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ErrantX
2013-03-01, 07:39 PM
Villainy and Evil!

---

"There has to be evil so that good can prove its purity above it."
-Buddha


_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Giant in the Playground PrC Contest XXXIX

The contest begins with the posting of this thread and will run through midnight of March 31st.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of April 10th.

Rules

1) You will be creating an 'original' prestige class. The theme is a bit esoteric this time; the theme is the Evil alignment. You could create a cultist of a god of damnation, a meldshaper who binds demonic incarnum to his body, a damned knight who has made a pact with the Shadow Plane, or a villianous mastermind who uses intrigue and fear to command his forces. Alignment restriction is the key here, must be a Evil alignment restriction. 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.



_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

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
2013-03-01, 07:40 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|
+x|
+x|
+x|Class Ability

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

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

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

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

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

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

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

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

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

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on

how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

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

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little

information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which

members of your class will be attracted towards.

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

your class.

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

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|
+x|
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+x|Class Ability

4th|
+x|
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5th|
+x|
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6th|
+x|
+x|
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+x|Class Ability

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

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

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

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

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

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on

how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

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

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little

information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which

members of your class will be attracted towards.

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

your class.

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

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

Sgt. Cookie
2013-03-03, 10:59 AM
Slaver of Fiends

http://Picture URL

Am I possessed by a demon? I was, once. But now that demon obeys me unquestionably, as do many others...

There are some out there possessed by Fiends and then there are some who control the Fiend. Often, these people swell with the knowledge that they command a Fiend, and proceed to enslave more. As the Slaver grows in power, his form becomes more akin to the beast that shares his body.

Becoming a Slaver of Fiends

ENTRY REQUIREMENTS
Alignment: Any Evil
Base Will Save: +5
Special: Must be knowingly possessed by a Demon or Devil

Class Skills
The Slaver of Fiends' class skills (and the key ability for each skill) are....
Skills Points at Each Level: 8 + int

Hit Dice: d8

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

0|
+0|
+0|
+0|
+0|Enslave Possession

1st|
+1|
+2|
+2|
+2|Merge Mind, Enslave Fiend

2nd|
+2|
+3|
+3|
+3|Lesser Planer Binding 1/day, Evil subtype

3rd|
+3|
+3|
+3|
+3|

4th|
+4|
+4|
+4|
+4|Lesser Fiend SLA, Arms of the fiend

5th|
+5|
+4|
+4|
+4|

6th|
+6|
+5|
+5|
+5|

7th|
+7|
+5|
+5|
+5|Class Ability

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

9th|
+9|
+6|
+6|
+6|Class Ability

10th|
+10|
+7|
+7|
+7|Fiend Form[/table]

Weapon Proficiencies: A Slaver of Fiends gains proficiency with any Natural Weapons it gains via this class.

Enslave Possession: Before you may take levels in Slaver of Fiends, you must first Enslave the Fiend possessing you. To Enslave a Fiend, you must make an opposed Will Save. If you fail, you may try again after 24 hours.

If you succeed, the Fiend obeys you, you can order it to leave your body, increase your ability scores, whatever.

After 24 hours, the Fiend attempts to break your control, forcing another opposed Will Save, if you succeed again, the Fiend obeys you for another 24 hours. If you fail, the Fiend regains control of itself and you must start again.

After the second 24 hours have passed, a third and final opposed Will Save is made, if you fail at this hurdle, the Fiend has complete control over you for 24 hours, go to step 2, except the positions are reversed. If you succeed however, the Fiend obeys you permanently.

Merge Mind (Ex):


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.

malonkey1
2013-03-03, 02:46 PM
Cackling Psychopath

”...And it’s so easy when you’re evil! This is the life for me, the Devil tips his hat to me! I do it all because I’m evil, and I do it all for free; Your tears are all the pay I’ll ever need!”
-Aurelio Voltaire, “When You’re Evil”

(This class is intended for Pathfinder, but I have included some amounts of back-conversion information) The Sublime Way has been twisted into darkness in the past, but none are so wicked, nor so clichéd, as the Cackling Psychopath. These scoundrels gleefully murder innocents, rob kingdoms blind, and just generally love causing suffering. The key to their power is that it is derived from the agony and bloodshed they so love to inflict. If you are to run into one of these, don’t even breathe unless you are an experienced fighter. They will gladly murder you and desecrate your corpse out of boredom.

Becoming a Cackling Psychopath
Not all Cackling Psychopaths are cackling loons, but it helps. Evil Crusaders and Warblades with levels in Blackguard are well-suited to the class, while Rogue/Blackguards, Scout/Blackguards, Fighter/Blackguards, and even Evil Soulborns can benefit from the powers of the class.

ENTRY REQUIREMENTS
Alignment: Any evil
BAB: +5
Skills: Intimidate 5 (3.5: Intimidate 8) Stealth 3 (3.5: Hide 3, Move Silently 3)
Feats: At least 2 Vile Feats
Special: Ability to smite good creatures, either from Smite Good, Smite Opposition, or a similar racial or class feature.

