create a crossbow, rope, flail, or cabinet. You can create nearly any other weapon, simple tool, or small item, however.

The Deadman can create one item weighing a number of pounds up to his character level or two items whose combined weight does not exceed that limit. Creating a Branch of Sin is a standard action. If the item leaves your possession, it fades into useless, dried blood in 1d4 rounds. Otherwise, it lasts for 1 hour per class level. Branch of Sin is available a number of times per day equal to your class level. Items created by Branch of Sin cannot be employed as material components or foci in spellcasting. If you want to create an item that mimics a specific item you have seen, you must succeed on a DC 20 Craft check of the appropriate sort (weaponsmithing, for instance.)

At 5th level, you can enhance your creations. You can imbue a Branch of Sin weapon or shield with an enhancement bonus equal to your class level minus 5. For instance, if you are a 9th level Deadman, you can create a +4 Longsword. If you create two enhanced items at one time, you must divide the total enhancement bonus between them - eg, at 7th level, the Deadman could create two +1 daggers.

To succeed at this enhanced crafting, you must make an appropriate Craft check for each item (usually weapon or armor smithing) against a DC of 20 + the desired enhancement bonus. If you fail, the item is nonmagical. You can only have one enhanced shadow-crafted item (or two, if they were created concurrently) at a time. If you create new enhanced items, the old ones immediately become nonmagical. Attempting to create enhanced items is a full-round action.

At 7th level, you can quicken your crafting. You need only a standard action to create enhanced items and only a swift action to create nonmagical ones.

At 9th level, you can apply the Vampiric property (MiC) to any weapon you create through Branch of Sin (if you create two weapons at once, only one can be Vampiric.)

Quicken the Blood: Blood, for many creatures, is life. Without it, they simply waste away. Deadmen know it is more than some vital fluid, however, it is the very vessel of life for these creatures. In capturing their Vitae, Deadmen seal that life energy within the blood they are stealing, saving it for a greater purpose. Life energy is quite powerful, and when converted to raw, arcane energy, very useful to the Deadman. By consuming a Vitae as a Swift action, the Deadman can cast any spell he knows.

This does not use one of his spells per day, but otherwise functions identically to casting the spell normally, including the ability to use his Arcane Channeling ability.

Enlivened Vitae: As the Deadman grows in skill and power, his ability to trap life energy within the blood he steals grows. When he consumes a Vitae to restore hit points, he gains double his Constitution score in health points.

Clad in Blood (Su): While the swirling orbs of blood were a sight to be feared in the days of the Hematyc Cult’s greatest strength, veterans of the battles against them had learned to fear Deadmen with no visible Vitae - because those Deadmen were wearing the blood.

In a ritual that takes 5 minutes of uninterrupted concentration, a Deadman can infuse a piece of armor or a weapon with one of his Vitae. This does not consume the Vitae, but it instead remains active, unavailable for use in other abilities.

An item so infused gains a weapon/armor ability of the Deadman’s choice with a bonus of up to half his class level. This lasts as long as the Vitae is committed to the piece of equipment.

Sanguine Warlord: The Deadman is something more than mortal. The very blood within his veins is a source of incredible power when molded into the form of a Vitae. At the peak of their power, they can drive their body to impossible feats.

At level 5, the Deadman can consume the life energy within a Vitae to drive himself to incredible acts of speed and finesse. By consuming a Vitae as a swift action, the Deadman can take another Move action.

At level 7, the Deadman can channel a Vitae’s energy through his body as more ordinary spellcasters do, to bring himself to his enemies wherever they may be. By consuming a Vitae as a standard action, the Deadman can cast Fly, as the spell targeted on himself.

At 9th level, adrenaline can’t hope to match the sheer boost of energy and power consuming a single Vitae grants the Deadman. As a swift action the Deadman can consume any number of Vitae - if he does, he can make that many more additional attacks at his highest BAB during a full attack action.

Bathed in Blood: A Deadman is most at home in the thick of combat, his weapon thrashing and spells coursing through his body. While he certainly can’t capture all of the life he sets free in his frenzy into as useful a form as the Vitae, the more powerful a Deadman becomes, the more of it he can save.

When the Deadman does damage to a blooded creature in melee range, he draws upon the fleeting life force contained in the spraying blood and gains health equal to his class level.

Bloodstride (Su): While the Blood Magi were the true masters of the ability to pass great distances through living blood, the Deadmen, as their successors, are not unfamiliar with the ability, though their mastery is notably lesser.

The Deadman gains the supernatural ability to transport himself via the blood of living creatures. Once per encounter, as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any blooded creature whose size equals or exceeds his own and pass to another blooded creature within 50’. The entry and destination creatures need not be familiar to the Deadman. The Deadman cannot use himself as the entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter (a missed touch attack does not consume the use of the ability for the encounter.) When exiting a creature, a Deadman designates an adjacent square in which to appear. Entering and exiting a creature is painless unless the Deadman wishes otherwise (see below.)

If he desires, the Deadman can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature’s body, dealing 8d10 points of damage unless the creature makes a Fortitude save (DC 10 + class level + Con modifier) for half damage. WHen he makes a bloody exit, a Deadman must succeed on a DC 15 Fort save or be stunned for 1 round from the shock of the travel.

Hematyc Detonation (Su): The level all Deadmen strive to. The pinnacle of their power. Deadmen become horrifying red streaks on the battlefield, their entire bodies gleaming with the crimson sheen of the blood empowering them. The more they kill, the longer they can fight, and putting one down for good is a nearly impossible venture, especially those who have learned their caste’s ultimate technique.

As an immediate action once per day, the Deadman can effectively detonate his own body, exploding in a shower of blood, negating any effects targeting him at the time. This sudden spray of power-laced blood does 8d10 damage in a radius of 25’ (Reflex save for half, DC 10 + class level + Con mod). At the beginning of his next turn, the Deadman has the option to reform his body anywhere in a 25’ radius from his initial position. If he delays his reforming for more than 5 rounds, however, the blood showered over the area dries up too much to be used to reform, and the Deadman is considered dead, leaving no corpse behind. This ability consumes all of the Deadman’s Vitae.



PLAYING A DEADMAN

You are a brutal force, using the blood of your enemies to draw yet more blood from them. Some Deadmen may prefer to use their own blood, but wherever you draw it from, the front lines are where you belong, weapons and armor flashing crimson.
Combat: Combat will be a balancing act of how to use your swift actions every round. Vitae can be a very powerful tool for saving your resources, but unless you are creating new ones, you will run out very quickly, especially if you already have some committed to your equipment. Beyond that, standing between the big mean beasts and your frailer companions and dishing out as much damage as you can is your shining strength.
Advancement: As with many Duskblades, finding ways to add spells to your repertoire without sacrificing your combat ability is a very powerful method of advancement. Or you can forsake your combat or spellcasting entirely to focus on one or the other.
Resources: If the Deadman hailed from a group or cult, obviously they will be a powerful resource. Beyond that, the resources available to most wizards and knights make sense, with a possibility of darker, shadier groups being available.

DEADMEN IN THE WORLD
"Why do they call themselves Deadmen? I can't say for sure, but if you ask me, they call themselves that because it's exactly what they are. They are mortals courting death, wielding death, wearing death.

They'll tell you otherwise, but don't believe them for a second. Killing is all they know, they depend on it. Need it. They're nothing without death."

Deadmen were introduced to the world as the knights of the Hematyc Cult, brutal, efficient killing machines that bathed in blood and only grew more powerful the more blood they shed.

To put it lightly, they generally aren't well-received.
Daily Life: Deadmen are dedicated to combat, and often grow to know little else. Many try to maintain gentler hobbies to maintain their humanity, but it is very easy to let that slip away.
Notables: Ganta and Shiro formed a group of Deadmen after the time of the Hematyc Cult and did their best to maintain their abilities while being a more positive force in the world. They presented themselves as knight-martyrs, shedding their own blood to get the power necessary to protect the downtrodden, but unfortunately their good intentions served to bring the Deadman to the public eye, and those with less noble intentions for their power
Organizations: The Hematyc Cult was a death-worshipping cult of blood-obsessed fanatics. The Foundation began by Shino and Ganta was a training center dedicated to a sacrificial form of knighthood. Organizations of Deadmen range from extreme to extreme, but they are rarely welcomed by the world at large.

NPC Reaction
Deadmen are typically knights wearing armor covered in blood and wielding weapons no less crimson-stained. At the very least, they are seen as brutal - like any other heavily armed person might be when wandering through town soaked in blood. Those who remember the days of the Hematyc Cult will distrust them entirely, but those days are long past.

DEADMEN IN THE GAME
The Deadman takes the Duskblade and gives it a number of options to make itself more sustainable and less reliant on loot they find or buy in the world. How much this affects your campaign will vary.
Adaptation: Setting with a low prevalence of magical items may find the higher levels of Deadman very powerful, as it gives fairly easy access to powerful magical equipment for that player. Adjusting the crafting capabilities one direction or another may be key in these cases.

Spate
2012-10-03, 02:46 AM
DEGENERATE CHEF

http://farm1.static.flickr.com/10/11243721_df4c1886f1.jpg

Boil 'em, chop 'em, put 'em in a stew.

DESCRIPTION

BECOMING A DEGENERATE CHEF
Degenerate Chefs come from many walks of life, but are rarely spellcasters. Bards are the only exception, as some add a grisly flair to the life of a Chef. As far as races, Lizardmen are particularly drawn to the class, as is any gastronomically minded member of any race.

ENTRY REQUIREMENTS
Alignment: Any nongood.
Skills: Craft (Alchemy) 8 ranks
Special: Must have a natural Bite attack, whether from racial benefits or from the feat Deformity (Teeth).
Special: Must have cooked and eaten a member of the same creature type as your own with an Intelligence Score of at least 3.

Class Skills
The Degenerate Chef's class skills (and the key ability for each skill) are.... Appraise (Int), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Profession (Wis), Survival (Wis)
Skills Points at Each Level: 2 + Int

Hit Dice: d12

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Recipes Known
1st|
+0|
+2|
+0|
+2|Home Cooking +1, Iron Stomach, Degenerate Cooking|
2|
2nd|
+1|
+3|
+0|
+3|Hungry Maw, Scent|
3|
3rd|
+2|
+3|
+1|
+3|Home Cooking +2, Poison Use|
4|
4th|
+3|
+4|
+1|
+4|Battle Butcher, Eat it Raw|
5|
5th|
+3|
+4|
+1|
+4|Home Cooking +3, Feast of Depravity|
5[/table]

Weapon Proficiencies: A Degenerate Chef is proficient with all cooking implements, treating them as clubs, daggers, throwing axes, or short swords rather than improvised weapons.

Home Cooking (Ex): The Degenerate Chef is a master of cooking, and as such gains a +1 bonus on all attack and damage rolls with cooking implements. He also gains a +1 profane bonus to all his Craft(Alchemy) check. Both these bonuses rise to +2 at level 3, and to +3 at level 5.

Degenerate Cooking (Su): The Degenerate Chef not only enjoys snacking on the flesh of his peers, but he is able to imbue his cooking with specific properties by following certain recipes. A Degenerate Chef knows a number of ancient and terrible Recipes as per the Table.

Recipes:
Cooking it up: To make a recipe, a Degenerate Chef must succeed on a Craft(Alchemy) check. He cannot take 10 or 20 on this check. Failing the check does not use up Ingredients, only time.
Eating a Recipe: Consuming a Chef’s Degenerate Cooking is a move action, unless otherwise stated.
Ingredients: Recipes require ingredients, and all the Degenerate Chef’s ingredients must come from non-Construct, non-Elementals with an Intelligence Score of at least 3. To harvest the correct ingredients, the Degenerate Chef spends a full round action personally carving and hacking away at a corpse. Each corpse generates 1 ingredient, except for those Huge of larger. Those corpses generate 2. A Recipe will specify how many Ingredients it requires. Ingredients never spoil.
Going Bad: A Degenerate Chef’s Recipes only carry their special properties for a limited time. If they are not consumed by the end of a week, after they are finished cooking, they spoil.

Iron Stomach (Ex): A Degenerate Chef is immune to all disease, supernatural and mundane. He also adds twice his class level on Fortitude saves to resist poisons.

Hungry Maw (Ex): The Degenerate Chef’s Bite natural attack’s damage dice improves one step.

Scent (Ex): The Degenerate Chef gains Scent, his nose honed to better improve his cooking.

Poison Use (Ex): Degenerate Chefs are trained in poison, and never risk poisoning themselves when applying it to a weapon.

Battle Butcher (Ex): The Degenerate Chef becomes quite adept at harvesting the goodies from his fallen foes. He may now gain usable Ingredients from a dead body as a standard action, instead of a full round. Or, if the Degenerate Chef deals the killing blow to the foe with cooking implements or his bite attack, he automatically harvests Ingredients.

Eat it Raw (Ex): The Degenerate Chef may consume any number of Ingredients as a move action, gaining twice that amount in Temporary Hit Points.

Feast of Depravity (Su): The Degenerate Chef learns to prepare a “beautiful” feast. Creating the feast requires a number of dead bodies and of the same size category of the participants of the feat. Preparing the feast requires an hour. Once finished, those who participate and are nongood gain the benefits as per the spell Heroes’ Feast with a caster level of 12. Any good aligned participants in the feast must succeed on a Will Save (DC 10+1/2 Degenerate Chef’s HD+Degenerate Chef’s Cha Modifier) or they immediately move their alignment one step towards evil. Any who do not participate in the feast but watch must succeed on a Fortitude save (DC 10+1/2 Degenerate Chef’s HD+Degenerate Chef’s Cha Modifier) or be nauseated for 10 minutes. If they succeed, they are merely sickened.

List of Recipes:

Reading the Recipe Entry
Name: Name of Recipe
DC: The Craft(Alchemy) check required to make the dish.
Time: The amount of time it takes the Degenerate Chef to cook the recipe.
Duration: After consumption, how long the recipe lasts.
Ingredients: Number of ingredients consumed in making this recipe.
Afterwards follows the description of the recipe and it’s benefits.

Alluring Pie
DC: 20
Time: 1 Hour
Duration: 1 Encounter.
Ingredients: 2
The Degenerate Chef carefully and beautifully crafts a scrumptious looking meat pie. Any whom the Degenerate Chef presents the pie to must make a Will save (DC equal to 10+1/2 Degenerate Chef’s HD+Degenerate Chef’s Cha Modifier+1 per 5 over the Craft(Alchemy) DC he was in making the Recipe). If they fail, they must immediately consume the pie (a free action). If they succeed, they are immune to the attractive quality of any of the Degenerate Chef’s Alluring Pies for the rest of the encounter.
Anyone who consumes the Alluring Pie is sickened for the rest of the encounter.

Battle Sausage
DC: 35
Time: 1 Hour
Duration: Variable
Ingredients: 2
The Degenerate Chef cures a sausage that grants prowess in battle and a warrior spirit. The sausage gives a profane bonus to Strength, Dexterity, and Constitution equal to twice the Degenerate Chef’s Home Cooking bonus, +2 per 5 over the Craft(Alchemy) DC he was in making the Recipe, for a number of rounds equal to 3 plus the Degenerate Chef’s class level.

Bloodmead
DC: 30
Time: Variable
Duration: 1 Encounter
Ingredients: 5
The Degenerate Chef ferments his ingredients, creating an alcoholic beverage. The Bloodmead can be made taking different amounts of time. The Degenerate Chef needs to be active in the Recipe’s creation and nothing else for 1 hour each day that the Bloodmead ferments. The Bloodmead must ferment for a minimum of a week. Afterwards, it functions as one of a few potions, with a caster level equal to the Degenerate Chef’s class level.
For each week after the first that he lets it ferment, the Bloodmead becomes more potent, gaining another +1 bonus to the caster level of the spell it is mimicking.
Bloodmead may be treated as a potion of resist energy, greater magic fang, bestow curse, or barkskin.
Bloodmead never spoils.
NOTE: If the Degenerate Chef fails the Craft (Alchemy) DC for Bloodmead, he only loses 1 hour and can attempt to start the recipe again.

Cold Sandwich
DC: 25
Time: Full Round
Duration: 1 Encounter
Ingredients: 1
The Degenerate Chef assembles quickly, making a dish that gives a profane bonus to attack and damage rolls equal to the Degenerate Chef’s Home Cooking bonus for the rest of the encounter.
NOTE: This stacks with the Degenerate Chef’s own Home Cooking.

Comfort Food
DC: 30
Time: 30 minutes
Duration: 1 minute
Ingredients: 1
The Degenerate Chef makes a dish that eases the soul. This Recipe makes the consumer immune to fear effects and gain a +5 profane bonus to Will saves for 1 minute.

Hearty Stew
DC: 20
Time: 1 Hour
Duration: Instantaneous
Ingredients: Variable
The Degenerate Chef makes a chunky stew that gives 1d8 HP(+1 per 5 over the Craft(Alchemy) DC he was in making the Recipe) per Ingredient he expends on the Hearty Stew; the maximum number of Ingredients he may cook in this Recipe equal to his Recipes Known.

Spicy Gumbo
DC: 30
Time: 2 Hours
Duration: Instantaneous
Ingredients: 2
This gumbo is so hot, after it is eaten one immediately starts belching flames. This Recipe gives the imbiber a Breath Weapon that can be used twice as a standard action after consuming the Recipe for the rest of the encounter. It is a 30ft cone that deals 4d6 fire damage(+1d6 per 5 over the Craft(Alchemy) DC he was in making the Recipe), Reflex DC 20(+1 per 5 over the Craft(Alchemy) DC he was in making the Recipe) for half.

Sustaining Steak
DC: 35
Time: 1 Hour
Duration: 1 day
Ingredients: 3
The Degenerate Chef creates a steak so sublime, the consumer does not need to drink, eat, sleep, or breathe for the rest of the day. He may still benefit from the Degenerate Chef’s recipes.

PLAYING A DEGENERATE CHEF
Combat: Degenerate Chefs are usually in melee, tearing it up with their bite or cooking implements. You also should be spreading out your Recipes where they can do the most help, don’t just hoard them all for yourself. Degenerate Chefs need to harvest their ingredients from dead bodies, don’t forget to harvest them after combat.
Advancement: After finishing Degenerate Chef, they might choose to go into Exemplar, becoming masters of Craft(Alchemy). Any other PrC related to Alchemy is a good choice as well.
Resources: There are no formal structures of Degenerate Chefs, but Chefs will sometimes take Sous-Chefs to help them in their grisly work.

DEGENERATE CHEF IN THE WORLD
This is delicious, but where is Fred? --Guest at the Palla Grande

Degenerate Chefs are not exactly accepted in normal society and are shunned by most “more civilized” folk.
Daily Life: Degenerate Chefs usually go around collecting exotic ingredients and hosting creepy, bacchanalian parties.
Notables:
Organizations: The Palla Grande is one of very few restaurants run by Degenerate Chefs in the city of Administratum, a LE city. If you don’t tip well, you well might become the next course.