Class Skills
The Cackling Psychopath's class skills (and the key ability for each skill) are....
Pathfinder: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge[Arcana, Dungeoneering, and Religion] (Int), Martial Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis)
3.5: Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge[Arcana, Dungeoneering, and Religion] (Int), Martial Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Tumble (Dex)

Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+0|
+2|
+2|1|0|1|Villainous Cackle, Villainous Focus +1

2nd|
+1|
+0|
+3|
+3|0|0|0|Vile Talent

3rd|
+2|
+1|
+3|
+3|1|0|0|Larcenous Tongue

4th|
+3|
+1|
+4|
+4|0|1|0|Vile Talent

5th|
+3|
+1|
+4|
+4|1|0|0|Dastardly Ambush

6th|
+4|
+2|
+5|
+5|0|0|1|Vile Talent

7th|
+5|
+2|
+5|
+5|1|0|0|Cheating Hands

8th|
+6|
+2|
+6|
+6|0|1|0|Vile Talent

9th|
+6|
+3|
+6|
+6|1|0|0|Mastermind's Command

10th|
+7|
+3|
+7|
+7|0|0|0|Vile Talent, Vile Mastery[/table]

Weapon Proficiencies: Cackling Psychopaths are proficient with all martial and simple weapons, as well as heavy armor and shields (but not tower shields)
Martial Maneuvers: At every odd level, you learn a new maneuver from the Shadow Hand, Devoted Spirit, Stone Dragon, or White Raven, or PairO'Dice Lost's Ninefold Damnation (http://www.giantitp.com/forums/showthread.php?t=98474) Discipline. Additionally, you receive an extra readied (and granted, if applicable) maneuver at levels 4 and 8. You learn a new stance each at levels 1 & 6.
Villainous Cackle: In addition to your normal replenishment methods, you gain a new way to replenish your expended maneuvers. You may, as a Swift action, cackle villainously after landing a critical hit or Smite on a good opponent, or commit a truly evil act (at DM's discretion), thereby replenishing all readied maneuvers. This does not grant readied maneuvers as a Crusader, but simply resets your maneuvers as if you had run out of maneuvers to be granted.
Villainous Focus: While wielding an evil weapon, or using a weapon-like spell with the [evil] descriptor, you are treated as having Weapon Focus with the weapon in question. This does not stack with Weapon Focus, but it will qualify for Greater Weapon Focus, Weapon Specialization, or similar feats in a specific weapon, but those feats lose effectiveness when you are not wielding an evil version of that weapon.
Vile Talent: At every even level, you may choose to gain the benefits of one of the abilities below. You must meet all prerequisites, and unless stated otherwise, may choose each multiple times, with the effects stacking.

Death Attack (Ex): (Requires Sneak Attack, Sudden Strike, or Skirmish) You gain the Death Attack class feature, and your Sneak Attack, Sudden Strike, or Skrimish improves by 1 die as per Vile Attack. You may only select this ability once.
Necrocarnum Power (Su): (Requires an Essentia pool of at least 4, ability to shape at least 2 soulmelds, ability to bind a soulmeld) You have begun to dabble in the powers of Necrocarnum, gaining some basic meldshaping ability. You receive 2 bonus Essentia (4 if you have levels in a Meldshaping class), and an additional daily shaped and bound soulmeld. This extra soulmeld must have the [Necrocarnum] or [Evil] descriptor, and you can only bind it to soulmelds you have access to. You may shape any such soulmeld, even if it does not normally appear on your list, and you do not need to shape or bind this soulmeld if you do not wish, but you may not use the bonus slots for anything else. Upon taking this, your levels in this class stack with those in a single meldshaping class for determining meldshaper level inb that class. You may only select this ability once.
Profane Grace (Su): You receive the Divine Grace class feature, as a Paladin. You may only select this ability once.
Vile Channeling (Su): You receive the ability to Channel Energy (Rebuke Undead for 3.5) as an evil Cleric of your level. You may only select this ability once.
Vile Arcana: (requires the ability to cast level 1 spells) You gain one of the following feats for which you qualify: Corrupy Spell, Malign Spell Focus, or Violate Spell. Alternatively, you may advance your spellcasting in a single class (spells known, caster level, spells per day, etc.) by one level.
Vile Attack +1d6 (Ex): You gain Sneak Attack, Sudden Strike, or Skirmish 1d6, as the Rogue class Feature. Taking this multiple times grants you an additional die of sneak attack damage, and stacks with existing Sneak Attack, Sudden Strike, or Skirmish damage. If this is used to gain or increase Skirmish, it does not improve the AC bonus from Skirmish.
Villainous Smite (Su): You gain an additional daily use of your good-affecting smite ability. If you have more than one such smite ability, you must choose which one receives the benefits of this ability. Additionally, upon choosing this ability, levels in this class stack with levels from the source of the Smite ability you improved with ability, if applicable.

Larcenous Tongue At level 3, you gain the ability to take 10 on Bluff or Diplomacy checks against targets who were originally at least Indifferent to you. Which skill can be used with this ability must be chosen when this ability is gained, and may not be changed.
Dastardly Ambush: At level 5, you move up one spot in Initiative during surprise rounds, and may make a single extra Move action or Swift action during surprise rounds. This benefit only applies to you when you are able to act in that round.
Cheating Hands: At level 7, you may re-roll a single failed Sleight of Hand or Used Rope check, or re-roll an attempt to confirm a critical, a number of times per day equal to 1/2 your Wisdom Modifier (minimum 1).
Mastermind's Command: At level 9, you may take 10 on checks to rally or give orders to evil creatures under you command. You take a -15 penalty to any attempts to rally or give orders to good creatures (you take no penalties for rallying neutral creatures).
Vile Mastery At level 10, you gain total mastery over your villainous ways, being counted as proficient in any evil weapons (but you still must be able to wield them to use them), gain DR 10/- and resistance 10 to Electricity and Acid, and become a native Outsider with the (evil) descriptor. Evil outsiders of a similar alignment (Devils for LE, Demons for CE, etc.) will recognize your villainy and have their default attitude towards you improved by one step. Some such outsiders may still be suspicious of you at the DM's discretion, (such as those you had crossed before gaining this class feature), and would not have their attitudes improved. Good Outsiders would almost inc=variably have their default attitudes toward you worsened by one step, on top of any attitude changes due to your alignment.

PLAYING A CACKLING PSYCHOPATH
No two Cackling Psychopaths are quite the same, often approaching things differently. Chaotic Cackling Psychopaths usually just maim, pillage, and defile whatever's within easy reach without much planning. Neutral ones prefer to keep some level of control, but aren't above pettiness if it doesn't seem to hold up their plans. Lawful ones are scheming monsters, capable of committing atrocities that would make some of the worst feel queasy, and often get away with it. These are often the most dangerous, and you can only hope that their complex plans implode before they can be fully completed.

Combat: Melee combat is the bread and butter of the Cackling Psychopath, and they are evenly split between vicious frontal assaults and devious sneak attacks. Meldshaping and spellcasting VAs will gladly torment their foes with magic. If you can get an advantage, take hostages, fight dirty, and murder innocents. It's good for your blood pressure, I heard.

Advancement: Blackguard and Paladin of Tyranny or Slaughter(UArc), Crusader and Warblade(ToB) are natural classes that would go into this. Those with a focus on Sneak Attacks would likely want to advance as Rogues and/or Assassins, while Incarnum using Cackling Psychopaths would likely wish to multiclass out into Incarnate or Soulborn, or possibly Totemist if they wish to maintain a combat focus.
Resources: depending on their background, Cackling Psychopaths are likely to have some level of influence in their area, be it a cadre of thugs, or presence as a vizier in a royal court. Cackling Psychopaths rarely pool resources, but when they do, it can be horrifying.

CACKLING PSYCHOPATHS IN THE WORLD
"No, please, Gods NO! Not my-AAAUGH!"
-An innocent farmer before having his skin peeled away.

The Cackling Psychopath's role in society varies widely. Some are merely elite mooks, powerful lieutenants of more competent villains The lawful ones are more able to gain a foothold in society, sometimes gaining control of a society from the inside.
Daily Life: Evil deeds, shady deals, and selfish cruelty make up most of their day, usually with a break for lunch, perhaps some liver with fava beans and a nice Chianti.
Notables: Ogg the Bloody, the first recorded Cackling Psychopath, was a feared being in prehistory, and was known for bullying the hadrosaurs and crushing their eggs in between genocides on other hominid species.
Organizations: They have no real organizations, but often join evil or neutral organizations whose goals suit their own.

NPC Reaction
Commoner who are aware they are dealing with Cackling Psychopaths will usually quiver and soil themselves while handing over valuables. More powerful folks will treat them as vermin, or maintain an uneasy truce with them, depending on their behavior and relative power level.

CLASS NAME IN THE GAME
Adaptation: Well, they are pretty easy to adapt into a setting. If you need, you can adapt its abilities to suit any alignment by changing their smiting requirement to affect a different alignment, as well as changing up some of their Vile Talents and replacing Vile Focus with a bonus appropriate to their alignment.
Encounters: They can be found wherever evil can be done, and make excellent leaders of villainous parties.