NPC Reaction
Most NPCs will view Degenerate Chefs as running from incredibly creepy to downright terrifying. Only other Chefs or those of a more evil inclination will view him favorably.

DEGENERATE CHEF IN THE GAME
Degenerate Chefs give DMs an interesting option for a villain who supports his allies.
Adaptation: Degenerate Chefs are fairly easy to adapt into a campaign setting. They could be tied with necromancer organizations, or just exist in savage communities.
Encounters: PCs might be told to go investigate missing bodies, or find out what is really in those delicious pies. Degenerate Chefs can also be encountered in some communities of monstrous humanoids.

Glimbur
2012-10-06, 08:00 AM
Mythtaken

http://i718.photobucket.com/albums/ww185/Glimbur/Pictures%20for%20Prestige%20Class%20Contests/CCStoryteller.jpg This image, which was originally posted to Flickr.com, was uploaded to Commons using Flickr upload bot on 22:43, 16 July 2012 (UTC) by Russavia (talk). On that date it was licensed under the license below.

Actually, the fierceness of the chimera is overstated. I am confident that with a bushel of onions even a nest of the beasts could be easily tamed.. - Jocquin, Mythtaken.

Monsters are terrifying. Even heroes who fight the fell beasts treat them with respect. Occasionally, someone misunderstands the nature of monsters. These people view monsters as exaggerated boogey-men. Most people with this worldview die horribly, but a few survive. These few have the strange ability to make the stories they tell about monsters true.

Becoming a Mythtaken
The path of the Mythtaken is not one that is tread intentionally. Perhaps as a novice adventurer you slew a sick dragon. Maybe a troll attacked your group and was murdered in to the ground with no difficulty. Whatever the reason, you have ‘realized’ that monsters are not as scary as they seem. You tell your story to others so that people no longer need to live in fear.

ENTRY REQUIREMENTS
-8 ranks in Perform: Oratory
-Inspire Courage class feature
-Collector of Stories skill trick or Knowledge Devotion feat


Class Skills
The Mythtaken's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex),Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 6 + int mod
Hit Dice: d6

LevelBABFortRefWillSpecial
Special
1st+0+0+2+2
Smooth Talker, Story of Sir Hector
2nd+1+0+3+3
Story of Saint Celestine, Extra Music
3rd+2+1+3+3
Inspirational Orator, Story of Olaf Pigson
4th+3+1+4+4
Story of Elgin the Deaf, Story of Jonias Dragonslayer
5th+3+1+4+4
Twist in the Myth


Weapon Proficiencies: A Mythtaken gains no additional weapon or armor proficiencies.

Smooth Talker(Ex): A Mythtaken is similar to a bard. Both of them tell tales and inspire people to greatness. Levels in Mythtaken stack with levels in Bard for purposes of bardic music uses per day and the bonus granted by Inspire Courage. Levels in Mythtaken do not stack with Bard levels for purposes of access to new bard songs.

Story of Sir Hector(Ex): Sir Hector was a minor lord who had responsibility for a few hundred peasants and their various mud huts. One winter a dark wizard moved in to the nearby mountain pass and demanded a toll from travellers. Sir Hector belted on his sword, strapped on his armor, and rode forth to slay the wizard. The frightened townsfolk heard all manner of magical explosions from the mountain pass, and then silence. When one of them mustered the courage to investigate, the pass was clear and there was no sign of either man. The Mythtaken tell this story to help people avoid hostile magics and other strange effects.
A novice Mythtaken is better able to help people avoid miscellaneous hazards. When he uses Inspire Courage, people affected by it also gain a Resistance bonus to saving throws equal to the normal Inspire Courage bonus.

Story of Saint Celestine(Ex): Saint Celestine, when she was alive and not yet sainted, lived in a nunnery. This nunnery was known as a peaceful place for quiet contemplation of religious texts and insights. A roving Behir arrived at the gates of the nunnery and demanded a volunteer to be eaten. Celestine hatched a bold plan and tied a knife to a broomstick. Armed with her makeshift spear and her faith, she charged the Behir. The beast simply laughed and trusted in its scales to protect it from such frolicsome prey. Its laughter stopped when her spear thrust into it as though the scales were butter. Scholars dispute what happens next in the story, so it shall be left here. Her inspirational story, from the lips of a Mythtaken, makes even the sturdiest monster seem less fearsome.
The Story of Saint Celestine is a new bardic song which a second level Mythtaken learns. It requires a standard action to activate it, it can be maintained as a free action, and costs one bardic music use to activate it. When the Story of Saint Celestine is told, one hostile creature that is not humanoid within 60’ of the Mythtaken must make a Will save with a DC of 10+1/2 character level+Cha mod or take a penalty to its natural armor and DR equal to the Mythtaken’s character level divided by two. This effect lasts for the rest of the encounter. Neither Natural armor nor DR can be reduced below 0 by this ability. Uses of this ability on the same monster do not stack, they overlap and only the strongest one counts.

Extra Music(Ex): The Mythtaken tell stories as often as they can. This focused practice grants them the Extra Music feat at second level.

Inspirational Orator(Ex): Every Mythtaken has above-average oratorical skills. Averages do not work like that, but the Mythtaken are unaware of such problems. The mythtaken's minimum bonus to abilities based on Inspire Courage is 3. This is checked after all bonuses and penalties are applied, so a Mythtaken with an innate +2 casting Inspirational Boost for +1 and using Words of Creation for +5 or +6 total (depending on your reading of things) does not benefit.
In addition, a third level Mythtaken has told his stories so often and so widely that he can activate any Bardic Music as a swift action. This costs an additional use of bardic music.

Story of Olaf Pigson(Ex): Olaf Pigson was found as a baby in a pig sty. He was raised by a family of farmers, and he would have passed through history without leaving a mark were it not for the band of trolls that attacked his farm one warm summer afternoon. Olaf lifted his pitchfork and went forth to do battle. The trolls closed in and struck out with their enormous claws, but Olaf avoided their strikes. He stabbed the foul trolls again and again with his pitchfork, but they continued to rise and attack him. The battle still raged as the sun fell. In the morning all that was left was a blood soaked field. His family believes that Olaf won the fight and went off to be an adventurer. The Mythtaken carry his story and find that it helps people avoid the claws and teeth of monsters.
The Story of Olaf Pigson is a new bardic song which a third level Mythtaken learns. It requires a standard action to activate it, it can be maintained as a free action, and costs one bardic music use to activate it. When the Story of Olaf Pigson is told the Mythtaken and his allies gain a morale bonus to AC equal to his Inspire Courage bonus which only applies to attacks from creatures that are not humanoid. The effect of the story lasts as long as it is maintained and for five rounds after.


Story of Elgin the Deaf(Su: Elgin the Deaf was a novice fighter who was hired to escort a group of scholars as they explored some ancient ruins. As the scholars argued about the translation of some glyphs they found on a wall, Elgin saw that they were not alone in the ruins. A colony of basilisks had been irritated by the loud scholars and attacked. Elgin did his duty and stepped forward to fight them. The scholars shouted at him to run for it, but Elgin was deaf to their cries. Astonishingly, he was not turned to stone as the beasts approached, and he struck down one of them. The last the scholars saw of him he was fighting the other three beasts gamely. The Mythtaken tell his story to help people shake off the unnatural horrors that monsters can inflict on people.
The Story of Elgin the Deaf is a new bardic song which a fourth level Mythtaken learns. It may be activated as a standard action or as an immediate action to different effect, and costs one bardic music use to activate it. When the Story of Elgin is told as a standard action, it grants an additional saving throw to every ally within 60’ against one effect of their choice. This may not be used against effects which require a Break Enchantment or stronger magic to remove. At character level twelve, effects which require Break Enchantment can be affected by this story. At character level sixteen this story can affect any effect that requires anything less than a Wish or Miracle to break. When used as an immediate action, this story grants an additional saving throw to any or all allies against a single effect that has just occurred.

Story of Jonias Dragonslayer(Ex): Jonias was a wandering hero who heard of a dragon terrorizing a small hamlet. Being a wise fellow, he hired a few villagers to carry the horde back after he slew the dragon. They followed him at a safe distance as he approached the beast’s lair. The dragon came out, laughed, and tried to breathe fire all over Jonias. Instead the fell beast merely coughed. Jonias brandished his great sword and charged. At this point the villagers lost their courage and fled. When they returned both Jonias and the dragon were gone. They picked up the hoard and took it back to their village. The story of the dragon’s failure to perform allows Mythtaken to unnerve other creatures that use supernatural attacks.
The Story of Jonias Dragonslayer is a new bardic song which a fourth level Mythtaken learns. It requires a standard action to activate and costs one bardic music use to use. When the Story of Jonias Dragonslayer is told one target creature that is not humanoid must make a Will save with a DC of 10+1/2 character level+Cha mod or lose the ability to use all of its Supernatural abilities for the rest of the encounter. The effect of the story lasts as long for the rest of the encounter. At character level thirteen, a Mythtaken may target a number of creatures up to his Charisma modifier.

Twist in the Myth(Su): The pinnacle of the art of the Mythtaken is a story only their masters can tell well. This story is anathema to creatures that go bump in the night.
The Twist in the Myth is a new bardic song which a fifth level Mythtaken learns. It requires a standard action to activate it, it can be maintained as a free action, and costs one bardic music use to activate it. When the Twist in the Myth is told, all hostile creatures that are not humanoid within 60’ of the Mythtaken must take a -4 penalty to their strength score for each size category they are above medium. All of their damaging Supernatural and Spell-Like abilities do one fewer die of damage for each size category they are larger than medium. If the ability does not do dice of damage it is not affected. This effect lasts as long as the creature is within 60’ of the Mythtaken and the story is sustained. Neither strength nor damage dice can be reduced below 0 by this ability.

Playing a Mythtaken
Combat: You are a bard with different songs. Keep invested in your Knowledge skills so you know which song will be best to use.
Advancement: It is advisable to take more levels in Bard after this class. Various Bard prestige classes are also wise to consider.
Resources: The Mythtaken have only a loose confederation who swap stories. Occasionally a fellow Mythtaken might know something useful or be able to spare a horse, but that is about the extent of what the group can provide.

Mythtaken in the world
Bloody idiot is going to get himself killed - nameless peasant

Mythtaken are seen as dreamers at best, and dangerously naive at worst. Sometimes attitudes change after seeing a Mythtaken in action, but common knowledge is hard to fight against.
Daily Life: Mythtaken tend to drift through life chasing one dream after another. Or, naturally, they are out risking their lives for gold and honor. You know, like adventurers.
Notables: Errin the Carefree is famous for her stand against a dragon using nothing more than a mop she borrowed. Foul Mike was last seen jumping through a portal to Arborea screaming something about angels not being as tough as they look.
Organizations: The Mythtaken have a loose confederation that shares stories, but each is free to go their own way.

NPC Reaction
The Mythtaken are generally taken to be mentally deficient. Most everyone has seen an ankheg attack, has heard of dragons burning entire towns down, and knows that monsters are terrifying. If a Mythtaken sticks around one place long enough, they can change the attitudes of people. This is fine as long as the Mythtaken is around, but disastrous if he leaves.

Mythtaken in the game
The Mythtaken make the party stronger against non-humanoid foes.
Adaptation: The various stories that class features are based on are generic enough to fit in any standard fantasy setting, but you are free to customize them with actual history from your world.
Encounters: A Mythtaken could be found at the head of a mob who is hunting after unusual PCs.

Owrtho
2012-10-07, 01:08 AM
Macabre Mask Maker

http://Picture URL

"I made into masks wood and clay, they mocked me for the crudeness. I made into masks their flesh and bone, to repay them for their rudeness."

Man seek to appear other than they truly do. To some, transformation magic is the best solution, turning into something completely. Others, due to choice or lack of ability favour costumes instead. A few dedicate themselves to making costumes so life like as to rival transformations. Whether for themselves or others, to help or harm, macabre mask makers have sought the art of creating masks with powers to change or influence the wearer.

Becoming a Macabre Mask Maker
Rare is the person who stumbles upon the path of becoming a macabre mask maker. Most set out with the goal, having felt the desire to make such masks for much of their life.

Entry Requirements
Feats: Mutagenic Body*
Skills: Craft (Mask) 4 ranks, Disguise 4 ranks, Heal 4 ranks, Knowledge (any two) 4 ranks, 8 ranks in any one of the former skills
Special: Harvest material class feature.*
Xenoalchemy: Must be able to attach 1st level grafts*

*See the Xenoalchemist (http://www.giantitp.com/forums/showthread.php?t=205119) by Kellus.

Class Skills
The Macabre Mask Maker's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (all) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Cha), Speak Language (n/a), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialXenoalchemy
1st
+0
+2
+0
+2Faceless, Graft Masks+1 level of existing grafting class
2nd
+1
+3
+0
+3Intricate Mask, Costume Prosthesis+1 level of existing grafting class
3rd
+2
+3
+1
+3Intricate Mask, Prosthesis Adaptation (2)+1 level of existing grafting class
4th
+3
+4
+1
+4Intricate Mask, Faceless Adaptation (speech), Improved Prosthesis+1 level of existing grafting class
5th
+3
+4
+1
+4Intricate Mask, Prosthesis Adaptation (3), Part Salvage+1 level of existing grafting class
6th
+4
+5
+2
+5Intricate Mask, Static Mask, Duplicate Mask+1 level of existing grafting class
7th
+5
+5
+2
+5Intricate Mask, Prosthesis Adaptation (4)+1 level of existing grafting class
8th
+6
+6
+2
+6Intricate Mask, Faceless Adaptation (blindsight)+1 level of existing grafting class
9th
+6
+6
+3
+6Intricate Mask, Prosthesis Adaptation (5)+1 level of existing grafting class
10th
+7
+7
+3
+7Intricate Mask, Costumed Body, Faceless Mastery+1 level of existing grafting class

Weapon Proficiencies: A macabre mask maker gains no additional weapon or armour proficiencies.

Xenoalchemy: At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

Faceless (Ex): To properly unlock the powers of the macabre mask maker, the first mask the mask they must make is their own. In a process that takes an hour, the macabre mask maker removes their own face and crafts it into a special type of graft mask known as a face mask. This process leaves them without a face, a hole to nothingness in its place, though in a 10 minute process, it may be replaced with a smooth patch of skin. While not wearing a mask, the mask maker is blind, mute, unable to smell, and has blindsense out to 5 feet (if the mask maker has a form of vision that is not from his face, or a means of speaking that is not from his face, they do not suffer being blind and mute respectively. He is also able to smell if he possesses a means of doing so that was not on his face). However, when wearing a mask of any type, they gain the benefit of treating any eyes on it as real, removing the blindness penalty and granting any forms of vision they had before becoming faceless. The same applies to mouths for being mute, and noses for being able to smell.
Another benefit is that the mask maker may put on or take off any graft masks as a move action.

The face mask produced is of the the mask makers own face, and may not be replaced if lost. He can however make a new face mask by removing the face of any living (or undead or deathless) individual he could attach a graft to. The blindsense granted by being faceless is sufficient for the mask maker to do so without penalty. This causes that individual to become faceless as well, however the victim still must spend the normal amount of time putting on or taking off graft masks, and only treats body parts on graft masks as real.

Note if the mask maker is already faceless, he need not make a mask out of his already lacking face, and simply gains the full benefits of the faceless ability upon making his first face mask. The mask maker may not make his own face into a living mask.

Graft Masks (Ex): Macabre mask makers are noteworthy for their ability to create graft masks. These masks act as though alive when worn, seemingly turning the wearer into the creature they depict. Any creature may have materials harvested from it for creating a graft mask. Unlike normal grafts, a graft mask be made without a patient, though use the normal time for attaching a graft to determine the time required to make the mask. Once made, a graft mask requires 10 minutes to put on or take off. Provided the time required to put the mask on is at least a full round action, a second individual may aid the prospective wearer, causing the time required to be reduced as if by one step of the easily worn mask ability (see below), though each must spend the time or action to do so.
While worn, the wearer's body changes to look like that of what the mask is designed to look like. This grants a +5 + half xenoalchemist level bonus to disguise checks to appear as the creature or thing the mask depicts. Note that these changes are cosmetic (though they do actually change the body of the individual), and do not affect stats. Additionally, any changes to size are illusionary (as such they can be seen through with true seeing and suppressed with antimagic fields). While the changes count as supernatural when the mask is put on or taken off, once they have occurred, they are mundane in nature and cannot be suppressed by antimagic fields, or seen through with true seeing. Additionally, any head grafts the wearer has when they wear the graft mask are suppressed until such a time as it is taken off.

Additionally, the mask maker may choose to add a head graft to a graft mask. To do so treat the mask as a recipient for the graft. So long as a head graft is not already attached to the mask, it cannot reject the graft. If this is done, while the mask is worn, if they have not reached their graft limit, they may gain the benefits of the head graft in the mask. The level of a graft attached to a mask may not exceed the graft level of the mask, nor may a level 5 graft be attached to a mask. If the graft level of the mask is 5, it suppresses any level 5 grafts the wearer has.

Graft masks count as grafts, and as such have a graft level. The graft level of a mask is equal to the number of mask abilities it has (minimum 1).

Mask Abilities:Easily Worn: This mask is designed to be quickly put on or taken off. The time needed to put it on or take it off is reduced to 1 minute. If the xenoalchemist level is at least 5, is instead reduced to a full-round action. If it is at least 10, the time is reduced to a standard action. If it is at least 15, the time is reduced to a move action.

Prop Mask: This mask is designed to help with a specific task. Upon making it, select a single charisma based skill other than disguise or use magic device (or use psionic device, etc.). The wearer of the mask gains an untyped bonus to that skill equal to one fourth the xenoalchemist level of the mask, rounded up. The mask ability may be select for the same mask more than once, though each time must be for a different skill.

Sizeable Mask: This mask can alter the size of the wearer. For every 5 xenoalchemist levels the mask has, it may increase or decrease the size of the wearer by 1 size category (the total amount chosen when the mask is made). This size change grants a +2 Str and -2 Dex to the wearer per size category increase and -2 Str and +2 Dex to the wearer per size category decrease instead of the normal ability score changes. Note, that these size changes are real, unlike the normal illusionary ones if this ability is not possessed by the mask. As such they cannot be seen through with true seeing and are not suppressed in antimagic fields.

Durable Mask: This mask has its own pool of hit points equal to the twice the xenoalchemist level. When worn, this pool is added to the hit point pool of the wearer. Like temporary hit points, this hp is lost before the hp of the wearer (though after any temporary hit points they might have). Unlike temporary hit points, it may be healed back up line normal hit points. If not worn, the mask regains 1 hp per graft level of the mask per day. Unlike other mask abilities, this one may be added to the same mask multiple times. While the hit point pools stack, this does not increase the rate at which the mask recovers hit points if not worn.

Adaptive Mask: This mask allows the wearer to adapt better to costume prosthesis they possess. While worn, up to half xenoalchemist level of the mask costume prosthesis do not grant penalties to the wearer. The ones that do not grant penalties are chosen upon the creation of the mask or when the postop procedure ability is used on it.