Sample Encounter

Sample NPC

Init +, Senses:
Languages:
------------------------------------------------
AC , touch , flat-footed ()
hp hp()
Fort +, Ref +, Will +
------------------------------------------------
Speed
Base Atk
CMB/CMD:
Atk Options:
Spells Prepared



Maneuvers Readied



Supernatural Abilities:
-----------------------------------------------
Abilities:
SQ:
Feats:
Skills:
Possessions:

sirpercival
2013-03-04, 04:27 PM
ASURA OF CREEPING BLIGHT

Image! (http://images3.wikia.nocookie.net/__cb20130212131332/forgottenrealms/images/7/7b/Ak'chazar.jpg)

"My servants surround you. Do you know their faces?"

― Mordakhesh, the Shadowsword, member of the Bleak Council

An Asura of Creeping Blight is a master of manipulation, pulling the strings of his web from the shadows to make nations dance to his tune. He channels the subtle and subversive power of a Rakshasa.

BECOMING AN ASURA OF CREEPING BLIGHT
Asuras of Creeping Blight are invocation users (usually warlocks, though other invokers can qualify) who seek more subtle solutions to their problems than simply blasting away with raw magic.

ENTRY REQUIREMENTS
Alignment: Lawful Evil or Neutral Evil
Skills: Bluff 8 ranks, Intimidate 8 ranks, Spellcraft 5 ranks
Invocations: Knowledge of the beguiling influence and charm invocations.

Class Skills
The Asura of Creeping Blight's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level|BAB|Fort|Ref|Will|Special|Invocations
1st |+0|+0|+0|+2|Mark of influence, subtle arcanum|+1 level of existing invoking class
2nd |+1|+0|+0|+3|Secrets known and unknown|+1 level of existing invoking class
3rd |+1|+1|+1|+3|Contagious influence|+1 level of existing invoking class
4th |+2|+1|+1|+4|Mass charm, shrinking façade|+1 level of existing invoking class
5th |+2|+1|+1|+4|Abstruse compulsion, invasive charm|+1 level of existing invoking class
6th |+3|+2|+2|+5|Greater mark of influence|+1 level of existing invoking class
7th |+3|+2|+2|+5|Confluence of whispers|+1 level of existing invoking class
8th |+4|+2|+2|+6|Improved contagious influence|+1 level of existing invoking class
9th |+4|+3|+3|+6|Compulsive charm, unseen strands|+1 level of existing invoking class
10th|+5|+3|+3|+7|Permanent mark, spider's web, tiger's eye|+1 level of existing invoking class[/table]

Weapon Proficiencies: An Asura of Creeping Blight gains no new proficiencies with weapons or armor.

Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an asura of creeping blight, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

Mark of Influence (Ex): The first trick an Asura of Creeping Blight learns is how to influence those around him. Whenever you succeed at a Bluff, Diplomacy, or Intimidate check against a target, as a free action, you may scar their psyche with the knowledge that you've manipulated them. This applies a Mark of Influence, a set of behavioral quirks that (generally) only you can detect.

Whenever you make a social skill check (Bluff, Diplomacy, Disguise, Gather Information, Intimidate, or Sense Motive) or Charisma-based check against a creature bearing your Mark, you may treat any roll of less than 10 as if you had rolled a 10. A creature bearing your Mark retains it until such time as 1 hour per class level has passed since you last succeeded on a Bluff, Diplomacy, or Intimitidate check against that creature.

A creature can make a Sense Motive check against a DC equal to 10 + your class level + your Charisma modifier to detect your Mark upon another creature, though to do so they must be specifically looking for the Mark. You automatically succeed on Sense Motive checks to detect your Mark upon a creature.

You also automatically apply your Mark to creatures affected by your charm invocation, and the creature retains the Mark for the duration of the effect.

Subtle Arcanum: Upon entering this class, you add the following invocations to your class invocation list. You may learn them just like other invocations. Descriptions of these invocations are given below.
Cadaverous Thrall
Ghost Tiger Apparition
Opened Mind
Puppeteer
Twisted Intentions
Web of Thoughts

Invocation Descriptions
Cadaverous Thrall
Greater Invocation; 5th
You can use summon undead V as the spell with this invocation.

Ghost Tiger Apparition
Lesser; 4th
You take the form and abilities of a were-tiger in hybrid form (http://www.d20srd.org/srd/monsters/lycanthrope.htm#weretiger) (using the stats for a 1st-level warrior given in that link), and gain 20 temporary hit points. The change and the hit points last for 1 round/level. This is an effect of the polymorph subschool (http://www.wizards.com/default.asp?x=dnd/ex/20060501a&page=5).

Opened Mind
Least; 2nd
You can use detect thoughts as the spell with this invocation.

Puppeteer
Dark; 9th
You can dominate a creature within 60 feet. The creature must succeed on a Will save or come under your control, as the dominate monster spell. You can never have more than one target dominated at a time with this ability. If a second creature is dominated, you lose your hold on the first creature.

Twisted Intentions
Greater Invocation; 6th
You can use morality undone as the spell with this invocation.

Web of Thoughts
Dark; 8th
You can use brain spider as the spell with this invocation.


Secrets Known and Unknown (Su): At 2nd level, you hide yourself deeper in the shadows behind the throne, granting yourself protection against those who would attempt to learn your secrets. Any creature attempting a divination spell to learn information about you must make a caster level check against a DC of 20 + your class level + your Charisma modifier, or the attempt fails. If a creature fails to gather information about you in this way, as long as you have successfully identified the spell, you may spend an immediate action to replace the normal information granted by the spell with information of your choosing; otherwise, the spell simply fails, as normal.

Contagious Influence (Ex): Upon reaching 3rd level, your influence becomes much more wide-ranging, even expanding without your direct intervention. Whenever a creature bearing your Mark of Influence succeeds at a Bluff, Diplomacy, or Intimidate check against a creature who does not bear your Mark, the target gains your Mark.

In addition, creatures now retain your Mark until such time as 1 hour per class level has passed since you or a creature bearing your Mark last succeeded on a Bluff, Diplomacy, or Intimitidate check against that creature.

Mass Charm (Su): At 4th level, when using your charm invocation, you may have a total number of creatures charmed at any given time equal to your Charisma modifier. If you charm more creatures than this, the existing charms end in the order you created them.

Shrinking Façade (Su): When you achieve 4th level, you learn to access the minds of those you've Marked. You can read the surface thoughts of any creature whom you have personally Marked, as per the detect thoughts spell. You may do this at will as a standard action, at any range (the creature receives a Will save as normal).

Abstruse Compulsion (Su): Your subtlety is beyond the comprehension of the non-initiated. Once you have reached 5th level, you are automatically aware when a target succeeds on their Will save against one of your mind-affecting abilities or invocations, and you gain knowledge of that creature's Will save bonus for that save. In addition, you may choose for the subject not to become aware that their mind was targeted (normally a creature who succeeds on a Will save is aware that they had to make a Will save against something). After you have used this ability on a creature, you cannot use it on the same creature for 24 hours.

Invasive Charm (Su): Beginning at 5th level, whenever a creature fails its Will save vs your charm invocation, you may choose as a free action to have that creature become Helpful instead of Friendly. You may have no more than one Invasive Charm active at any given time; using this ability on a creature causes any other creatures affected by it to return to a normal (Friendly) charm.

Greater Mark of Influence (Ex): Upon reaching 6th level, your Mark of Influence grows in power, subverting and subjugating the wills of those bearing it. Creatures bearing your Mark must roll twice and take the worse result whenever they make a Will save against one of your invocations or abilities. In addition, you may remove your Mark as an immediate action to affect that creature with a mind-affecting or fear effect even if the creature would normally be immune (though the creature gains a +4 bonus to its Will save against that affect, if applicable). A creature from whom you remove your Mark in this way is immune to being Marked again for 24 hours.

You may only use this ability against creatures you personally Marked; creatures Marked via your Contagious Influence ability bear a normal Mark instead of a greater one.

Confluence of Whispers (Su): Starting at 7th level, your network of influence can grant you information on a previously unheard-of scale. This ability functions as clairaudience/clairvoyance, but rather than choosing a particular point in space, you may center the effect on any creature whom you have personally Marked, at unlimited range (though the creature must be on the same plane as you). Activating this ability is a standard action, which you can do at will.

Improved Contagious Influence (Ex): At 8th level, creatures affected by your Contagious Influence ability receive a greater Mark instead of a normal Mark.

Compulsive Charm (Su): Beginning at 9th level, whenever a creature fails its Will save vs your charm invocation, you may choose as a free action to have that creature become Fanatic (http://www.d20srd.org/srd/epic/skills.htm#diplomacy) instead of Friendly. You may have no more than one Compulsive Charm active at any given time; using this ability on a creature causes any other creatures affected by it to return to a normal (Friendly) charm. In addition, you may now use your Invasive Charm ability on any number of creatures, up to the maximum number of creatures you can charm at any given time.

Unseen Strands (Su): Once you have reached 9th level, your connection to those you have marked has increased to previously unimaginable levels. You may designate any creature you have personally Marked as a target for any mind-affecting invocation or ability gained from this class that you use, at any range, and without having Line of Sight or Line of Effect to the target.

Permanent Mark (Ex): When you achieve 10th level, your influence is extremely difficult to shake off. Whenever you impose your Mark of Influence personally (and not via your Contagious Influence or Improved Contagious Influence ability), the Mark remains indefinitely, until you remove it or the creature is affected by a Remove Curse spell cast by a spellcaster of at least 15th level.

Spider's Web, Tiger's Eye (Su): While your influence is great and wide-ranging, it is not infallible. Creatures under your thumb can make mistakes, choosing to work against you rather than attempting to further your goals. In such a regrettable circumstance, you do have recourse. At 10th level, you may remove your Mark from a creature as a full-round action; if you do so, the loss of your favor causes the creature incredible psychic trauma. The creature suffers a penalty to Wisdom equal to its Wisdom score, to a minimum of 1; a successful Will save halves this penalty. This penalty remains until 24 hours has passed, or until you deign to replace your Mark as a standard action.