Prosthesis Mask: This mask does not require the wearer to have costume prosthesis grafts to benefit from the grafts of the mask. Up to half the xenoalchemist level grafts on the mask that are at least 2 graft levels lower than the graft level of the mask ma be granted to the wearer, so long as they do not exceed the graft limit of the wearer. If the wearer has a graft in that slot already, it is suppressed and does not count toward their maximum number of grafts while wearing the mask. If the wearer some but not all of the grafts would exceed the graft limit of the wearer, the wearer may choose which grafts to have function upon donning the mask. Choose which grafts benefit for this effect upon adding them to the mask.

Feature Mask: This mask grants some feature of the creature it is made from. Upon making the mask, select one graft with a graft level less than one fifth the xenoalchemist level of the mask (rounded down), and at least one level below the graft level of the mask, that the creature the materials for the mask were harvested from could provide. The wearer of the mask gains the benefits of that graft even if they do not have a costume prosthesis graft in that graft slot. If they have another graft in that slot it is suppressed for as long as the mask is worn. The mask may not have another graft attached in the slot that the graft granted from this mask ability would normally fill (note that the Mad Surgeon feat may be used to change the slot used as normal). If the grafts granted by the mask would exceed the wearer's limit, this graft is always granted, suppressing the graft in the slot it fills to reduce the wearer's graft count, or suppressing another graft they have of their choice upon donning the mask.

Mannerism Mask: This mask causes the wearer it take on the mannerisms of the individual who's face it was made from. This grants the wearer a bonus to disguise checks to appear as that individual equal to half the xenoalchemist level. This ability may only be applied to face masks.

Living Mask: This mask contains the soul and essence of the individual it was made from. When this mask is made, the body of the individual it is made from is left a hollow shell while their essence stored within the mask. While still alive, the body will be mindless and make no actions of its own.

The mask however is very much alive, the individual it was trapped inside it.
When not worn, the individual has full control of the facial features of the mask, including the ability to see and hear, though it cannot speak unless a throat graft is attached to the mask.
When worn, the individual and the wearer may mentally communicate with each other. The individual gains access to all the wearers senses, though it cannot control them. Additionally, the wearer can always sense the surface emotions of the individual as if with the empathy (http://www.d20srd.org/srd/psionic/powers/empathy.htm) power. A number of rounds per day equal to half the xenoalchemist level of the mask, divided as the wearer chooses, the wearer may treat the individual as if under the effects of the mind probe (http://www.d20srd.org/srd/psionic/powers/mindProbe.htm) power. Treat the xenoalchemist level as the manifester level, and use wearer's charisma as the caster stat for the DC. The individual however may, 3 times per day, attempt to influence the wearer as if with the suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) spell. Treat the 3/4 xenoalchemist level rounded up as the caster level, and use the individuals charisma score as the caster stat for the DC.

If a Living Mask is placed on the hollow body made by creating a Living Mask, it has full control of the body. If the mask also has the controlling mask mask ability, the abilities granted by it can override this control.

This mask ability requires that the mask be a face mask, and that it also have the Mannerism Mask mask ability.

Detecting Mask: The individual in this mask is protected from the normal effects of being a living mask. The wearer of this mask does not gain the ability to read the individuals surface emotions or to mind probe them. Instead, the individual can read the surface emotions of the wearer as if with the empathy (http://www.d20srd.org/srd/psionic/powers/empathy.htm) power, and may for a number of rounds per day equal to half the xenoalchemist level of the mask, divided as the individual chooses, subject the wearer to the effects of the mind probe (http://www.d20srd.org/srd/psionic/powers/mindProbe.htm) power. Treat the xenoalchemist level as the manifester level, and use individual's charisma as the caster stat for the DC.

This mask ability may only be added to face masks with the living mask mask ability.

Suppressed Mask: This mask does not seem to change the appearance of the wearer outside them having a mask on. As such it does not grant the normal disguise bonus. It does however grant any other abilities it has. The wearer may choose to have the mask stop being suppressed as a full-round action. If they do so, suppressing it again is a full-round action.


Tempting Mask: Once worn, this mask makes the wearer want to continue wearing it. Taking it off requires a Will save with a DC of 5 + the number of times they've previously worn the mask + the number of hours they've had it on. This cannot exceed 10 + the Xenoalchemist level of the mask.

Controlling Mask: This mask exerts an influence on the wearer. You may subject the wearer to the effects of a suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) spell a number of times per day equal to one fifth the xenoalchemist level (round down, minimum 1). If the graft level of the mask is 2, it instead allows one fourth the xenoalchemist usages per day (round down, minimum 1). If the graft level is at least 3, it instead grants one third xenoalchemist level uses per day (round down, minimum 1). If the graft level is 4, it additionally allows you to subject the wearer to the effects of the dominate monster (http://www.d20srd.org/srd/spells/dominateMonster.htm) spell a number of times per day equal to one tenth your xenoalchemist level. If the graft level is 5, it instead grants one fifth the xenoalchemist uses of dominate monster per day. For all spells, use the xenoalchemist level as the caster level, and your charisma as the casing stat for DCs, and treat them as supernatural abilities.

You may choose to apply conditional triggers for the usages of the spells. You may give the mask up to 3 + one fifth xenoalchemist level conditional triggers for them, the specific suggestion or commands needing to be chosen when they are made. These will automatically trigger any time the conditions are met if there are daily uses remaining. The Postop Procedure ability may be used to change the conditional triggers after the mask is created.

If the tempting mask ability is also possessed by the mask, any time the wearer fails a will save to remove the mask, it regains a daily usage of suggestion.

If the living mask ability is also possessed by the mask, upon creation the mask maker may choose to allow the individual to make use of the spells on the wearer. This choice may not be changed once made.


Intricate Mask: At each class level after the first, the number of grafts the mask maker may attach to a mask increases by one. A mask may only possess one graft for each type of body slot. The Mad Surgeon feat may be used to circumvent this limit as normal. When the mask is worn, any grafts it has are granted to the wearer if they have a costume prosthesis graft in the equivalent slot and it would not exceed the wearer's graft limit. If it would exceed the wearers graft limit, they may select which ones are not granted upon donning the mask.

Costume Prosthesis Ex: Upon reaching second level, the macabre mask maker learns how to make costume prosthesis grafts. These are mundane 0 level grafts that do not count toward the graft limit of the bearer. They may be made for any body part, and may have the materials harvested from any creature, wood, or metal. A costume prosthesis is able to shift into grafts attached to a graft mask when the mask is worn. However, their nature causes the bearer to suffer a minor penalty depending on the graft slot it occupies.

The mask maker ignores the penalties for one of his costume prosthesis grafts. The one which is ignored may be chosen any time he adds or removes a costume prosthesis graft to or from himself.

Costume Prosthesis Penalties:
Graft SlotPenalty
Arms-1 attack
Body-1 Fortitude
Eyes-2 Spot, -2 Search
Hands-1 to skill checks requiring fine manipulation
Head-2 Concentration
Legs-2 Balance, -2 Climb
Shoulders-1 attack
Throat-1 Fortitude
Torso-1 Fortitude
Waist-1 Fortitude

Prosthesis Adaptation (Ex): The macabre mask maker becomes more adept at dealing with costume prosthesis grafts. Each time he gains this ability he may ignore the penalties for an additional costume prosthesis graft. He may immediately select one to ignore the penalties for upon gaining this ability in addition to changing it upon adding or removing a costume prosthesis graft to or from himself.

Faceless Adaptation (Ex): At fourth level, the macabre mask maker becomes more in tune with his faceless nature. He gains the ability to speak and smell even when not wearing a mask. At level 8, this further improves. His blindsense increases to 15 feet, and he gains 5 feet of blindsight.

Improved Prosthesis (Ex): At fourth level, the mask maker ecomes able to make better costume prosthesis grafts. These act as normal costume prosthesis grafts, except that they don't cause a penalty and are level 1 grafts meaning they count toward the graft limit of the bearer.

Part Salvage: At fifth level the mask maker becomes able to salvage parts from older masks. He may select up to half his class level parts from a mask, and spend an hour salvaging them to be used either as grafts for an individual or for another mask. Any grafts or the mask itself may be treated as parts for this purpose. This process takes one hour plus an additional 15 minute per part after the first being salvaged to complete. If the mask itself is salvaged, it may be recrafted into a new graft mask or if it was a face mask, a face mask, with new mask abilities chosen. If it was a face mask with the mannerism mask or living mask mask abilities, those may again be added to the new mask.

Static Mask: At 6th level, the macabre mask maker becomes able to treat any mask he wears as if it has the suppressed mask mask ability. This is chosen upon donning the mask. Additionally, when doing so, he may choose if he wants its features to move like they are alive or stay in place like a mask. This choice does not impact his ability to make use of the features from the faceless ability.

Duplicate Mask: At 6th level the mask maker learns to make masks that look exactly the same so long as suitable materials are on hand. If he has a mask, he may create an exact copy of it so long as he has materials gathered from a creature of the same type as the mask. This does not cause it to have any grafts on the original mask, nor does it select the abilities. This can be used to duplicate a face mask. The duplicate mask cannot have the mannerism mask mask ability even if the original did, nor any mask abilities that require it. When worn, the mask will make the wearer look the same as the original mask does.
Alternatively, this ability may be used to modify an existing mask to look like another. This still requires materials as if making the mask from scratch, however the mask being modified keeps all mask abilities and grafts it already possesses. If it has the mannerism mask ability or any other mask abilities requiring it, it retains them, though they still apply to who they originally did.

Costumed Body: Upon reaching tenth level, the mask makers body becomes like a costume prosthesis. He no longer needs to have costume prosthesis grafts to gain the benefits of grafts on graft masks he wears. If he has other grafts in that body slot, they are suppressed by the grafts in the mask. Additionally, he may choose to keep any cosmetic changes made to his body indefinitely upon removing the mask aside from ceasing to be faceless. As long as his face is concealed, he continues to gain the full disguise benefit of wearing the mask, while if his faceless nature is shown, he only gains half the benefit. If he would later don and remove a mask, the macabre mask maker may choose between having his body resume the form it had before putting on the mask, his natural form, or having it remain in the form granted by the mask.

Faceless Mastery:Upon reaching tenth level, the macabre mask maker's ability to act while faceless improves further. The blindsense increases to a range of 60 feet, while the blindsight increases to a range of 15 feet. He may also detect colours of things within 5 feet, allowing him to read.

Feats
Mask Switch
You can easily exchange one mask you are holding with another.
Prerequisites: Faceless, Slight of Hand 4 ranks
Benefit: As a free action, you may make a slight of hand check (DC 15) to exchange one unworn mask you are holding with any other unworn mask on your person, in a container on your person (including extradimensional ones), or within 15 feet of yourself you are aware of. You may attempt this once per round with any given mask.
Additionally, Slight of Hand is always a class skill for you.
Special: Individuals without the faceless class ability may take this feat so long as they lost their face from a macabre mask maker taking it. However, for such individuals the required slight of hand ranks is increased to 8.

Smooth Mask Change
You may change the mask you are wearing simply by touching it.
Prerequisites: Faceless, Mask Switch, Slight of Hand 13 ranks
Benefit: As a move action, you may touch a mask you are wearing and attempt to swap it with the Mask Switch ability. This ignores the normal requirement of the mask you are switching out needing to be unworn, though the mask you are swapping it with must still be. This counts as attempting to removing the worn mask and putting on the new mask.
You may also make a touch attack on an individual wearing a mask to attempt to touch the mask they are wearing and swap it with another.
Special: Individuals without the faceless class ability may take this feat so long as they lost their face from a macabre mask maker taking it. However, for such individuals the required slight of hand ranks is increased to 15.

Deformed Mask Maker
You may create masks that disfigure the wearer.
Prerequisites: Graft Masks
Benefit: You may graft handicap grafts into graft masks the same as normal grafts. As normal, they do not count toward the graft limit of the mask wearer. Additionally, they do not require that the wearer have costume prosthesis grafts in the corresponding slots. They will always manifest on the mask wearer and suppress any grafts currently occupying the slot.

The Mask Behind the Mask
You may have become able to wear a graft mask on top of another mask.
Prerequisites: Static Mask
Benefit: Then wearing a mask or graft mask, you may don another graft mask. If the first mask worn is also a graft mask, all grafts and mask abilities of it are suppressed until such a time as you remove the second mask. The exceptions to this are the Suppressed Mask, Tempting Mask, Mannerism Mask, Living Mask and Detecting Mask mask abilities, which continue to function if possessed by the first mask worn.
Special: This feat may be taken by individuals without the static mask ability, but if they do so they may only wear masks with the suppressed mask ability under other masks.
This feat may be taken multiple times, for each time it is taken, you may wear an additional mask atop other masks. Note benefits to disguise from multiple mannerism masks do not stack, but each apply to disguise checks to appear as separate individuals.
If you also possess the smooth mask change feat, you may attempt to change a mask worn under others without disturbing the top mask worn. You may also use it to swap the order of the masks worn despite the normal requirement that the mask you are swapping the touched mask with with be unworn.

Playing a Macabre Mask Maker
Macabre mask makers are mainly support characters. They can however make use of their masks to either fill in for lacking rolls in a group or to back up rolls already filled, making use of their ability to quickly change masks and thus abilities.
Combat: In combat you will most likely use your masks to grant yourself abilities suited to the fight at hand. You may also give masks to allies to help them, or enemies in the case of masks that can harm the wearer.
Advancement: Most macabre mask makers will advance in classes that continue to improve their xenoalchemy and thus masks. However, those that improve stealth, infiltration, or combat can also work.
Resources: What resources are available to a macabre mask maker vary depending on where they are and the individual. Some have shopkeepers who will help them in exchange for masks to sell as wares, other are linked to groups that make use of their masks for performances or other types of jobs. It is also not unheard of for some macabre mask makers to form groups dedicated to preserving the art of making masks.

Macabre Mask Makers in the World
's not right I say. People losing their faces while they sleep. Just ain't natural. Even hear rumours of a spirit stalking the woods outside'a town. They say it can be seen some nights, looking like the people who's faces it stole.

Macabre mask makers are perceived various ways, often based on how they act. Some are thought to be face steaming monsters, largely due to their habits of stealing faces. Others are considered the makers of cursed masks, because they make cursed masks. Still others are considered boons of those they work with, creating masks granting great power, or helping through using those masks themselves.
Daily Life: The daily life of a macabre mask maker can be quite varied depending on how they make use of their abilities. Still, most regularly spend time making new masks, or improving those already made.
Notables: The Thousand Faced Terror is was a macabre mask maker of some note, known for stealing the faces of thousands of victims, trapping their souls in the masks it made that it might better impersonate them and do the same to their friends and family. Many a town was decimated by its presence before it one day stopped. Some say it was finally tracked down and killed, others say it died to bad luck and no one found out due to it looking like another person. The cynics however believe it is till out there biding its time to show up again.
Organizations: While there are no large organizations of macabre mask makers, there are some small groups that form, dedicated to preserving the arts, and teaching them to a select few. There are also some organizations that work with macabre mask makers for their services, making use of the masks made.

NPC Reaction
Most NPCs view the average macabre mask maker as a simple artisan making masks. However, depending on the mask maker, they may be viewed as a face stealing monster, a maker of cursed masks, or a maker of useful enchanted masks. Some are even viewed as shapeshifters by those who don't know the details behind their changing forms. It largely depends on how the mask maker presents himself.

Macabre Mask Makers in the Game
The macabre mask maker allows buffs or penalties to be granted among the party much like a normal xenoalchemist, though in this case much more readily changed. It also allows options for gaining information or infiltration that might not otherwise be there.
Adaptation: The macabre mask maker could be represented as a face stealer, or one stealing the essence of their prey rather than actually carving masks from body parts.
Encounters: A macabre mask maker may be encountered in any of a number of rolls. Examples are a merchant selling masks, whether beneficial or cursed, a face stealing menace, an infiltrator, or the supplier of masks for a group the PCs encounter.

Owrtho

TheGeckoKing
2012-10-07, 03:53 PM
Faceless Terror

...persistent silence and outstretched arms...

A disease of note is the gruesome Faceless Hate disease, first elaborated in detail by the writer of the infamous Book of Vile Darkness. A decayer of the body, when it's infection takes it course it also takes the poor soul's face, and all vestiges of sanity and mercy that it once had, warping them into omnicidal maniacs. The victims of this malady are soon put down by their victim's friends and families, but those few who survive slip the binds of mindless killer and enter the ranks of Faceless Terror.

Becoming a Faceless Terror
There is but one way to become a Faceless Killer - lose your face to the visage-stealing malady, and survive long enough to develop your skills.

ENTRY REQUIREMENTS
Skills: Hide 13 ranks, Move Silently 13 ranks
Special: Must have no face because of the Faceless Hate (BoVD) disease, and have stayed that way for at least 6 months.

Class Skills
The Faceless Hate's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level: 4 + int

Hit Dice: d6

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

1st|
+0|
+0|
+2|
+0|No Face to Take, Extended Blindsight, Sneak Attack +1d6

2nd|
+1|
+0|
+3|
+0|Hide in Plain Sight

3rd|
+2|
+1|
+3|
+1|Only You Can See Me, Sneak Attack +2d6

4th|
+3|
+1|
+4|
+1|In the Blink of an Eye

5th|
+3|
+1|
+4|
+1|Never Seen Again, Sneak Attack +3d6[/table]

Weapon Proficiencies: A Faceless Terror gains no new proficiencies.

No Face to Take: At 1st level, the Faceless Terror's malady becomes part of its physiology, and so now nothing can reverse the process, not even a Wish or a Miracle spell. Even killing the Faceless Terror and ressurecting it will result in simply a reborn and annoyed Faceless Terror.

Extended Blindsight (Ex): At 1st level, the Faceless Terror's Blindsight extends out to 250ft, the product of honing its abilities.

Sneak Attack: Beginning at 1st level, a Faceless Terror deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player’s Handbook. The amount of extra damage dealt increases to 2d6 at 3rd level, and to 3d6 at 5th level. If a Faceless Terror gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Hide in Plain Sight (Ex): Being a murderous monstrosity without a face, being able to exist unnoticed is a must. A Faceless Terror of 2nd level and higher can use the Hide skill even while being observed.

Only You Can See Me (Su): At 3rd level and higher, the Faceless Terror can drive a victim of it's choice utterly insane. The Faceless Terror gains the ability to use Greater Invisibility at-will, but when it uses this ability, it must designate one living creature with sight within 60ft of the Faceless Terror.
The designated creature alone can see the Faceless Terror as if it were not invisible. While this means the Faceless Terror gains no bonus against the designated creature, the bonus of this singling out is that for each round the designated creature can see the Faceless Terror (and that only they can see it), the designated creature takes a -1 penalty to all Will and Reflex Saves and becomes vulnerable to the Faceless Terror's Never Seen Again ability, as their ability to think and react slowly breaks down.