You may use this ability at will and at unlimited range, but only on creatures whom you have personally Marked, and who are on the same plane as you.

PLAYING AN ASURA OF CREEPING BLIGHT
As an Asura of Creeping Blight, you are the power behind the throne, the whisperer in the shadows, the swift slashing claws which tear out the throat of an informant. You prefer to work behind the scenes, using your web of influence to control events on a grand scale; however, when push comes to shove, you do not hesitate to strike swiftly and decisively. Fear, greed, control: these are the basis of true power.
Combat: While direct combat is distasteful (usually because it means that one of your subtle and malicious plans has failed), you can be as effective at blasting your enemies as any other warlock. However, your true strength will always be your minions, either the subjects of your influence, or undead you summon to do your bidding.
Advancement: An Asura of Creeping Blight who would like to be a little more... "direct" in his application of force to his enemies can very easily qualify for Hellfire Warlock. More subtle Asurae can look meaningfully in the direction of Disciple of Asmodeus.
Resources: An Asura of Creeping Blight can use his wide-ranging influence to gain access to a host of things -- wealth, information, goods, you name it. Many Asurae live in sumptuous luxury, taking advantage of this fact.

ASURA OF CREEPING BLIGHT IN THE WORLD
I... I cannot... my lord, what do you wish of me?

Behind every evil plan, at the heart of every malicious scheme, sits an Asura of Creeping Blight, pulling the strings. While this is something of an exaggeration, nonetheless it is true that where an Asura goes, so does fear and corruption. Subtle, manipulative, and secretive, Asurae take pains to hide their machinations, and even their very existence, from folk who might spoiler their plans. Most commoners aren't even aware of Asurae, except perhaps in a few obscure old wives' tales.
Daily Life: An Asura of Creeping Blight spends at least an hour every day developing new plans to achieve his long-term goals. The rest of the time is usually spent interacting with minions (both willing and unwitting) and subverting new victims, eroding power structures, intimidating recalcitrant officials, and the like. There may be a nap.
Notables: The only notable Asurae of Creeping Blight are those who have failed; the successful ones are still out there, hidden in plain sight.
Organizations: Asurae of Creeping Blight often form shadow organizations which they control, to carry out their nefarious plans. Additionally, in Eberron, a great many Asurae belong to the Lords of Dust (see spoiler).

Asura of Creeping Blight in Eberron
Many high-ranking operatives of the Lords of Dust are Asurae of Creeping Blight. The Bleak Council entrusts the control of entire cities to skilled Asurae, and they spread their tendrils to bring about the return of the Overlords.

Asurae have taken to emulating their true rakshasa masters using the Ghost Tiger Apparition invocation; a common tactic to divert the attention of Good heroes away from the real plans is for an Asura of Creeping Blight to surface in an out-of-the-way place and be discovered (through many layers of secrecy, of course) wearing a tiger face, before disappearing back to its headquarters to lead the heroes on a wild goose chase.

While an Asura could be found serving any of the Bleak Council members, a large contingent of them make up the ranks of Hektula, who makes good use of their influence within the walls of sorcerous academies throughout Eberron.


NPC Reaction
Most NPCs are unfamiliar with Asurae of Creeping Blight, for good reason: even the simple act of having knowledge about such folk can be quite hazardous to one's health.

ASURA OF CREEPING BLIGHT IN THE GAME
An Asura of Creeping Blight is a warlock who has given up some offensive and defensive capabilities for abilities which are far more subtle and malicious. As an Asura, you will often be the face of the party, for in your social interactions you can wield far more influence, and acquire many more allies, than other characters.
Adaptation: Asurae could be adapted to Good, Law, or Chaos quite easily -- a Good-themed Asura would secretly distribute redemption under the collective nose of an evil government, a Chaotic Asura could spread infectious ideas (or madness) through an unsuspecting population, and a Lawful Asura could operate a network of spies and enforcers to keep order in a teeming and maddening city.
Encounters: An Asura of Creeping Blight makes a fabulous evil mastermind, a villain orchestrating events from the shadows to cause the PCs' downfall.

Ra_Va
2013-03-05, 03:04 AM
Sea Priest of Loki

http://www.marvunapp.com/Appendix/armrer1.gif

Loki and I have some shared interest in your Destiny. -

Unholy Tyrants of the Sea. Sea Priest of Loki are masters of Charm and Destruction and are as Bi-Polar as both the oceans they rule and their patron God. They are known to wear red robes but under those robes they wear a type of light armor made of the bones and internal organs of magic users they have killed.