In the Blink of an Eye (Su): At 4th level onwards, the Faceless Terror can jump from place to place in a moment. The Faceless Terror may teleport up to 100ft in any direction, as the Dimension Door spell, except the Faceless Terror may still make a move action hide immediately after teleporting, if they have not already used their move action that round.

Never Seen Again (Su): At 5th level, the Faceless Terror can simply make its victims......go away. Once per day, as a touch attack, the Faceless Terror can make a melee touch attack against a creature that is the designated victim of it's Only You Can See Me ability. The victim makes a Reflex Save with a DC of 10 + 1/2 Character Level + Dex Mod, and if they fail, then they disappear. Where to, nobody knows, but everyone who knows of the Faceless Terrors know that people snatched in this way don't come back.
Ever.

Playing a Faceless Terror
The Faceless Terror is your worst nightmare - only you can see him, and once you do, it's too late.
Combat: The main tactics of the Faceless Terror is to designate a victim with it's Only You Can See Me ability, wear it down with said ability and Sneak Attacks, avoid counterattacks with its ability to teleport, and finally take them away with its Never Seen Again ability.
Advancement: Many Faceless Terrors are Rogues and Assassins, and normally progress these skills once they finish this PrC.
Resources: A Faceless Terror has no friends, no home, and no possessions beyond that what they take.

Faceless Terrors in the world
Can't sleep, slendy will get me, can't sleep, slendy will get me, can't sleep, slendy will get me, can't sleep, slendy will get me, can't sleep, slendy will get me, can't sleep, slendy will get me, can't sleep, slendy will get me...

Faceless Terrors are nightmares given blood and flesh to wreak their havok on the world
Daily Life: The Faceless Terror spends most of its time stalking its prey, watching its every move until they slip up, and leave themselves unaware.
Notables: The most famous Faceless Terror is the infamous Slender Man. He spent decades terrorizing a particular Material Plane for no apparent reason, before never being seen or heard of again. The only trace of "him" left is that some powerful Binders have been able to call on his services as a Vestige (http://www.giantitp.com/forums/showthread.php?t=176757), although the Slender Man has not elaborated on his disappearance, for obvious reasons.
Organizations: Thankfully, Faceless Terrors are not known to congregate, and in fact have been known to attack each other instead of stalking their prey.

NPC Reaction
It is said that children fear the dark more than usual as a subconscious reaction to a Faceless Terror, but most NPCs do not know of the Faceless Terror, because that is how the Terrors like it. Those few that do (and thus are being stalked) slowly turn into gibbering, paranoid wrecks.

Faceless Terrors in The Game
While the PrC is meant for a mysterious serial killer, certain Evil PCs already fit this archetype already.
Adaptation: This prestige class can easily be edited as an agent of Mask in Faerun, or a Daelkyr's whimsy in Eberron
Encounters: Boys and Girls, you do watch out, the Slender Man is out and about......

Amphetryon
2012-10-08, 10:20 AM
Treat Master

Trick or Treat? That's not for you to decide, child. -Alix Heggety, Treat Master

Specialists in potions and elixirs, Treat Masters focus on distributing their wares to both friends and enemies. Often, the choice of potion is of secondary concern, as even a beneficial potion can have negative effects if the person drinking it isn't one the Treat Master would call a friend.

BECOMING A TREAT MASTER
Druids and Clerics have the easiest time getting into the Treat Master class, though they only represent roughly half of the practitioners. A Duskblade who acquires Profession (Cook) as a Class skill can also find some good use for the class, as can a Hexblade who waits long enough for a sufficient caster level to take Brew Potion. Rangers will sometimes take a few levels in Treat Master, if they're of a particularly caster-ish bent; most Paladins, on the other hand, find the methods a Treat Master employs difficult to square with their Code. Dread Necromancers, Beguilers, and Warmages are not unknown among the Treat Masters, though they are uncommon due to the BAB requirement. Wizards and Sorcerers rarely find the benefits of the class worth the effort and wait to qualify. Those classes without the ability to cast spells cannot normally qualify as Treat Masters.

ENTRY REQUIREMENTS
BAB: +4
Skills: Craft (Alchemy) 9 ranks, Intimidate 4 ranks, Profession (Cook) 9 ranks
Feats: Brew Potion, Disease Immunity
Special: Must have imposed a condition penalty (http://www.d20srd.org/srd/conditionSummary.htm) on an opponent


Class Skills
The Treat Master's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal, Knowledge (Int), Listen, Profession (cook) (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str)
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Tainted Treat 1|-

2nd|
+1|
+3|
+0|
+3|Sugar On Top 1|+ 1 level of existing caster class

3rd|
+2|
+3|
+1|
+3|Story Time|-

4th|
+3|
+4|
+1|
+4|Tainted Treat 2|+1 level of existing caster class

5th|
+3|
+4|
+1|
+4|Sugar On Top 2|-

6th|
+4|
+5|
+2|
+5|Dark Whispers|+1 level of existing caster class

7th|
+5|
+5|
+2|
+5|Tainted Treat 3|-

8th|
+6|
+6|
+2|
+6|Sugar On Top 3|+1 level of existing caster class

9th|
+6|
+6|
+3|
+6|Feast or Famine|-

10th|
+7|
+7|
+3|
+7|Ravenous Hunger|+1 level of existing caster class[/table]

Weapon Proficiencies: A Treat Master gains no new Weapon or Armor Proficiencies.

Tainted Treat (Ex): Starting at 1st level, a Treat Master learns secret techniques to making his potions unpalatable to those not in his favor. Anyone who is not an ally of the Treat Master who consumes any one of his potions becomes Sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened) in addition to the effect (including any normally applicable Saving Throw) of the potion. At 4th level, due to improved brewing methods, non-allies of the Treat Master instead become Nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated) as well as the normal effect of the potion. A Treat Master's prowess in this realm peaks at 7th level, rendering anyone not his ally Paralyzed (http://www.d20srd.org/srd/conditionSummary.htm#paralyzed) instead, while also getting the normal effect of the potion. These effects last for 1 round/caster level of the Treat Master. A Treat Master who is at least 4th level and aware of the consumption of his potions by a non-ally as it happens may choose to reduce his effective Treat Master level, thereby inflicting a lesser penalty, if he so chooses. A Treat Master is always considered his own ally for this ability.

Sugar On Top (Ex): At 2nd level, and every third level thereafter, a Treat Master begins to add extra ingredients to her potions that give additional benefits to her allies who consume them. A 2nd level Treat Master's potions bolster her allies' immune systems, granting allies who consume them a +2 Morale bonus to CON, in addition to the usual effect of the potion. Allies consuming a potion from a 5th level Treat Master instead gain almost preternatural flexibility, expressed as both the immunity to being Flanked and +5 feet of Reach to go with the potion's typical effect. At 8th level, a Treat Master imbues her potions with her most useful benefits, as allies consuming her concoctions find their bodies toughening, so that they gain immunity to the following: Critical Hits, Nonlethal Damage, Ability Damage, Ability Drain, Fatigue, Exhaustion, and Energy Drain. These effects last for 1 round/caster level of the Treat Master. A Treat Master who is at least 5th level may choose to reduce her effective Treat Master level, providing a lesser benefit, if she so chooses. A Treat Master is always considered her own ally for this ability.

Spellcasting: At every even-numbered level, a Treat Master gains new spell levels and an increase in caster level (and spells known, if applicable) as if she had also gained a level in a casting class she belonged to before she added the prestige class. She does not, however, gain any other class benefit a character of that class would have gained. Determine spells per day, spells known, and caster level accordingly.
If she had more than one spellcasting class before she became a Treat Master, she must decide to which class to add each level of Treat Master for the purpose of determining spells per day.

Story Time (Su): Once per day from 3rd level on, a Treat Master may gather his allies around him to bolster their spirits and excite their senses with a tale told over the campfire. By spending 10 minutes telling wild stories to his allies, a Treat Master renders those allies within 60' who heard him immune to the Dazed (http://www.d20srd.org/srd/conditionSummary.htm#dazed) and Stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned) conditions in their next combat. This effect lasts for 1 combat or wears off in 1 hour, whichever comes first. This is a language-dependent, mind-affecting effect.

Dark Whispers (Su): Starting at 6th level, the reputation alone of a Treat Master can can shake the confidence of her enemies. Once per day as a standard action, a Treat Master who makes her presence and identity known to her enemies within 60' can force them to make a Will save (DC 10 + CHA modifier+ Caster level) or become Frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened). A successful save renders them Shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken) instead. This lasts for 1 round/Caster level of the Treat Master, and is a language-dependent, mind-affecting effect.

Feast or Famine (Ex): Nearing the peak of his powers, a Treat Master of 9th level or higher may, once per day as a full-round action, talk about his cooking prowess such that it fills the minds of all who can hear him within 30' with thoughts of food, either good or bad. Allies who hear a Treat Master's Feast or Famine ability gain a +2 Morale bonus to STR and +5' of movement/round (Will save DC 10 + CHA modifier + Caster level negates; harmless), while enemies hearing this same speech become Fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) if they fail a Will save. Those who make the Will save are unaffected. A Treat Master is always considered his own ally for this ability. This is a language-dependent, mind-affecting effect.

Ravenous Hunger (Su): At 10th level, a Treat Master reaches the apex of her abilities. She may add secret ingredients to one of her potions, which, when imbibed, grants the ally who consumes it a single, immediate use of the Wild Shape ability, as a Druid of the Treat Master's effective Caster level, with a form chosen beforehand by the Treat Master. An enemy who consumes this special brew is also transformed, but has all of his mental stats reduced to 2, and loses the ability to distinguish friend from foe while so transformed, instead immediately attacking the nearest person; the enemy is entitled to a Fort save (DC 10 + CHA modifier + Caster level) to resist this transformation. A Treat Master is always considered her own Ally for this ability. Due to concerns about recipes being stolen and duplicated, a Treat Master can never have more than a single potion with the Ravenous Hunger ability prepared at any one time.

PLAYING A TREAT MASTER
While far from helpless on a battlefield - all that practice with sharp knives in the kitchen has its perks - most Treat Masters prefer to hang back in a fight, influencing a combat through abilities other than their combat prowess.
Combat: Treat Masters generally approach combat similarly to Bards, using their spells and special abilities to improve their allies' chances while minimizing the enemies' efficacy.
Advancement: Generally, Treat Masters will gravitate toward full casting class options when not taking levels in Treat Master, as doing so advances all of their most powerful abilities.
Resources: It's not unknown for Good and Neutral Treat Masters to get together to help each other and swap recipes, while Evil Treat Masters jealously guard the secrets of their creations, often going so far as to try to poison or sabotage other Treat Masters in the world.

TREAT MASTERS IN THE WORLD
'Having one of them there Treat Masters on yer side can make ye feel like the king of the castle, lad. Having one against ye? That makes the little building out back yer castle, instead.' - Shaun Awgson, innkeeper

Any kingdom's ruler would be thrilled to have a Treat Master as his army's camp cook, often paying exhorbitant sums for the privilege.
Daily Life: Treat Makers seek out employment with any who have done well by them, or who can afford their services, depending on individual moral outlook.
Notables: The twin Druids Gerdy and Grady Garlick first developed the Treat Master specialties, with Gerdy - the nice one - emphasizing giving aid to her allies, and Grady - the not so nice one - focusing on bringing harm to his enemies.
Organizations: There is a loose-knit group of Treat Masters throughout the world, relating recipes and stories and keeping vigilant against those evil practitioners who would weaken the alliances of the others.

NPC Reaction
Treat Masters in good standing with their communities are praised far and wide for their extraordinary gift with potions and elixirs; evil Treat Masters, or those of opposing factions, are spoken of in whispers, with tales told of puppies or children in the broth to scare the curious-minded away. Treat Masters see the value in both reputations, and have been known to foster both simultaneously.

TREAT MASTERS IN THE GAME
Treat Masters rarely go on time-sensitive missions, as the effort to create their potions is sometimes a tedious one which such missions can ill afford. On the other hand, military campaigns, exploratory missions, and almost any permanent encampments benefit from having a Treat Master around.
Adaptation: Treat Masters fit well into most settings with little to no adaptation needed, though some thought may be necessary on how to mesh a Treat Master's abilities with the inherent flexibility of potion creation for Artificers, if they are present.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

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


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Techwarrior
2012-10-08, 10:00 PM
KEEPER OF THE DEAD

My long dead ancestors have been whispering things in my ears while you talk. They don't like you.
-Dwarn, a Keeper of the Dead

A general description of whatever the class is!

BECOMING A KEEPER OF THE DEAD
In order to become a Keeper of the Dead, one needs to have extensive knowledge of the dead, supernatural mastery of the ways of controlling them, and must prove that they can speak with them.

ENTRY REQUIREMENTS
Skills: Knowledge (Religion) 8 ranks, Knowledge (History) 4 ranks
Feats: Improved Turning
Features: Turn/Rebuke Undead
Domain: Must have access to either the Death or Repose domain
Spells: Must be able to cast 2nd level spells.
Special: Must have made peaceful contact with an intelligent Undead without using Turn/Rebuke Undead or any spell that removes the Undead's freewill.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills;selected individually) (Int), Profession (Wis), Spellcraft (Int), and Speak Language.
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Death's Knowledge (Ancestral Knowledge), Turn Undead, Aura|

2nd|
+1|
+3|
+0|
+3|Spirit Blade|+1 Level of Existing Spellcasting Class

3rd|
+2|
+3|
+1|
+3|Death's Knowledge (Vengeful Will)|+1 Level of Existing Spellcasting Class

4th|
+3|
+4|
+1|
+4|Power over Death|+1 Level of Existing Spellcasting Class

5th|
+3|
+4|
+1|
+4|Death's Knowledge (Secret Whispers)|+1 Level of Existing Spellcasting Class

6th|
+4|
+5|
+2|
+5|Spirit Shield|

7th|
+5|
+5|
+2|
+5|Death's Knowledge (Agent of Death)|+1 Level of Existing Spellcasting Class

8th|
+6|
+6|
+2|
+6|Spirit Armor|+1 Level of Existing Spellcasting Class

9th|
+6|
+6|
+3|
+6|Death's Knowledge (Keeper of Secrets)|+1 Level of Existing Spellcasting Class

10th|
+7|
+7|
+3|
+7|Master of the Dead|+1 Level of Existing Spellcasting Class[/table]

Weapon Proficiencies: A Keeper of the Dead is proficient with Simple weapons and with Light armor and shields (but not Tower shields).

Aura (su): A Keeper of the Dead adds their class level to the power of any alignment based Aura (see the Cleric feature) they have.

Turn Undead: A Keeper of the Dead continues to learn how to control undead. A Keeper of the Dead adds their class level to their effective turning level.

Spellcasting: A Keeper of the Dead continues to master ever greater magical energies. At each level except first and sixth, the character gains new spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained. This essentially means that the character adds the level of Keeper of the Dead to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Death's Knowledge: A Keeper of the Dead learns more about the dead than any other, and they apply this knowledge to other paths of their life. At every odd Keeper of the Dead level, a Keeper of the Dead gains two additional uses of their Turn/Rebuke Undead feature and a cumulative +1 bonus to Knowledge (Religion) checks. The Keeper of the Dead also gains the following benefits at the listed levels.
Ancestral Knowledge: A Keeper of the Dead speaks with their ancestors, and the ancestors of others. At first level, a Keeper of the Dead may use their Wisdom modifier instead of their Intelligence modifier for Knowledge checks, and may sacrifice one Turn Undead use to Speak With Dead as a spell-like ability with a caster level equal to their effective Cleric level for Turning Undead.

Vengeful Spirit: A Keeper of the Dead learns not only to speak with and control undead, but to protect them from those who would defile or destroy them. A third level Keeper of the Dead gains the ability to Turn creatures with an Aura (see the Cleric class feature) and powerfully aligned creatures as if they were Undead. A Keeper of the Dead that Turns Undead may Turn creatures with an Evil Aura and creatures with the [Evil] subtype, while a Keeper of the Dead that Rebukes Undead may Turn creatures with a Good Aura and creatures with the [Good] subtype.

Treat this as a normal Turning attempt, except instead of effecting Undead, it effects creatures described above. A creature with an Aura has an equivalent amount of Hit Dice equal to the strength of their Aura +2. A creature with the appropriate alignment subtype uses its Hit Dice, as normal for a Turning attempt, but has +4 Turning Resistance to this effect.

Secret Whispers: A Keeper of the Dead speaks with their ancestors and the ancestors of others. Sometimes these ancestors know something about the question at hand. A fifth level Keeper of the Dead may expend a Turn Undead use as a free action to gain an Insight bonus equal to their class level to Knowledge checks for one minute.

Agent of Death: A Keeper of the Dead is well on their way to mastering death and the art of talking to spirits. A seventh level Keeper of the Dead may add their Wisdom bonus and their Charisma bonus when making Turning checks, and may add their Wisdom bonus to their Charisma bonus for determining the effects of any [Divine] feat the Keeper of the Dead uses.

Keeper of Secrets: A ninth level Keeper of the Dead has learned horrible secrets from their ancestors. These secrets are so horrible as to be unspeakable. The Keeper of the Dead gains a bonus equal to their class level on saves versus fear. In addition, a Keeper of the Dead may tell others a horrible tale. Telling a tale requires a Full-Round action, during which the Keeper of the Dead expends a number of Turn Undead uses (minimum 1) up to a maximum of their Keeper of the Dead level. All creatures who hear the tale suffer the following ill effects, based on the difference between their Hit Dice and the Keeper of the Dead's Cleric level for Turning. Creatures that are not immune to fear are allowed no save versus these effects, but a creature that is normally immune to fear is allowed a save versus these effects at a DC of 10 + number of Turns expended + Wisdom modifier. A successful save moves the creature up one position on the table. For example, if a Paladin that is 3 levels lower than the Keeper of the Dead makes a successful saving throw versus this effect, they are treated as being up to the Keeper of the Dead's Cleric level -1 and are therefore Stunned for 1d2 rounds.
{table=head]Hit Dice|Effect
Equal to Cleric level|Stunned
Up to Cleric level -1|Nauseated, stunned
Up to Cleric level -5|Weakened, nauseated, stunned
Up to Cleric level -10|Killed, weakened, nauseated, stunned[/table]
Stunned: The creature is Stunned for 1d2 rounds while the creature vomits everything in their guts.
Nauseated: The creature is Nauseated for 1d6 rounds while their stomach tosses and churns.
Weakened: The creature's Constitution score suffers a 2d6 penalty for 2d4 rounds, while they contend with their weakened stomach.
Killed: The creature dies instantly, slain by the horror of the story.

Spirit Blade (su): A second level Keeper of the Dead learns to fight all types of undead creatures, including incorporeal creatures. Any weapon the Keeper of the Dead wields is treated as having the Ghost Touch weapon property while being wielded by the Keeper of the Dead. In addition, by expending 1 use of Turn Undead a Keeper of the Dead may convey this property to another creature for 1 minute per Keeper of the Dead level.

Power Over Death (ex): A fourth level Keeper of the Dead has mastered their supernatural control over the dead. The Keeper of the Dead exudes an aura of power over Undead creatures. Any Undead creature that comes within 30 feet of the Keeper of the Dead is effected by their Turn or Rebuke Undead class feature automatically, although your effective Cleric level is reduced by 10 for the purposes of this feature (though not below 1). The Keeper of the Dead can be identified as the source of the aura by any who can sense the Keeper of the Dead by any means. The Keeper of the Dead may stop exerting this aura at will as a free action and may resume exerting it as a Standard action.

Spirit Armor (su): A sixth level Keeper of the Dead learns to protect against all types of undead creatures, including incorporeal creatures. A Keeper of the Dead may add their Shield bonus to their Touch AC. In addition, by expending 1 use of Turn Undead a Keeper of the Dead may convey this property to another creature for 1 minute per Keeper of the Dead level.

Spirit Armor (su): An eighth level Keeper of the Dead continues to learn to protect against all types of undead creatures, including incorporeal creatures. A Keeper of the Dead may add their Armor bonus to their Touch AC. In addition, by expending 1 use of Turn Undead a Keeper of the Dead may convey this property to another creature for 1 minute per Keeper of the Dead level.

Master of the Dead (su): A tenth level Keeper of the Dead has mastered death, and transcends the power others have over alignment. A Keeper of the Dead may choose to exert an Aura (see the Cleric class feature) of any alignment they choose, at any strength up to their character level, changing the strength and alignment of the Keeper of the Dead's Aura is a Swift Action. A Keeper of the Dead is always treated as whatever alignment is most favorable for an effect (such as being Chaotic when effected by Chaos Hammer, or being Good when effected by Smite Evil) even if they are not of that alignment or are currently exerting a different Aura.

PLAYING A KEEPER OF THE DEAD
You are most likely a Cleric, and have great power over Undeath.
Combat: Use your spells to your greatest advantage, augmented with your Turn-based powers. Divine Feats are great options for your character, particularly Divine Metamagic (Quicken Spell).
Advancement: You should try and continue both your Turning and Spellcasting. Prestige Classes that do so are rare, so you are most likely going to have to go back to your original class.
Resources: You have access to your spells, and the knowledge of your ancestors. Use your Knowledge Skills!

KEEPER OF THE DEAD IN THE WORLD
The dead should be respected, not defiled by those that claim to 'keep' them.
-Generic Good Aligned Character, talking about an evil Keeper of the Dead.

Keepers of the Dead are percieved as bearers of knowledge, what they do with that knowledge is up to them. A Keeper of the Dead understands the phrase 'Knowledge is Power' even more so than most.
Daily Life: You commune with dead people for a living, and cast spells. You were most likely a Cleric, and have a clergy attached to that.
Notables: The Dread Terror Eric V'lan was a Keeper of the Dead who summoned vast hordes of dead minions that he had completely under his own control. He was almost impossible to track down and even harder to kill. Rumor has it that he never actually was killed, and that he slumbers as a lich somewhere, waiting to unleash his might on the world again...
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
A Keeper of the Dead is almost impossible to recognize as anything more than a character with supernatural abilities over undead. Expect to be mistaken for a Cleric often.

KEEPER OF THE DEAD IN THE GAME
Clerics will be frightened of PrC'ing out, knowing that they can be Rebuked (or Commanded) by an evil Keeper of the Dead. A Keeper of the Dead is a big threat to any incorporeal creature, not just undead, so incorporeality is no longer an auto-win button.
Adaptation: There is little to no adaptation required for most fantasy settings.
Encounters: Encounters with Keepers of the Dead vary widely. Some are kindly sages, while others are crazed Necromancers bent on destroying everything.

Sample Encounter
Rumors abound of a man, or rather, the shadow of a man, who has been terrorizing the North Woods with undead creatures. Can you fight through his undead minions and defeat him?
EL 11: Deadman Durnik took over a bandit group who had been raiding the North Woods and proceeded to kill them and animate the bodies. He came in with nothing but the shirt on his back, and that's how he intends to stay.


Deadman Durnik
NE/Male/Human/Dread Necromancer 5/Keeper of the Dead 6
Init -1, Senses: Listen +1, Spot +1,
Languages Common, Infernal
------------------------------------------------
AC 21, touch 13, flat-footed 21
hp 66 (11 HD, 5d6+6d4)
Fort +10, Reflex +4, Will +12
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Masterwork Cold Iron Spiked Gauntlet +8, 1d4+1
Charnel Touch +7, 1d8+1
Base Atk +6 Grp +7
Atk Options Spells, Charnel Touch, Rebuke Undead, Power over Death, Negative Energy Burst
Combat Gear +3 Mithral Breastplate, +2 Twilight Mithral Heavy Shield
Spells Prepared N/A (9th level spontaneous Dread Necromancer casting, plus Death Domain Spells and 2 Necromancy spells: 1 2nd and 1 3rd)
Supernatural Abilities Fear Aura, Spirit Blade, Spirit Shield
-----------------------------------------------
Abilities Str 10, Dex 8, Con 14, Int 12, Wis 13, Cha 17
SQ Damage Reduction 2/Magic and Bludgeoning
Feats Tomb-Tainted Soul (1st), Improved Turning (Human), Arcane Disciple (Death) (3rd), Quicken Spell (6th), Divine Metamagic (Quicken Spell) (9th)
Skills Knowledge (Religion) +18, Knowledge (History) +5, Spellcraft +15, Intimidate +17, Concentration +14
Possessions Explorer's Outfit, Cloak of Resistance +2, Spell Component Pouch

NekoIncardine
2012-10-11, 03:02 PM
Memetic Witch

((No Image yet! x_x))

I gave up explaining it years ago. Just put the hat on already!
- Marin Marikoss, Memetic Witch and Dean of Psychological Arcana at the University of Redhill Castle, in the middle of encouraging a young Memetic Witch-in-training.

Magic Related Memetic Disorder is a magical mental malady that exists, albeit rarely, in many types of arcane spellcaster - almost always female. Similar to the classic phenomona of Science Related Memetic Disorder, it basically causes the caster - often otherwise an exceptionally intelligent individual - gets the odd idea in their head that witches gain their peculiar arcane abilities from behaving in certain ways. Then doesn't do the research, getting their ideas from local pop culture, adopting a few of those tendencies, and, oddly, finding interesting new ways to use their existing magical talents based off of those tendencies. Most of the time, they eventually learn how real witches operate, if they exist in the worldsetting in question; oddly, this doesn't seem to stop the memetic take from working. Occasionally, the results even produce real knowledge usable by other arcanists!

About the only dedicated (or at least dedicated-ish) arcane spellcasting types that aren't prone to this are actual Witches - since they darn well know better. Experiments in erasing their knowing-better somehow and seeing if they then become prone to Magic Related Memetic Disorder, resulting in recursive witchcraft, have not yet been executed, in part due to a peculiar lack of volunteers. The entire disorder confuses witches, but since anyone capable of making this work is at least a decent arcanist in their own right, they're more or less tolerated (especially since they can do some pretty neat things all their own).

The closest theory as to how the entire phenomona works, is that someone who already has some power, and goes off the deep end enough, basically subconsciously applies their existing knowledge or innate talent, forcing their will on the universe, which just kind of shrugs and accepts this because the results are often really entertaining. The weird part is that when the Memeticist almost inevitably figures out that it shouldn't work... It keeps on working anyways. The trick at that point is just to not think about it and put the hat on already.

In game terms, Memetic Witches are a medium-length full progression Prestige Class for Arcane spellcasters, particularly ones in urban areas where pop culture exists to a real extent. They gain spellcasting power as normal, but also take special "Memes" - a pop idea thatg grants them a related power, but usually at an odd cost.

BECOMING A MEMETIC WITCH
Bards, Sorcerers, and Wizards more or less tie for being the most common folk to be prone to MRMD - perhaps Bards most of all, given they are often the most common source of pop culture about witches. Witches (if they exist as an extant class in your setting) never experience MRMD - since they literally gain their Arcane power from knowing better, it’s essentially impossible for them to not know better hard enough for their not knowing better to grant them power.

Note that, if you are starting a campaign at a higher level, it is potentially an option for the Memetic Witch to be a Child Witch.

ENTRY REQUIREMENTS
Skills: Spellcraft 10 ranks, Craft(Alchemy) 5 ranks, Knowledge(Arcana) 10 ranks
Special: Must not have levels in the Witch class.
Special: Must be able to cast 4th-level arcane spells.
Special: Must be able to look good in a witch's outfit. Technically, this doesn't MANDATE being female, but exceptions are few and far between, to say the least.

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

Hit Dice: d4

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

1st|
+0|
+0|
+0|
+2|Witch’s Meme, Quirk Of Madness|+1 level of existing spellcasting class

2nd|
+1|
+0|
+0|
+3|Witch’s Meme|+1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+3|Witch’s Meme|+1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+4|Witch’s Meme|+1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+4|Witch’s Meme, Epiphany|+1 level of existing spellcasting class

[/table]

Weapon Proficiencies: Memetic Witches gain no new weapon or armor proficiencies.

Spells per day:
When a new memetic witch level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before he added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of memetic witch to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before she became a memetic witch, she must decide to which class she adds each level of thaumaturgist for the purpose of determining spells per day.

Witch’s Memes: MRMD is largely defined by the active pursuit of various cultural memes as to what makes a witch, warped through an indirect lens and occasionally producing local oddities. The end result often only has superficial relation to actual witchcraft, but thanks to the wielder’s existing spellcasting capability and sheer persistence, still results in them attaining often unique powers all their own.

At each level of Memetic Witch, the Memetic Witch picks one power from the table below. Which ones are available to her depends on her level plus her primary spellcasting modifier. Each meme also has another requirement; once the meme is taken, the Memetic Witch must follow the requirement to receive the benefits of the meme.

{table=head]Level + Modifier|Ability|Requirements|Effects
1 | Witch’s Hat | From now on, in order to cast spells, the Witch must wear a witch’s hat - wide-brimmed with a pointy, possibly decorated, top. The details beyond this tend to be flexible. In a pinch, they can cast without the hat, but only after succeeding on a Spellcraft check (DC 15+Spell Level*2). | The Witch’s Hat may be enchanted to serve the purpose of any head-slot magic item by paying a cost equal to that item’s GP cost (or destroying a copy of that item and copying the enhancement over). Further, it may be enchanted additionally to serve the purpose of any single rod by paying a cost equal to that item’s GP cost (or destroying a copy of that item and copying the enhancement over); if this is used for a Metamagic Rod, then the three-per-day limit is removed.
2 | Pumpkin Casting | Must acquire and eat pumpkin in some form at least once a week. | The witch’s spells all take on a halloween and/or candy theme. Fireballs might become exploding pumpkins, and Charm Person’s visible energy might resemble cotton candy. While the effects are not changed, this makes spells extremely difficult to identify by other casters, increasing the DC of all Spellcraft checks to identify or counter the witch’s spells by 5. This is an involuntary effect (unless the caster conceals the spell’s effects entirely), and is always on unless it’s been at least a week since they have eaten any pumpkin. (Pumpkin seeds make a great supplement to trail rations, and thus are a common choice.)
3 | Catform | Must have had a cat familiar or pet cat for some period of their life, but not anymore. After taking this meme, the witch permanently loses the ability to take a familiar; they cannot have previously traded this ability off via an Alternate Class Feature, Flaw, or similar tradeoff; if they never had the ability in the first place (such as by coming into this class from Bard), they simply cannot gain the ability in the future. | At will, the witch can turn into a cat and back as a standard action. This effect is similar to the spell polymorph, but with a number of key changes. Their size becomes Tiny, granting her proportionate bonuses to armor class and hide checks. They gain a +10 bonus to their land speed. They suffer a -8 penalty to Strength (minimum 3), but gain a +2 bonus to Dexterity. They gain natural claw (1d2) and bite (1d3) attacks, and can attack twice with their claws and once with their bite (the bite at a -5 penalty) as a full attack. Most of the witch’s equipment transforms to become part of their cat body; they lose the benefit of their weapon, shield, armor, and/or robes. Their hat resizes itself to fit on their head, and other items that require a physical apparatus to function shift into forms appropriate for a cat, like an anklet or collar. They cannot speak while in cat form, and cannot cast spells that require verbal or somatic components, use scrolls, or otherwise activate magic items. They gain the scent ability. If slain while in cat form, they revert to their humanoid form after 1 round. Spells that reveal the true nature of a creature under the effects of a polymorph spell show the truth behind the witch’s guise; however, spells that would otherwise reveal magical auras won’t detect anything special about a witch in cat form. Don’t change any abilities or game statistics other than those noted here.
4 | Skirt of Deflection | The memetic witch can only benefit from this ability while wearing a skirt significantly shorter than societal norms for the region she comes from. (The exact length varies from culture to culture and even over time. If it wouldn’t be possible to call it a “skirt” while still having it be shorter than societal norms, then the skirt must be unusual in some other way instead.) Further, the memetic witch loses all armor and shield proficiencies upon taking this meme on, and cannot regain them by any means. | The Memetic Witch gains an armor bonus to AC equal to her primary casting modifier.
5 | Broom of Flying | The memetic witch must own a broom. (Or improvise one together, they’re not exactly fancy constructs. Collapsible poles plus some good heavy straw make for a dandy subsitute.) | Any broom the memetic witch owns works as a broom of flying, except that the maximum speed is 80 feet (60 feet if over 200 pounds carried, 40 feet if over 400 pounds carried to a maximum of 600 pounds), with perfect maneuverability and no time limit.
6 | Stockings And Gloves | The witch must now wear thigh-high stockings and past-the-elbow gloves. | The witch’s stockings may be enchanted to serve as a feet-slot magic item, but are not considered to take up the witch’s actual feet slot for the purposes of magic items or soulbinds. The witch’s gloves may be enchanted to serve as two separate glove-slot items, or as just one while not being considered to take up their actual hand slot for the purposes of soulbinds. Enchanting the gloves in this way costs a number of GP equal to the item’s market value.
7 | Candymancy | Eight ranks in two of Profession(Chef), Craft(Alchemy), or Craft(Candy). The witch must also use cauldrons for cooking and brewing magical candies, even where it’s not usually the ideal tool for the job. | The witch can now create highly useful delicious treats. Any spell that can be crafted into a potion can be crafted into a small, quickly-swallowed candy. The resulting candies work identically to potions, except that they can be consumed or put under another’s tongue as a swift action (if that person is willing, restrainted, or unconscious), or as part of the same action it takes to pull them out of a bag. Further, their weight is negligable. They have the same costs to brew as potions, but do not require the Brew Potion feat to create. The witch is also perfectly capable of making highly delicious but mundane candies. Note that potions which are meant to be thrown can still be cooked into candies... But throwing them isn’t going to do much.
[/table]

There are seven meme options, because seven is a Prime Number. Witches like Prime Numbers.

Quirk of Madness: Once a Memetic witch first gains actual power from picking up memetic witch habits, they invariably, though not permanently, become obsessed with exploring the power to its fullest, Magic Related Memetic Disorder fully overtaking their otherwise-rational mindset. They cannot take class levels in any class that is not Memetic Witch until they have attained 5th level in Memetic Witch or otherwise gained the Epiphany class feature. (If playing Gestalt, one side of the gestalt must be Memetic Witch until they have attained 5th level in Memetic Witch or gained the Epiphany class feature.)

Epiphany: After exploring the power of the memes of a witch to a deep extent, the Memetic Witch finally has an epiphany to the nature of the memes and what they allow her to do, allowing them to take full control of the disorder, even if they never really entirely escape it. A Memetic Witch who has attained an epiphany can, by abandoning a meme for a full week, pick up a different meme. They may only change one meme at a time in this fashion - so to turn over all five memes takes just over a month. The epiphany is also when they break free of the Quirk of Madness, allowing them to freely develop in new classes from there.

[b]PLAYING A MEMETIC WITCH
Memetic Witches aren't like normal witches. Thousands of variations on the memetic take on witches exist, and so thousands of different types of Memetic Witch exist. Put ten Memetic witches and one normal witch in a room, and you’ll get at least fourteen takes on what witchcraft is. In general, your character will still be most useful in a party for their base class' role - most of what Memetic Witches gain makes them more broad, not more powerful, and their spellcasting specializations and spell selections will tend to be more critical to how they play than their class features.
One important detail to consider is that what witch tendencies do what is a knowable quantity. Your character’s power comes from “just knowing” these things thanks to cultural osmosis, so they know the options. Deeply considering them is perfectly normal in character, and each choice’s repercussions do matter.
If you're playing this class, the best thing you can do is ham it up a bit. Your character is reaching new heights of arcane power from looking and acting a part, so describe them doing so. Good role-play is a Memetic Witch's best friend, and is the difference between them being the fun kind of quirky versus being completely annoying.

Combat: Check your base class’ recommendations for combat, and take them seriously. Memetic Witches tend to be just as fragile as their base class, and require preparation and planning in the same way, even if they take mitigation memes.
That said, some of your meme choices may allow you to do things otherwise not available to you. A Memetic Witch with the Crazy Cat Lady meme can get the drop on enemies in pretty awesome faction, while Candymaking allows you to carry consumable buffs far more easily than most carry their potions.
Advancement: The Memetic Witch’s power comes from a strange, warped understanding of the nature of magic and ritual - the nature of cause and effect, normally one of the most critical rules of magic, skips a few beats when it comes to their memes. However, it’s still in full effect for everything else - a Memetic Witch, just as much as any ordinary member of their class of choice, has to remember to keep their primary casting ability up, to keep their Spellcraft and Knowledge (Arcana) skill up to snuff, to choose their spells judiciously, and to otherwise be ready to adventure.
That said, Memetic Witches are also just as free to choose their path as their base classes - perhaps moreso, depending on what memes they take. Consideration and choice are the keys to power for Memetic Witches, and no choice can be made lightly.
Keep in mind that it’s very possible your character will start exhibiting MRMD symptoms well before they’re powerful enough to start benefitting from it - and many spellcasters, especially wizards, won’t even notice until they’ve taken their first level in the class. After all, pointy hats are standard wizarding fashion, and you might as well make yours nice, right?
Resources: While getting funny looks from the magical establishment is very, very much the norm for Memetic Witches, they remain spellcasters - and highly capable ones at that, often preeminent experts in their specializations of choice. Many arcane universities (which may play host to Mages of the Arcane Order, offering a potential next Prestige Class to follow up on) actively pursue proven Memetic Witches as professors and deans... Especially because no one’s better at teaching a Memetic Witch than another one.
That said, orders specifically suited to Memetic Witches are rare - because of the wide variety of takes on pop mythology of witches, let alone the reality of them, Memetic Witches tend to be a little reclusive and lonesome when it comes to their unique abilities - viewing the “gift of knowledge” they have “discovered” as uniquely theirs, for no other to replicate except incidentally while taking their own path.
Women-dominated organizations tend to be a notch more accepting of Memetic Witches, simply by virtue that the majority of those who take the path and attain the power of one are female. In cities where higher-level folk are the norm, a Memetic Witch may be exceptionally popular among these circles.
There is one odd-woman-out even among Memetic Witches: Child prodigies (those who take the Stardorable meme in particular) learn quickly to use their cuteness and young age to their advantage. Getting favors from people becomes much easier the more adorable they can act... But on the other hand, few things are quite as frustrating as being glomped by squeeing fangirls (or fanboys, yeech!).