BECOMING A Sea Priest of Loki
Loki speaks directly to a very select chosen few, often they are faithful of other Gods going through a time of crisis or faithlessness, and corrupts them. When the corruption seeps in they know full well that the worship of their lord is banned in the Lands of Mortals, But not their oceans.


ENTRY REQUIREMENTS
Alignment: Any Evil
Feats: Unspeakable Vow (Drow of the Underdark, p. 55),
Skills:Knowledge (Religion) 15 ranks, Intimidate 8 ranks.
:
:

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

Hit Dice: d6

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

1st|
+x|
+x|
+x|
+x|Sacrificial Mastery, Blood Serpent Companion

2nd|
+x|
+x|
+x|
+x|Serpent Speak, Mark of Pandesmos

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

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

5th|
+x|
+x|
+x|
+x|DeadSpeak

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

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

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

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

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

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

Sacrificial Mastery- The character is skilled at offering living sacrifices to Loki. The character gains a +4 profane bonus on Knowledge (religion) checks made when performing a sacrifice.

Blood Serpent Companion-

Serpent Speak-

Mark of Pandesmos-

DeadSpeak-

PLAYING A Sea Priest of Loki
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..

Sea Priest of Loki 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.A
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.

Sea Priest of Loki 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

Amechra
2013-03-05, 06:55 AM
BLAMELESS SINNER

Here there is an image. It is not here. (http://fc01.deviantart.net/fs71/i/2010/349/0/0/the_boogeyman_by_littlecutekiller-d34xmwb.jpg)

Me, a villain? I'm as pure as wind-driven snow. Now, that Pelorite over there; you see him? You know, I have a knack for reading people, and I can just see what he wants to do with your wife. And children. And some of your livestock.

No, no, it is perfectly natural for you to go for your axe right now; but you have to understand these villains. They act like someone you can trust, and then, well, they betray you.

So, Mr. Paladin, are you so sure who the villains are anymore?

Remember when you were a small child, and your parents told you stories? And in those stories, the hero prevailed, and the wicked, wicked villain was cast aside. And then the princely hero married the lovely princess, and they lived happily ever after. Remember those tales?

Did they ever tell you what happened next? Like that the hero, inexperienced in the ways of rulership, ruled as a brutal dictator for years, until his own steward poured poison in his wine? Or the fact that that princess was no princess, but a mere back-alley doxy that your father had... frequented once?

Did they tell you that they loved you? Don't be absurd; you were the biggest mistake of their lives, trapping you in their loveless marriage.

Let me tell you a real fairy tale.

Once, there was a man who sweated out sin. If it was a hot day, he would be blameless for murder, as the guilt and culpability would simply flow out.

They killed him, you know; it was tragic, since he was the most guiltless of all. And so the tale ends.

Wasn't that a good story? No answer?

Sometimes I wonder at myself, talking to broken dolls.

BECOMING A BLAMELESS SINNER
Becoming a Blameless Sinner is not a step taken by the sane; it is a path where the walker becomes the kind of being that monsters fear.

ENTRY REQUIREMENTS
Alignment: Any Evil
Feats: Blackened Heart, Insidious Villainy (http://www.giantitp.com/forums/showthread.php?t=74001)
Skills: Disguise 8 ranks, Bluff 8 ranks, Perform (Any) 8 ranks
Class Features: Inspire Courage, Suggestion

Class Skills
The Class Name'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), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|Bardic Music, No More Heroes, Enlightened Message (Who Are Your Friends?)|-

2nd|
+1|
+0|
+0|
+3|Morality is a Lie (The Gods Don't Come Here No More), You Are The Only One Who Matters|+1 to Existing Arcane Spellcasting Class

3rd|
+2|
+1|
+1|
+3|Lingering Doubts (I've Gotten You Thinking), I Make a Certain Sense|+1 to Existing Arcane Spellcasting Class

4th|
+3|
+1|
+1|
+4|Morality is a Lie (Why Pray To Those Who Don't Care?), Internalized Song (I Sweat Sin)|+1 to Existing Arcane Spellcasting Class

5th|
+3|
+1|
+1|
+4|Bible of Black Truths, Enlightened Message (But Are They Really Your Friends?)|+1 to Existing Arcane Spellcasting Class

6th|
+4|
+2|
+2|
+5|Morality is a Lie (Morality is a Joke), Lingering Doubts (I've Got You Doubting), A Devil's Whispers|-

7th|
+5|
+2|
+2|
+5|Internalized Song (I'm Entirely Blameless), Pronounce the Vile News|+1 to Existing Arcane Spellcasting Class

8th|
+6|
+2|
+2|
+6|Morality is a Lie (But Who Are You When No-One's Watching?), Mass Suggestion|+1 to Existing Arcane Spellcasting Class

9th|
+6|
+3|
+3|
+6|Enlightened Message (No One Actually Loves You), Lingering Doubts (You Understand Now)|+1 to Existing Arcane Spellcasting Class

10th|
+7|
+3|
+3|
+7|Morality is a Lie (The Cold Depressing Truth), Why Don't You All Just Die?|+1 to Existing Arcane Spellcasting Class[/table]

Weapon Proficiencies: A Blameless Sinner does not gain proficiency in any weapons and armor.