MEMETIC WITCHES IN THE WORLD
We are fully aware of the increasing percentage of our students who have taken preference to wearing short tunics, long socks, and pointy hats as an aid to spellcasting. While this only works due to the placebo effect for most, we're okay with this in the privacy of student's personal labs and dorm rooms, as long as they aren't making others uncomfortable by doing so. However, we must remind all students that the full dress code of the University is mandatory at all lectures and in all formal common areas. It isn't difficult to keep a robe in your backpack and toss it on before going to class, and is important to university reputation. A policy exemption has been granted for interscholastic sporting events, on condition that you wear the school colors, in response to Greenton Academy's recent cheerleading policies. The use of spells, including illusions and especially including disguise self and derivatives, by the audience at such events remains verboten.
- Dean of Students' Memo to Redhill University Seniors, giving up on trying to fight MRMD.

Memetic Witches
Daily Life: Most Memetic Witches follow an adventuring path very similar to that of their base class - other than the odd mode of dress, unusual pride in their hat, and other odd-seeming tendencies. Most have a few distinct evening rituals, and their memes may cause minor but visible changes, but usually the fundaments are the same. (That said, those who have the cat meme regularly insist that cats get better sleep than humans.)
Notables: Marin Marikoss is the preeminant scholar of MRSD alive today. A respected dean of Psychological Arcana - loosely translated, the study of the mind and how magic can aid that study - who was savvy enough to recognize both herself and her daughter Mara as cases, she probably knows more about MRMD than anyone - and has explored it thoroughly as one who experiences it daily, using herself as a case study in several cases.
Organizations: Almost organizations specifically for Memetic Witches exist in the world - ordinary witches’ covens and associations don’t quite match up, and while other arcane study organizations are appropriate, they can’t do much to explain or explore MRMD. The Memetic Witch’s path is ultimately largely one of one’s own choices and discoveries, an odd reflection of their inner psychology.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: One very popular option for Memetic Witches is to have them start as children. This is not suited to games where characters start at a level below 7th (the minimum level one needs to take the Memetic Witch class under normal circumstances). Such children are invariably absolute prodigies - emblems of how MRMD is usually only found in powerful casters - and use statistics appropriate for adults of their race. Child witches have usually come into their power ludicrously rapidly - in terms of history (but not in terms of any mechanics on their character sheet), their first witch meme brought with it an abnormally deep and rapidly-picked-up understanding of their field of magic... Without (necessarily) a lot of maturity to go alongside. More or less tagging along with older adventurers (possibly even their own parents), they nonetheless are ultimately just as useful to a party as any adult spellcaster... If a lot more aggravating to deal with sometimes.
Encounters: Memetic Witches can be found in any circumstance where a wizard, sorcerer, or bard might be found. As they tend to be a more whimsical class even when they’re evil, encounters with them tend to start off being more friendly - and can easily end that way. That said, if provoked, they tend to have a lot of tricks up their sleeves that can be difficult to deal with, and are easily capable of being a serious threat to a party, the same as any spellcaster.

Sample Encounter
Mara Marikoss, daughter of the famous Memetic Witch and scholar Marin Marikoss, unsurprisingly began to experience MRSD at the age of nine. Now fifteen years old, the loud, brash, and confident Mara has become a good bit of a rebellious teen - not helped by the fact that her power seems to be intuitive, rather than learned like her mother’s.
EL 9: Mara is very, very fighty, and also well-known in the university town. She regularly walks up to a group of adventurers in her black cat form, poofs into her human form, and challenges them to a fight. This is always well-witnessed, because fighting in anything except broad daylight on a busy street just seems boring to Mara. Killing her would draw her mother’s wrath (if anyone considers this seriously, the DM is encouraged to say “CR 20” to dissuade them), and she will chase down a party that tries to flee. Knocking her out and handing her off to the city guards - who will usually show up five rounds after she challenges the party - is one option, but defusing the situation in other ways may be possible. Inevitably, her mother will show up to apologize for her daughter’s rash behavior soon after the encounter concludes.

Mara Marikoss
N Female Human Sorcerer 6 / Memetic Witch 3
Init +1, Senses: Listen +0, Spot +0,
Languages: Common, Cat
------------------------------------------------
AC 11, touch 11, flat-footed 10
46hp (9 HD)
Fort +5, Ref +4, Will +6
------------------------------------------------
Speed: 30 ft. (6 squares)
Melee: Dagger 1d4 (crit 19-20/x2)
Base Atk: +4,
Atk Options: Dagger +4
Combat Gear: Dagger
Spells Prepared: (The DM should select a set based on their setting. Mara favors highly aggressive spells as a rule.)
Supernatural Abilities: Catform
-----------------------------------------------
Abilities: Str 8, Dex 12, Con 14, Int 13, Wis 12, Cha 17
SQ: Witch's memes (Witch's Hat, Pumpkin Casting, Catform)
Feats: Cattalk, Spell Focus (Evocation), Spell Penetration, Greater Spell Penetration, Still Spell
Skills: Concentration +12, Intimidate +6, Knowledge (arcana) +12, Spellcraft +12
Possessions: Dagger. (Mara does not carry items when attacking adventurers.)

Mara will openly challenge adventurers on a city street, then immediately shift to her cat form, using Stilled spells (particularly stilled fireballs) to harass a party while being too small to easily hit.

Memetic Witch feats

Catchat
Prerequisites: Catform Meme
Benefit: You can speak any language you know while in catform, and cast spells that require verbal components.This does not allow you to cast spells that require somatic components.
Normal: Cats can’t talk, even when they have a silly hat on.

ErrantX
2012-10-16, 09:27 AM
Bump for great justice.

Less than a week left folks! Finish em up, I see a few that aren't completed!

-X

Dumbledore lives
2012-10-19, 02:51 AM
Dramaturgist

The world is full of happiness and sadness, I merely show others the true depths of these emotions.

A Dramaturgist is someone whose performances transcend the mortal and ordinary and become that of the muses. They can crush ideals through their performances, or push allies to new heights.

BECOMING A CLASS NAME

Prerequisites

Feats: Doomspeak or Lyric Spell
Skills: 9 ranks in Perform (Act)
Spellcasting: Know either Heroism or Scare

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

1st|
+0|
+0|
+0|
+2|The Face of Fortune, Bardic Music|+1 level of existing spellcasting class

2nd|
+1|
+0|
+0|
+3|The World's a Stage|+1 level of existing spellcasting class

3rd|
+2|
+1|
+1|
+3|Mask of Melody|-

4th|
+3|
+1|
+1|
+4|Class Ability|+1 level of existing spellcasting class

5th|
+3|
+1|
+1|
+4|And I Must Scream, Virtuous Visage|+1 level of existing spellcasting class[/table]


The Face of Fortune (Ex): When entering the Dramaturgist class you choose to follow either the tragic route, or the comic route. A Dramaturgist creates a mask which becomes their new face, though it is a terrible rendition of a human face, resembling a Venetian mask more than anything else. Creating a mask costs 100 gp and takes 1 day.

Tragic: You wear a mask that constantly cries a small stream of blood, bringing despair upon those who oppose you and even to those who know you. You gain +2 to intimidate, and may demoralize as a move action. This bonus improves to +4 at 3rd level, +6 at 5th level.

Comic: You wear a mask of utter mirth, with an exaggerated smile permanently etched upon it, you bring joy upon those around you and even elation at your best. You gain +2 to Bluff and may feint in combat as a move action. This bonus improves to +4 at 3rd level, +6 at 5th level.

The World’s a Stage (Su): A Dramaturgist is a master of the theatre, able to perform so stunningly that they need no other skills. Once per day per skill a Dramaturgist can replace a Diplomacy, Bluff, Intimidate, Gather Information or Handle Animal with a Perform (Act) check.

Mask of Melody (Su): Your skill at acting in your mask improves to the point that it now grants you a +5 circumstance bonus. In addition you can now create such powerful performances that you gain both the inspire courage and inspire greatness abilities (as a bard, pg. 29 Player’s Handbook). If you already have these abilities levels in Dramaturgist stack with levels in the class that gave you them.

And I Must Scream (Su): A Dramaturgist who has chosen the Tragic Face gains the ability to instil their fear and despair upon others. As a standard action once per day per point of Charisma modifier (minimum 1) you can crush someone completely and utterly. If they fail a will save (DC 10 + Dramaturgist level + Charisma Modifier) they are blinded, deafened, lose the ability to speak, and take 1 point of wisdom damage per round for a number of rounds equal to your charisma modifier.

Virtuous Visage (Su): A Dramaturgist who has chosen the Comic Face gains the ability to inspire happiness amongst his allies. As a full round action once per day per point of Charisma modifier (minimum 1) you can put on a merry farce. This gives all allies who can hear it Freedom of Movement and Heart’s Ease (BoED p 100). This lasts as long as your performance continues, and takes a full round action each round to maintain.

Rainshine
2012-10-20, 04:07 PM
Pumpkin Warrior


Your end is nigh, for you have opposed the Great Pumpkin King, and now do battle with the deathless!

Pumpkin warriors are infernal fighters that have dedicated themselves to the Great Pumpkin King as a soldier in his ever swelling army. Through perverse rites, the Warriors are infused with power in the service of their king.

BECOMING A PUMPKIN WARRIOR
Pumpkin warriors can be a combatant from any walk of life; by the time they come to serve the Pumpkin King, though, they have no qualms about his methods or the horrifying rites required as their new duties.

ENTRY REQUIREMENTS
Base Attack Bonus: +6
Intimidate : 6 ranks
Alignment: Any Evil
A pumpkin warrior must make his vows of obesquience to the Great Pumpkin King during the midnight hour of the first full moon of harvest.
Special (Req. for 5th level) : Before a Pumpkin Warrior can take a fifth level in the class and gain the benefits, once he has the necessary experience, he must cement his service with the final offering... his head. In a vulgar rite performed underneath the full moon, he must be decapitated in an open field, and a pumpkin placed atop his shoulders, where it is filled with the blood of recently slain enemies of the Great Pumpkin King.

Class Skills
The Pumpkin Warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Spot (Wis)
Skills Points at Each Level: 2 + INT

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+0|Spread the Seeds

2nd|
+2|
+3|
+0|
+0|Will of the King, Horrify

3rd|
+3|
+3|
+1|
+1|Vine Outburst, Entangling Vines, Growth 5

4th|
+4|
+4|
+1|
+1|Delayed Seeds, Growth 8

5th|
+5|
+4|
+2|
+2|Headless Warrior, Growth 10[/table]


Weapon Proficiencies: A Pumpkin Warrior gains proficiency with the Scythe, they gain no new armor proficiencies.


Spread the Seeds (Sp) : The Pumpkin Warrior spreads his maw wide and expels a stream of seeds in a 30-ft cone. The seeds impact and deal fire damage equal to 2d6 + 1d6 per level of Pumpkin Warrior, DC 14 + Con mod, Reflex save for half. At level four, the Warrior gains the ability to delay the seeds, causing them to explode the turn after expulsion. This ability is usuable three times per day at level one, and an additional time for every two levels of Pumpkin King.

Will of the King (Ex) : As the Pumpkin Warrior comes more under the sway of the Great Pumpkin King, he becomes more resistant to other mind-affecting spells. He gains a +2 bonus on saves against mind-affecting spells. At level four, this increases to +4, and to +6 at level 5.

Growth: A Pumpkin Warrior begins to be able to channel more and more of the Great Pumpkin King’s power, manifesting as control of local flora. The touch of the King through his minions, however, is limited by their being. A Warrior has an amount of Growth based on his class level; once he calls upon all the Pumpkin King’s power granted him, he cannot call on it again until he spends at least two hours resting and meditating, and at least four hours have to pass since his last use of Growth before he can endure the use of it again.

Horrify (Su) : A Pumpkin Warrior can channel some of the Great Pumpkin King's visage, horrifying all enemies within 30 feet as a standard action, once per day per level of Pumpkin Warrior. Will save against DC 10 + Pumpkin Warrior level + ½ Intimidate skill or be frightened for three rounds. If the target saves, they are still shaken. Targets immune to mind-affecting effects or fear are immune to Horrify.

Entangling Vines (Su) : At level five, the Warrior gains the ability to summons a pair of vines from his flesh. Activating the ability is a swift action, cost two growth to activate, and last for a minute. The tentacles can attack as a standard action at the Warrior's normal attack bonus, or as an attack as part of full-attack action. They do 1d4+Str damage, are reach (5 ft) weapons, and have the Improved Grab ability, allowing them to start a grapple as a free action if they hit on an attack. They have Constrict, and do 1d4+2 damage on a successful grapple check.

Vine Outburst (Su): The Pumpkin Warrior can channel the growth potential of the earth around him through his weapon and into a new corpse. Upon striking a killing blow, the Warrior can take a swift action to call to the earth through the body, causing it to erupt with vines. He can also use Vine Outburst on a adjacent corpse as a standard action. When using Vine Outburst, the warrior can elect to spend one, two, or three points of growth. The Warrior heals 1d8+Con HP for each point spent. In addition, the terrain surrounding the corpse in a radius equal to the points spend becomes difficult terrain for 2 + Con turns.

Headless Warrior (Ex) : As a Headless Warrior, the Pumpkin Warrior transforms into an elemental, gaining certain traits -- Darkvision out to 60 feet, Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking or the effects of Vorpal weapons. A Headless Warrior, when reduced to 0 HP or below, can opt to spend four points of growth to not fall unconscious. Instead, he goes to Con mod HP. For the remainder of the encounter, the Warrior does not fall treats 0 - -9 the same as positive at HP; they are neither disabled nor rendered unconscious. They still die if they reach -10.

PLAYING A PUMPKIN WARRIOR
Pumpkin Warriors live first and foremost to serve their King. Beyond that, they usually are seen spreading terror and death and extending the sway of the Great Pumpkin King through such. They may also use their powers to pursue personal aims from prior to their vows.

Combat:Pumpkin Warriors follow along the same combat lines that brought them into service in the first place, traditionally in the heart of the melee laying about them with their weapons, using their special abilities cause havoc among the enemy, positioning them with grapples and difficult terrain for maximal effect Seeds, and keeping himself alive using his Growth resource.
Advancement: The Pumpkin Warrior would be well served to progress in classes that advance his melee combat skills or grappling skills, such as the Baroom Brawler. Alternatively, he could seek after a class that expands his battlefield control abilities. Keeping their intimidate skill serves to increase the effectiveness of their Horrify skill.
Resources: There are cultists that serve the Great Pumpkin King in many parts of the world, most of whom regard the warriors as his purposeful hand; they will aid them with information and what resources they can without risking themselves. In addition, there is always the King himself they might call on, although the cost might be quite steep...


PUMPKIN WARRIORS IN THE WORLD
"A glowing pair of burning fires shone out of the darkness, moving steadily towards us... Then that dreadful head came into view, the very ground grabbed at us and we were in hell itself..."

Pumpkin Warriors are seen as crazy cultists at the very least; by those who have encountered one or heard much more than vague rumors, as very real and evil threats to everything good.
Daily Life: Kill villagers. Plant seeds. Kill more villagers.
Notables: Tamlyr is supposed to have been the first of the Pumpkin Warriors. To show his obedience to the GreatPumpkin King, he had his son decapitate him and replace his head with a pumpkin, then returned the favor. It was to Tamlyr the great Scythe of Harvesting was bequeathed, a +5 Scythe that, it is rumored, is still in the hands of the Cult today, wielded by the greatest champion the Great Pumpkin King has walking.
Organizations: The Cult of the Great Pumpkin King spans the world; many practice and worship him in secret, serving him as they are called to, waiting for the day when he takes the world as his own, and they may ascend as rulers. From this are most of the ranks of the Warriors drawn, skilled fighters who are called to use their skills to serve.

NPC Reaction
While early stage warriors can still hide some of the evidence of the Great Pumpkin King’s touch, little things like the increasing appearance of flames instead of eyes tend to make the general populace view with at least distaste, if not general hatred and fear.

PUMPKIN WARRIORS IN THE GAME
Pumpkin Warriors serve as a gateway for a melee fighter to pick up supernatural and magical abilities that profit from his usual position on the battlefield and allow him to increase his control over affairs there
Adaptation: The Cult of the GreatPumpkin King could be made a small-time uprising/affair in one small part of your setting, dropped in wholesale with the Warriors. Alternatively, some of the evil nature could be removed from the fluff and the Great Pumpkin King replaced with a more martially/aggressively bent nature deity, making more friendly and kooky to general NPCs
Encounters: Unless the group is evil, it is likely the Pumpkin Warriors they run into will be antagonists that they are set against. There is the possibility of an affront against nature that the group might be called to put to rights that the King has also commanded his servant to act against, in which case the group might be able to make good use of the Warrior’s skills and goals..

Sample Encounter
CR 9 A town’s farmers and fields have been being harassed by a shadowy figure in the night, a figure with glowing eyes of flame that sweeps through, cutting into the peasants like wheat, then vanishing


Othieyn
Chaotic Evil/Male/Half-Orc/Barbarian 6/Pumpkin Warrior 3
Init +2, Senses: Listen +9, Spot +3,
Languages: Common
------------------------------------------------
AC 18, touch 12, flat-footed 16
hp 95 (9 HD)
Fort +6, Ref +3, Will +3
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +9/+4, Grp +9
Atk Options
Atk +16 melee (2d4+6/19-20 x4, +2 scythe) or +12 ranged (1d6+1, +1 throwing axe). +13/+13 melee reach (1d4+4/x2, Vine)
Full Atk +16/+11 melee (2d4+6/19-20 x4, +2 scythe), +16/+11/+11 (2d4+6/19-20 x4, +2 scythe) (1d4+4/x2, Vine)x2
Combat Gear
+2 scythe, +1 breastplate, 5 +1 throwing axes
Supernatural Abilities
Spread the Seeds, Will of the King, Horrify, Vine Outburst, Entangling Vines
-----------------------------------------------
Abilities Str 18, Dex 15, Con 18, Int 8, Wis 10, Cha 10
SQ
Rage 9 rounds (2/day), Improved Uncanny Dodge, Trap Sense +2,
Feats
Power Attack, Improved Critical (Scythe), Weapon Focus (Scythe), Improved Trip
Skills
+12 Intimidate, +9 Survival, +9 Climb, +9 Listen, +3 Spot
Possessions
+2 scythe, +1 breastplate, 5 +1 throwing axes, 2 potions of cure moderate wounds, Amulet of Health +2

dragonjek
2012-10-22, 07:30 PM
PUMPKIN KING



"Do you know the sweetest thing about screams? That point at which you cannot distinguish between a cry of terror and delight."
-Lithul'Luveria, elvish Pumpkin King

People enjoy scaring one another—they always have. Stories of bewitching and wicked faerie queens and black and dark things that stalk the night have truth in them, of course, and the fear these tales evoke can keep a clever man alive longer. But they are most often told, not to give warnings, but to elicit thrills. It comes as no surprise then, that when fright is a method of entertainment, one develops specialized entertainers.

But pumpkin kings are far more than mere performers. There are terrible things lurking out there, and fighting them always costs lives. But even the shadowy monsters that can tear a man in two can feel terror.

When not terrorizing the monstrous population, pumpkin kings perform for the delight of their community—or for their own sick thrills, for the more cruel. But often enough that selfsame community revolves, to an extent, around the pumpkin king. And it is well known that, on that certain time of the year when the boundaries between life and death grow thin and the darkest of the fey intrude upon the world… there can be no surer guardian than these.

BECOMING A PUMPKIN KING
Like most performing arts, the ways of the pumpkin king are near-universally passed down from master to apprentice. Terror isn't something that can be taught in a classroom. However, some performers, already attuned to drawing upon the emotions of others, may find themselves plucking upon certain heartstrings with greater ease than others… and as any who have felt the pounding of their heart after a fearful encounter can attest, fear is very much a matter of the heart.

ENTRY REQUIREMENTS
Skills: Perform (acting) 5 ranks, Intimidate 5 ranks
Feat: Skill Focus (Intimidate)
Special: Bardic Performance class ability
Pathfinder PrC

Class Skills
The Pumpkin King's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex).
Skills Points at Each Level: 6 + Int

Hit Dice: d8


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

1st|
+0|
+0|
+0|
+1|Boo, King's Regalia, Master of Fright, Fear Technique|+1 level of existing arcane spellcasting class

2nd|
+1|
+1|
+1|
+1|Startle, Fearful Aura (Alarm)|-

3rd|
+2|
+1|
+1|
+2|Desperation of Horror, Dreadful Demeanor, Fear Technique|-

4th|
+3|
+1|
+1|
+2|Screaming Dread, King's Retinue, Building Suspense|+1 level of existing arcane spellcasting class

5th|
+3|
+2|
+2|
+3|State of Shock, Fearful Aura (Quivering), Fear Technique|-

6th|
+4|
+2|
+2|
+3|Absolute Panic, Fearsome Gaze|-

7th|
+5|
+2|
+2|
+4|Jumping at Shadows, King's Palace, Fear Technique| +1 level of existing arcane spellcasting class

8th|
+6|
+3|
+3|
+4|Heart Pounder, Perfect Performance|-

9th|
+6|
+3|
+3|
+5|Frozen in Fear, Fearful Aura (Unholy Terror), Fear Technique|-

10th|
+7|
+3|
+3|
+5|Soul-Shattering Terror, King's Kingdom, True King of Nightmares| +1 level of existing arcane spellcasting class [/table]

Weapon and Armor Proficiencies: The pumpkin king gains no new weapon or armor proficiencies.

Spells per Day: At the indicated levels, a pumpkin king gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effect level of spellcasting. If a character had more than one arcane spellcasting class before becoming a pumpkin king, he must decide to which class he adds the new level for purposes of determining spells per day.

Boo (Ex): Fear has a multiplicity of uses, and the pumpkin king steadily gains mastery of them all. Whenever he would make an opponent shaken (be it through magic or through the Intimidate skill), he can instead choose to daze them for the duration of the effect -1 round (minimum 1 round).

King's Regalia (Su): A pumpkin king has bound his soul to the primordial concept of fear itself; his form and garb will take on suitable appearance to reflect his dominion over terror. The pumpkin king never takes a penalty to Intimidate checks due to what he is wearing or due to size. He can, at will, make changes to his clothing to make it appear more frightening: clothing tears and rips or becomes filthy and drips with a never-ending trickle of blood or black bile—and, at will, becomes whole and pristine again, or whatever color he desires.

His body, too, is his tool to shape in pursuit of terror: although he is always recognizable as himself (regardless of how he changes his appearance due to this class feature), he can affect his coloration—can stain himself or flay his body, develop extra eyes and organs (useless, but disturbing), or appear as emaciated or bloated as he desires, or even a skeletal corpse—he takes no damage or other penalties due to his appearance. He gains a +2 bonus to Intimidate checks.

Master of Fright (Ex): The pumpkin king is at home amongst screams of terror and delight, and his dominion over such is questioned only by those of questionable sanity. Whenever he subjects someone to a fear effect, he may choose to reduce the effect to a lesser level of terror, or even to a simple heart-racing thrill that inflicts no penalties or conditions. He may reduce the duration of any fear effect by any amount he so desires. He gains a bonus to Will saves vs fear effects equal to his class level.

The pumpkin king employs fright as another entertainer would employ song and dance: he gains an additional 2 rounds of bardic performance per day every level, and adds his pumpkin king levels to bard levels to determine the DC of bardic performance abilities and number of creatures targeted by the Fascinate class ability, but not of other class abilities. Finally, when casting a spell with the fear descriptor, the pumpkin king uses his character level as his caster level (or his caster level, if it is somehow higher).

Fear Technique: The pumpkin king learns many tricks of the trade in order to magnify the dread of all about them; at each odd numbered level the pumpkin king may select one of the fear techniques listed below. Some fear techniques have requirements to learn, and many use up rounds of bardic performance to accomplish their effects.

Startle (Su): The pumpkin king develops further uses of fear. When a 2nd level pumpkin king successfully renders and opponent shaken, he can instead spend a round of bardic performance to cause the opponent to momentarily recoil in mindless reflex. They drop whatever they are holding and if maintaining concentration must make a concentration check opposed by an Intimidate check by the pumpkin king, or drop that as well. They cannot take immediate or swift actions for one full round.

Fearful Aura (Su): To create fear require more than a scare voice: it is the entire being. Without saying a word—or sometimes more frighteningly, with one—the pumpkin king can emit an aura of dreadful fear. At the indicated levels, the pumpkin king gains access to each of the following auras, which can be maintained by using performance; a single round of bardic performance as an immediate action can sustain a single aura for a full round, and if he has the rounds to spare he can sustain multiple auras at once. Each has a range of 30 feet, and are mind-affecting fear effects. The pumpkin king is, of course, immune to the effects of the aura.

Alarm: Gained at level two, this aura is subtle, and inundates the very air about the pumpkin king; he doesn't even need to be perceived for this aura to come into effect, for his very presence forces everyone to play their part. A nameless and terrible fear that something horrible is about to happen affects everyone in the aura; they gain a +4 circumstance bonus to Perception rolls and a +2 bonus to Initiative, but any individual that is adjacent to two opponents is considered to be flanked, regardless of their positioning, and anyone who has taken damage that round is considered flanked against the following attacks in the round, even if no one is adjacent to them (and even if the attackers aren't adjacent to him).

Quivering: At 5th level, he emits such a terrifying aura that those opposing the pumpkin king can't restrain the shudders that wrack their form. So long as he maintains the aura, every enemy within range takes a -1 penalty to attack rolls, Armor Class, Reflex saves, and skill checks.

Unholy Terror: At level nine, terror cloaks the pumpkin king as holiness cloaks a paladin, as death cloaks a necromancer—but they never felt such a give-and-take as he experiences in every moment. He can share this experience with others, radiating an aura of such unbearable fear that none can dare to approach him. Anyone attempting to move within ten feet of him, or to attack him while within the range of the aura, must succeed at a Will save (DC 10 + class level + Charisma modifier) to succeed; otherwise, they waste the action and are shaken. If they succeed at the Will save, they are immune to the effects of that pumpkin king's Unholy Terror for one minute.

Desperation of Horror (Su): At 3rd level, the pumpkin king can inflict a horrible dread upon their foes, a fear so great that they can only prostrate themselves in moaning terror. Whenever the pumpkin king would render an opponent frightened through any effect, they can instead expend a round of bardic performance to force that opponent prone for 1d4 rounds.

Dreadful Demeanor (Ex): A pumpkin king of third level is capable of acts of terror far beyond anything another could accomplish without delving into magical means. A pumpkin king who makes a successful Intimidate check to demoralize an enemy makes the effects last twice as long. He may also demoralize an enemy who can only see or only hear him; normally, it requires both. Further, if the pumpkin king beats the DC by at least ten, you can instead frighten the opponent for 1 round for each 10 points by which you beat the DC of the Intimidate check.

Screaming Dread (Ex): There are ways to make such beautiful screams… A pumpkin king of 4th level who would successfully apply the frightened condition to someone may instead cause them to wail in boundless terror. They are stunned for 1 round and can take no action but to shriek. If they failed their saves on a natural 1 or the pumpkin king won the Intimidate check on a natural 20, this lasts 1d4 rounds.

King's Retinue (Su): The pumpkin king rules over dread, and can be joined by his court at a moment's notice. If he doesn't already know them by 4th level, he adds all the Summon Monster and Summon Swarm spells to his spells known list at appropriate levels (if he does know any of them, he can learn another bard spell in their place). He may, once per day, use Summon Swarm or a Summon Monster spell (of level no higher than that which a bard of his character level would be able to cast).

Unlike normal spellcasters, the pumpkin king's retinue is there to augment his terrifying prowess; he may not summon celestial creatures, and when casting Summon Monster he may summon monsters augmented by the zombie or skeleton template. The pumpkin king's alignment is not affected by summoning fiendish creatures or undead, and they are not considered evil spells; they are twisted and fearful reflections of his own soul as seen through the warped circus-mirrors of primordial fear, not true independent beings or summoned creatures. They always understand the pumpkin king, and he does not need to command his summons. His Summon Monster spells are considered to be of the [creation] subschool, rather than the [summoning] subschool.

He may create spiders, snakes, scorpions, and similar creepy-crawlies from his body at will, but these are only temporary half-existent things and cannot attack (being an extension of his King's Regalia class ability).

Building Suspense (Ex): A monument is created by building upon foundations; every scream is a work of art, but each is but a component of a greater whole. A pumpkin king of fourth level may heighten existing fears to previously unseen heights. If a pumpkin king uses Intimidate on someone who he has already shaken due to Intimidate successfully, the opponent is frightened; follow the same rules for demoralizing an opponent with Intimidate, but he is now frightened rather than shaken.

This fear can escalate to an even more sublime level, however; if he makes a further Intimidate check on someone who has been terrified due to Building Suspense (and not due to any other method) successfully, the opponent is panicked, following the same rules.

State of Shock (Su): Thrills are exhausting, both mentally and physically, something that a 5th level pumpkin king can enforce if he so desires. If the pumpkin king successfully frightens a target through any means, he may instead fatigue the target for 1d4 rounds or the length of the frightened condition, whichever lasted longer. If he instead successfully panics a target, he may choose to render the target exhausted for 1d4 rounds or the duration of the panic. Either way, using this ability requires him to expend a round of bardic performance.

Absolute Panic (Su): Captured in the depths of fear, the mind can do horrible things to itself; beset by outside forces, it can crumble. If a pumpkin king of 6th level successfully panics an opponent through any means, he can instead confuse the enemy for 1d4 rounds by spending a single round of bardic performance.

Fearsome Gaze (Su): The eyes are mirrors to the soul—if the pumpkin king will let you, you can see how deeply dread has interwoven into their soul. They gain a gaze attack with a range of 60 feet; they can use this gaze attack as a full-round action, making a single Intimidate check to demoralize everyone in range (which cannot be used to frighten through Dreadful Demeanor). Using Fearsome Gaze requires a round of bardic performance.

Jumping at Shadows (Su): The pumpkin king can make people's fears come alive to suffocate them. When he successfully frightens an opponent through any means, he can instead drown them in their secret terrors. They immediately suffer 2d6 points of damage and the pumpkin king makes a special grapple check using his Intimidate check in place of a CMC as their own fears being to strangle them; this grapple can last 1d4 rounds, but cannot pin an opponent. Each round of successful grappling deals another 1d6 damage. Once an opponent breaks free of the grapple, they are no longer under the effect.

King's Palace (Su): Haunted houses are haunted for a reason…The pumpkin king may, once per day, create a variation of Mage's Magnificent Mansion, with a caster level equal to their character level. However, this palace is not nearly so accommodating as that mansion; it is of a terrible majesty, decrepit and worn-down, covered in cobwebs and with stains of blood being all too common. Shadows move and glare, and portraits twist at the corners of the eye. Reflections in mirrors move a touch off, and nothing can shake the overbearing pall of doom laying over the pumpkin king's manse.

The mansion can range from stiflingly warm to chilly cold, and wind can whistle menacingly through the house (even if it shouldn't) at the master's whim. It is filthy, or so pristine as to be disturbing; there is a nine-course banquet, as per the spell, but it can range from delicious food to rancid filth at the pumpkin king's discretion; if he has a dose of poison, he can even apply it to every bit of the food if he so desires. The sounds of the palace are his to control, from creaking doors to a perpetual heartbeat. There are unseen servants that range from the unseen to the seen; all horrific, and are as helpful as the king desires (he can impose a -2 penalty on all skill checks within his mansion, or can target individuals).

Instead of creating a palace out of thin air, the pumpkin king can instead haunt an existing abode; treat it as the spell, but instead of an extradimensional space the effect is anchored to a real location.

Heart Pounder (Su): With but a small push, the screaming soul can vent its frustrations on the weary heart in the chest; pushed to its limits by fear, the rushing blood will pour from wound without stopping. By spending 2 rounds of performance on an opponent they have frightened, the 8th level pumpkin king can instead choose to force their heart to race unnaturally fast. For the next 1d4 rounds, they take 2 points of bleed damage for another 4 rounds from any damage they suffer.

Perfect Performance (Ex): When casting a spell with the fear descriptor, instead of requiring a Will save against spell DC, you can instead force the save against your Intimidate skill check. Any fear spells you cast that have a Hit Dice limit to the target they can effect have their limit increased by a number of Hit dice equal to your class level.

Frozen in Fear (Ex or Su): At the very heights of terror, one doesn't run or cower or even scream. One can only freeze before the unrelenting horror before them. Whenever a 9th level pumpkin king would panic an enemy, he may instead paralyze that enemy for 1 round. By expending 3 rounds of bardic music, he can extend this to 1d4 rounds.

Soul-Shattering Terror (Su): Fear beyond fear, terror beyond terror. At his height, the pumpkin king can evoke a dread, a horror, that existed before the gods themselves were more than sparks in the sea of eternal chaos. When he would successfully panic an enemy, he may instead choose to inflict an unbearable fear upon the target. The target must make a Will save or die; on a success, he suffers 1d6 negative levels. This expends 4 rounds of bardic music.

King's Kingdom (Su): What is a king without his kingdom? At the highest tier of power, a pumpkin king emits a special aura that extends a full mile in each direction about them. Within this kingdom, the world itself stands more ready to inspire fear, and the pumpkin king can work his art through it with ease. You may cast Scrying at will on anyone within the radius; further, you may make a single Intimidate check on any individual within your aura that you are aware of at any time, without them needing to be aware of your presence.

True King of Nightmare: You have mastered fear to an extent few others could dare to claim. You gain one of the following abilities to represent your mastery of terror, or two Fear Techniques.

Baleful King of Screams (Su): The pumpkin king may expend 4 rounds of bardic performance to make 6 Intimidate checks in a single round as a full-round action. He can target separate individuals, or stack Intimidate checks on a smaller number of people (which lets the pumpkin king use Building Suspense in a single round). He can spend one use of Intimidate to make other uses of Intimidate on that target bypass any immunities or bonuses to saving throws against fear or mind-affecting effects.

Raw Terror (Su): The pumpkin king can focus on his ability to wield primal fear. By spending 4 rounds of bardic performance as a full-round action, the pumpkin king can emit a wave of incalculable, mind-shattering fear. He makes an Intimidate check to demoralize everyone within 30 feet: everyone he successfully uses this against suffers 5d6 points of damage and is shaken for 2d4 rounds. They must then make a Will save or be frightened for 1d4 rounds, and confused for as many rounds as they are shaken—a natural 1 on this save drives them permanently insane as per Insanity and panics them for 1d4 rounds instead. At the pumpkin king's discretion, this can also deal damage to objects. This bypasses immunities to both fear and to mind-affecting effects.

I Am (Ex): The pumpkin king is fear—there is no longer a distinction between him and the primordial terror that has existed since before the qlippoth ever cast their baleful shadows upon the Abyss. He gains a +2 bonus to any two ability scores and is considered an outsider (native) for purposes of spells and magical effects. He is immune to fear effects, and gains fast healing 2 for the duration of any fear effect he is subjected to.



PLAYING A PUMPKIN KING
Pumpkin Kings are a strong support class: in addition to still being able to use their bardic performances and having some limited spellcasting ability, they have a great number of status-affecting and debuffing effects: they operate best by standing behind the warriors and terrorizing the enemy.
Combat: Intimidate and fear spells are central to using a pumpkin king effectively: with their ability to turn the shaken, frightened, and panicked conditions into a wide variety of effects they are presented with a lot of versatility. They also have bardic magic to buff, and the proper selection of Fear Techniques can do… nearly anything.
Advancement: Beyond being a Pumpkin King, the most obvious class to progress in is the bard for the extra bardic performances that they rely on: however, it isn't a stretch to imagine a feasible bard/sorcerer multiclass option for greater spellcasting versatility, or to take a melee class to physically take advantage of the openings their fear can create.
Resources: There aren't precisely organizations of pumpkin kings: the nature of their art isn't one encouraging cooperation for more than temporary measures. However, fear can open doors and threats can go a long ways to getting them what they need. Less drastically, pumpkin kings are still performers: people enjoy thrills, and so long as he doesn't delve into the deepest horrors fear can provide he can garner quite a following from providing entertainment.

PUMPKIN KINGS IN THE WORLD
"Don't go in there alone. It's not that he's mean—he won't hurt you or nuthin', traveler. It's just… don't see him by yourself unless you like that kinda thing."
-Jean McVille, bartender, to a group of adventurers looking for Lithul'Luveria

Pumpkin kings are markedly more common in the more rural areas: a curiosity that some sages have studied, as organized attempts to scare others as entertainment is more associated with more civilized regions. Nevertheless, they are most often found in villages, entertaining children before more closed-minded parents pull their young away. In some places they are revered, even given semi-religious titles: in others they are ostracized. But in that time of year when the dead rise and the spirits haunt the world, when the mischievous fey pull their wicked pranks on mankind… even when they are shunned, there are those who can feel the kinship between them and who will beg for salvation.
Daily Life: Regardless of how far they have gone beyond that, the pumpkin king's ways begin in art. Like all artists, they are focused on perfecting their arts and developing new, more perfect ways to thrill. Practicing and performing consumes most of their day—but they remain individuals, and many may pursue other activities in their spare time, ranging from alchemy to other forms of art.
Notables: A pumpkin king known as Jack is perhaps the most famous, travelling across the world and alternatively terrifying and delighting entire nations as he travelled. He is best known for terrifying a dragon to death and being titled a "demon of light" by an entire goblinoid nation—his skeletal appearance is one of the iconic images of the pumpkin king. He took special care of children, and when they fled in a child's fear from him they would often find sweets hidden away amongst their clothing later.

Another famous persona, notable for being diametrically opposed to Jack in nearly every way, is the bugbear known as Grinning Black. Grinning Black once terrified a man for seven weeks, until he killed his entire family and hung himself in the town square: he took joy in twisting the minds of others through the medium of fear. He is dead now, but it is known that his soul, when consigned to the Abyss, successfully killed and consumed a marilith, devouring her power to become a balor.
Organizations: Pumpkin kings do not gather in large organizations. At most, one might find a small troupe of them travelling together to create a nightmare circus, but theirs is not an art that lends itself to group activities.

NPC Reaction
The NPC reaction can be neatly split between welcoming and rejecting—but never close. Some find their toying with fear to be morally disgusting and cannot abide them, but others find their presence to be a thrill and a joy, and every moment makes their spines tingle in heightened awareness of the world as adrenaline rushes throughout their body. But neither of these lend themselves well to more than shallow relationships.

PUMPKIN KINGS IN THE GAME
The pumpkin king's focus on debuffing effects means that lone enemies will be taken down even quicker than normal; groups are important to counteract the debilitating effects of the pumpkin king (and to make up for the occasionally grunt who runs away and don't come back).
Adaptation: In a certain nation ruled by a god of torture and fear, a pumpkin king could be more than entertainment—he could be nearly divine. Not settling with fear, he terrorizes people to the boundaries of sanity.
Elsewhere, a man makes pacts with demons, selling his soul to inflict fear onto the bullies to oppressed him throughout this life.
In another place, they are also religious: where some take drugs to reach ecstatic states to reach the divine, the pumpkin kings can incite such furors of emotion that they can propel mystics to the gods themselves.
A secret elven order takes oaths and foreswear all mortal companionship, to wield terror as the blade to drive the goblinoids, orcs, and drow away from civilization for decades at a time.
Learning the tools of the supernatural beings that stalk the night, a group of rural men take on the ways of the undead and Unseelie Court to drive away the things that go bump in the night.
Encounters: A PC might encounter a pumpkin king while looking for a specialist for a certain job, or someone who has a special bit of lore regarding the fey. Pumpkin kings often go into unusual branches of study to discover new methods of terror, and may have secrets of magic or alchemy that the Player Characters need to take. Another may be performing in the middle of town, which the PCs might misunderstand as an attack, while another could be a terrorist getting sick thrills from ambushing travelers. A psychopathic pumpkin king could make an excellent final villain in a serial killer mystery/horror adventure.

dragonjek
2012-10-22, 07:32 PM
FEAR TECHNIQUES

The Fear Techniques available to a pumpkin king to learn, and possible requirements to acquire them, are as follows:

Alone at Heart (Su): Solitude is a terror that lurks in the heart of men, yet when outside terrors press upon them so many will try to save themselves to the exclusion of others. The pumpkin king can intentionally exploit this to render an opponent truly alone through fear. By spending a round of bardic performance as a move action, the pumpkin king can select a single target; this target cannot participate in teamwork feats (unless they can do so by themselves) and are not a consideration when it comes to calculating flanking; they are on their own. This fear effect lasts 1 minute. Prerequisites: Sense Motive 4 ranks.

BEHIND YOU (Sp): The illusion of escape is useful—there is a special form of dread created when hope is crushed. And there is a whole new fear when something horrible cannot be seen, until one feels hot breath upon their neck… The pumpkin king may spend a round of bardic performance to use Dimension Door twice per day, but only so long as he appears directly behind someone. This may be used alternatively as a normal teleportation effect, or as an illusion (shadow) effect in the style of Shadow Walk (although the effect is identical to that of Dimension Door; fear comes in many colors. This Fear Technique may be taken more than once, adding another 2 uses per day each time. Prerequisites: Perform (acting) 11 ranks.

Dancing Limbs (Su): Pumpkin kings have exalted fear as an art and a science, and there have always been those willing to go to extremes for what they loved. Some pumpkin kings have learned how to separate their limbs and control them like puppets of flesh. By spending a round of performance, he may separate a hand—or a food, or even entire limbs (but not his head) and control it from afar. Treat the limb as a crawling hand (see the Bestiary 2), but it is not an undead and thus cannot be turned. It uses the pumpkin king's ability scores, natural armor, skills, and saving throws, and if it has a magical item it benefits from it. It is controlled by the pumpkin king's will, and is not really an independent being. The pumpkin king may make Intimidate checks through his crawling hand. If the limb is destroyed, it regrows in 1d4 days: this benefit applies even if the limb is destroyed while still attached to him.

Doll Master (Su and Sp): The pumpkin king doesn't let the dead rest easily. 1/day, he may use Animate Objects as a spell-like ability, but only on dolls; he may instead spend this spell-like ability to use a variant of Stone Tell allowing him to speak to a doll. He may also talk at will to dolls he made from House of Dolls, although no one else can hear them answer: however, they are under no obligation to give him truthful answers and most likely will hate him. He may transform a doll into a Soulbound Doll (see the Bestiary 2) over the course of a single day at no cost and without requiring Craft Construct. He may only have one doll be a Soulbound Doll at a time (from this ability): if the doll is one made from House of Dolls, then it is bound to obedience and loyalty, and is forced to truthfulness to his master regardless of how he hates him. Prerequisites: Craft 14 ranks.

Eldritch Prowess: The pumpkin king gains an additional level of spellcasting as indicated under the Spells per Day column on the 1st and 3rd times he selects this Fear Technique. On the 2nd and 4th, he may look through the spell lists and select two spells from any class of 6th level or below that has the fear descriptor and add it to the pumpkin king's spell's known list (if he doesn't have access to that spell level yet, he learns it when he gains access to it). On the 5th time he chooses it, he learns to pour his talent into his magic to make it more potent: by sacrificing 3 rounds of bardic music, he can increase the DC of a fear spell by 1, to a maximum increase equal to his Charisma modifier. Prerequisites: Knowledge (arcane) 5 ranks.

Enforced by Pain (Ex): One of the most basic fear responses is the fear of pain; this, of course, is something that pumpkin kings know well. Whenever a pumpkin king deals damage to an opponent in melee combat, he may make a special Intimidate check to demoralize as an immediate action; rather than making the opponent shaken, however, it inflicts a -2 penalty on their saving throws for 2 rounds.

Fear for Another's Sake (Ex): Protective instincts are powerful, but easily manipulated by fear. After successfully inflicting a fear effect on someone, the pumpkin king can make that person believe that he means ill will towards someone close to him. The target must make a Will save: on a failure, he will immediately take action to protect his ally that is closest to the pumpkin king, and will do so for 1d4 rounds. However, although they do not flee they still suffer the penalties from whatever fear effects have been placed on them. Prerequisites: Bluff 3 ranks.

Flaming Apparition (Su): Beings that live, yet are consumed by flame, make a strike and horrifying image. A pumpkin king with this Fear Technique can spend a round of bardic performance to burst into flame: anyone striking him with a melee attack or whom he strikes suffers 1d6 points of fire damage, and the pumpkin king gains resistance 5 against fire attacks and is immune to his own flame. He can hurl a glob of flame as a ranged touch attack dealing 1d6 points of damage (range increment 20 feet). He can take this multiple times: each time increasing the fire resistance by 5. When he takes it twice, he can spend a round of bardic performance to shoot a gout of flame: a 15 foot cone of fire dealing 1d6/class level damage. Thrice, and he increases his speed by 10 feet when aflame. Four times, and the damage the fire deals is increased to 2d6. Five times, and he is immune to fire damage when engulfed in flames, and whenever he successfully Intimidates someone he deals fire damage to them equal to ½ the amount by which he surpassed the skill DC. Prerequisites: Spellcraft 5 ranks.

Flesh-Enthroned Worm (Ex): The pumpkin king has gotten rid of their inadequate, useless innards, replacing them with bugs: insects and spiders and scorpions, perhaps even crabs—vermins of all sorts infest them (by DM fiat, they may be permitted to have rats, snakes, etc. inside them instead). They can abandon their flesh to take on a swarm form as though using a polymorph effect, becoming a swarm of whatever vermin composes the pumpkin king's body (which can have a CR no higher than the pumpkin king's class level). He may stay in swarm form for as long as he continues to spend rounds of bardic performance. When the components come together into humanoid form, they don't have skin unless he reenters his or take someone else's (in which cases it magically changes to become what he once had, having none of its original properties). Prerequisites: Handle Animal 9 ranks.

Freakish Familiar (Ex): A partner in crime can make anything easier, and fear is no exception: many pumpkin kings take on a familiar as a companion who will never abandon them, and as a spook par excellence. The pumpkin king gains the ability to summon a familiar, and the Improved Familiar feat. Amongst the Improved Familiars the pumpkin king can take include a zombie or skeleton version of a normal familiar (obtainable at CL 5), a vampire or ghost version of a normal familiar (obtainable at Caster Level 9), or a Spellbound Doll (also at Caster Level 9).

Haunt Coalescence (Su): The pumpkin king learns a hidden method to leave a lasting imprint of terror on a location. A pumpkin king can create a haunt (see the Gamemastery Guide) as a lasting horror on a location, a type of spectral trap that will last for a long, long time. For purposes of creating a haunt, follow the same rules as creating a trap (but using Spellcraft or Knowledge (religion) as the central skill), with the money being spent on specialized incenses to draw in spiritual powers and bind them to the area. The pumpkin king can dispel his own haunt as a full-round action, permanently ending it. If he uses this ability in his King's Palace, he does not need to pay anything and can set up a haunt in 1 hour per CR, although this type of haunt disappears when the palace does.

Haunted House (Su): The pumpkin king's mastery over his abode grows to an extent that can have lethal repercussions over those trapped inside. He can control whether or not people can leave his King's Palace (a successful Will save is enough to bypass this, however, and can be retried every 2 hours), and can attack people with the servants and the house itself: every 2 hours inside, anyone he targets must make a Will save or take 1d6 points of damage: alternatively, he can deal a single point of damage to Strength or Charisma. Prerequisites: Knowledge (engineering) 6 ranks, King's Palace class ability.

Headless (Su): The pumpkin king has gained a terrifying power: his body operates on fear, and his head is… just another limb. The pumpkin king's body can operate without his head, independently (although it can't see) or under the direction of the still-living head (which can mentally control the body). Losing his head does not kill the pumpkin king, although if it is destroyed he still dies. If his head is gone for a full week, either his body grows a new head or his head grows a new body, at the pumpkin king's discretion; the other dies. His head can still talk, can cast spells that don't require material or somatic components, and can fly at a speed of 20 feet (perfect maneuverability). Prerequisites: Dancing Limbs Fear Technique, character level 14.

Horrifying Haunter (Su): Spirits and ghosts have long struck a basic fear in humankind. By spending two rounds of bardic performance, this Fear Technique lets a pumpkin king become incorporeal for a round. He gains a fly speed of 20 feet and a touch attack dealing 1d2 points of Strength damage. Prerequisites: Knowledge (religion) 7 ranks.

House of Dolls (Su): Dolls and puppets have an inherent eeriness to them that pumpkin king's have take advantage of since their creation. When a pumpkin king kills someone, instead of ending their life they can expend 2 rounds of bardic performance as an immediate action to create a special polymorph effect. The target gets a Will save: if successful, they suffer the damage and die. If they fail, they are transformed into a small, 1 foot-tall doll, inanimate and unaware. However, the pumpkin king gets to make an Intimidate check to demoralize everyone within 15 feet when he does so, and in the future can make Intimidate checks against anyone who sees the doll if he desires. An enemy made into a doll cannot be brought back to life by anything short of a Wish or Miracle, but a targeted Break Enchantment, Remove Curse, Greater Dispel Magic, Stone to Flesh, or Heal will return him to normal, although he will still be dead. As a doll he is not dead, but he does not register as alive, either. A pumpkin king may willingly return a doll to normal, either dead or at the amount of health they had before the pumpkin king would have killed them. Prerequisites: Craft 9 ranks.

Like Calls to Like (Su): Fear can feel a resonance with those who echo its principles; it is for this reason that on the days when the living dead stalk amongst the living and the malignant fey play live-ending cruelties on the innocent that the pumpkin king is sought out by all who know of him. A pumpkin king can use a special ability at will that resembles a specialized Detect Evil spell. But instead of detecting evil, it instead detects aberrations, undead, fey, and evil outsiders.

Mirror Image (Su): It looks at you in the mirror, wearing your face but not your soul—you know it wants it. The doppelganger is greatly feared for mimicking other's forms, and fear is as always the pumpkin king's domain. By spending 2 rounds of bardic performance the pumpkin king can assume the form of a humanoid within 30 feet as though by the Alter Self spell. The pumpkin king gains a +2 bonus to attack, damage, and AC against the person they are copying; if he successfully kills the person they are copying (he must strike the finishing blow), the duration of the effect extends to 1 day/class level. Prerequisites: Disguise 7 ranks.

Monstrous Head (Ex): The pumpkin king has severed his own head and replaced it; perhaps with a skull, perhaps with a pumpkin, perhaps with someone else's face. Regardless, it is clearly inhuman and horrific. The role the pumpkin king's head would play is now taken over entirely by the fear that has partially consumed his soul; he doesn't actually use his head for anything, is immune to head-severing attacks, and gains 20% fortification against critical hits and sneak attacks. So long as he can stick an object where his head would be, he can function perfectly well without one. If he ever gets the Headless Fear Technique, he can either make his Monstrous Head fly around, or actually have two head: one on his body, one independent. Prerequisites: Disguise 5 ranks.

No Room to Run (Su): Tight spaces entrap and constrict and suffocate—fear of enclosed spaces is another terror the pumpkin king can exploit. With a standard action and an Intimidate check opposed by the opponents grapple CMD, the pumpkin king can trap his opponent in fear—illusory terror besets his foe on all sides and crushes down from every direction. If successful, the opponent is considered to be flanked and loses his Dexterity bonus to AC for one round. Prerequisites: Escape Artist 3 ranks.

Nothing (Su): Nothing happens—expectation of what can happen can drive people to create horrors in their own minds even worse than anything another could force upon them. The mind can become its worst enemy. The pumpkin king spends a full round action and a round of bardic performance doing nothing—simply standing. Everyone within 30 feet suffers 1d8 points + their own Charisma modifier (if positive) points of damage and is shaken for 1 round. They suffer a -2 penalty on their saving throw against the next fear effect you use on them (or if it requires a skill check, you gain a +2 bonus).

Primal Fear (Su): The pumpkin king can wield a fear that is more basic than thought; beginning with it, even a mind-that-isn't-a-mind becomes like putty in his hand. By spending a standard action and a round of bardic performance, he can remove a single target's immunity to mind-affecting effects for 1 hour. Prerequisites: The Seeds of Fear Fear Technique.

Ragdoll Body (Su): The pumpkin king's form can suffer any amount of damage and still stand, stitched and horrific in its inexorable malice. A pumpkin king may spend 1 round of performance and a standard action to make an Intimidate check as though to demoralize everyone within 30 feet (although they aren't demoralized). Every success grants the pumpkin king damage reduction equal to ½ his class level against attacks from that person. This damage reduction stacks with other sources of DR. The pumpkin king is immune to death from massive damage and takes falling damage although he fell half the distance, in addition to the other effects.

Screaming Scare (Su): Sound can play an important part in fear—rhythmic thuds mimic heartbeats and sudden noises can spark fits of weeping terror. The pumpkin king masters the interplay of sound and silence, and can spend a round of bardic performance as a standard action to amplify the next loud noise to terrifying extremes. The next source of sonic damage within 1 minute does 50% more damage and lets you make a single Intimidate check on everyone who took damage from the sound.

The Dreadful Dead (Sp): The pumpkin king can use Animate Dead as a spell-like ability once per day. At level 6 he may instead choose to use Create Undead, and at level 10 he may instead use Create Greater Undead, with a caster level equal to his effective bard level. Prerequisits: Knowledge (religion) 5 ranks.

The Nose Knows (Su): The sense of smell is often overlooked, but pumpkin kings have developed methods to extend their ability to scent beyond the natural realm. Pumpkin kings gain the scent ability, but can also specifically smell the presence of children, those who are afraid, and any being capable of using a fear effect as an extraordinary, supernatural, or spell-like ability, and gains a +4 bonus on perception checks involving such individuals. Prerequisites: Perception 5 ranks.

The Seeds of Fear (Su): With delicate subtlety, the pumpkin king can sow the beginnings of terror in a strong mind; when they begin to grow they can crack and tear apart even the most stalwart of barriers. The pumpkin king can spend a standard action and a round of bardic performance to remove a single target's immunity to fear for 1 hour.

The Taste of Terror (Su): To a pumpkin king, fear is more savory than any meal and more heady than any drug. After successfully making a target shaken, a pumpkin king gains a +1 moral bonus to saving throws for 1 minute per hit dice of the target. After making a target frightened, the pumpkin king gains 1 temporary hit points per hit dice of the target, which last until the end of the day or until use up: a pumpkin king may not gain more temporary hit points in a day than twice his class levels. After successfully making a target panicked, the pumpkin king heals 1d4 hit points per hit dice of the target (any extra hit points disappear). A pumpkin king cannot heal more than twice his class level in this method per day.

Twisted Contortions (Ex): The pumpkin king's body has become little more than another tool for him to use to inflict terror, and it may bend and contract in ways that no other body was meant to do. He can hide under the bed, in the cracks behind a door, or slither through a window. He gains a +2 bonus to Escape Artist checks, and can fit through spaces as though he were 2 sizes smaller; he can even fit through spaces smaller than his head. He gains damage reduction 1/piercing or slashing. This can be taken multiple times, each time granting an addition +1 to DR and +2 to Escape Artist. Prerequisites: Escape Artist 9 ranks.

Weaver of Nightmares (Su): Nightmares contain a type of personalized fear that is difficult to recreate in the waking world; often, it is easier and more entertaining to craft that personalized horror for someone in their dreams. 1/day, by spending ten minutes within 10 feet of a sleeping individual (or, at 10th level, being within 1 mile of a sleeping individual you are aware of), the pumpkin king may inflict a special [/i]Nightmare[/i] effect on them. He has complete control over this nightmare, and it becomes a fear effect (thus enabling him to reduce the damage it deals or even negate the effect, for whatever reason he might want that). These nightmares (personalized each night) persist for 4 days. The pumpkin king gains a +4 insight bonus to Intimidate checks against someone whose nightmares they have starred in within the last week. Prerequisites: Perform (acting) 12 ranks.

Where is He? (Su): True fear isn't just felt in the body and mind; it inundates the very surroundings, saturates the air until one chokes on it. Often, what you can't see is more terrifying than what you can: a pumpkin king unseen can haunt one's nightmares until their dying breath. A pumpkin king with this does not need to be seen or heard to make Intimidate checks, so long as others are aware of his presence. Further, each time he successfully makes an opponent shaken, frightened, or panicked while they cannot see him, he gains another +1 to the DC of his next fear effect or Intimidate check against them. Prerequisites: Stealth 10 ranks.