Bardic Music: At each level in this Prestige Class, a Blameless Sinner is considered to be 1 level higher for the purposes of how many uses of Bardic Music that they have each day, and how large a bonus is granted by their Inspire Courage spell-like ability.

Spellcasting: I'll fill this in later

No More Heroes (Ex): There is no such thing as heroism, not really. There are only shallow gestures that only truly aggrandize the "hero" themselves. How can you inspire someone to be something that can't exist?

A Blameless Sinner of at least 1st level is an utter cynic, and their music reflects this fact; whenever they use their Inspire Courage ability, it's effects are instead inverted, inflicting every creature that can hear them with a morale penalty on all attack rolls, damage rolls, and saves against fear equal to the bonus that would have been granted by their Inspire Courage ability otherwise.

The Blameless Sinner's allies are immune to this penalty, as is the Blameless Sinner themselves.

In addition, the Blameless Sinner is completely incapable of ever using the Inspire Greatness or Inspire Heroics Bardic Music abilities, as their performance is entirely incapable of inspiring such emotions in its viewers.

Enlightened Message (Ex): A message is true, no matter how much you might want to fight against that fact. That there is no such thing as a "good" person is shocking to the average member of the populace; it is no accident that this revelation is life-transforming.

At 1st level, a Blameless Sinner may use the Delivering a Message feature of the Bluff skill within any of their performances, substituting a Perform check of the appropriate type for a Bluff check. Any creature that they send their secret message to must make a Will save against a DC of 10+Class Level+the Blameless Sinner's Charisma modifier, or have their attitude towards everyone worsened by one step.

This change is not magically enforced, and will soon vanish upon normal interactions with their families and friends, due to how such interaction restores a person's faith in humanity. Any attempt to affect the same creature multiple times overlap rather than stack.

At 5th level, they may target a number of creatures with a single message equal to their Charisma modifier; they may choose to apply Bardic Music effects exclusively to creatures that can hear their secret message, the attitude adjustment increases to two steps downward, and the attitude change is magically enforced until the next time they spend 8 hours sleeping.

At 9th level, the attitude shift is instead permanently reinforced, and increases to 3 full steps downward.

The attitude shift due to this ability also applies to the creature itself; most creatures' starting attitude towards themselves is Helpful.

Morality is a Lie (Ex): You think what I'm doing is blasphemous? Then why don't the Gods strike me down? Is it because they don't exist? Or is it because they don't care at all?



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

GreenSerpent
2013-03-05, 07:12 AM
Youthstealer

http://i1082.photobucket.com/albums/j365/GreenSerpent/prince-of-frost_zps7f11ee88.jpg

"Mmm. The taste of a fresh life is just so... irresistable." - Malathus Calkae, elf Youthstealer.

A youthstealer is an aspirant towards the Unseelie Court. Those of them who are not Fey aspire to become one, those who are Fey aspire to increase their existing powers. Youthstealers primarily focus on improving their bardic abilities to entrap people and weaken them, though they gain a truly terrifying ability in the process - the ability to steal time from people to age them prematurely. This alone brings the wrath of the Seelie Court and anyone who knows of their ability down on their head, as sucking the youth from people to leave them old and decrepit is viewed as an abominable act.

BECOMING A YOUTHSTEALER
The majority of Youthstealers are evil Fey or Elves. Fey have a natural way with time and tricking mortals into spending more time than they think has passed with them, and the magical affinity needed to perform this often lies in the blood of elves. Very rarely an elf-friend or Ruathur can become a Youthstealer, but this is so uncommon as to be almost mythical. Most Youthstealers are Bards, though some enchantment-focused Sorcerors go down this path as well, and the occasional Wizard decides to prolong their life by stealing from others. Members of the martial classes and divine casters lack the affinity with arcane magic to become youthstealers.

ENTRY REQUIREMENTS
Alignment: Neutral Evil or Chaotic Evil.
Type: Fey creature type, Elf subtype, or Arvandor's Grace extraordinary ability.
Skills: Perform (any) 13 ranks, Bluff 13 ranks, Diplomacy 13 ranks.
Feats: Fey Heritage, Fey Presence.
Special: Must willingly offer up a year of their life to another Youthstealer, ability to cast 3rd level arcane spells.

Class Skills
The Youthstealer's class skills (and the key ability for each skill) are.... Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Jump (Str), Knowledge (all skills) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level: 6 + INT modifier

Hit Dice: d6

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

1st|
+0|
+0|
+2|
+2|Bardic Music, false heroes feast, Pool of Time, aging touch
2nd|
+1|
+0|
+3|
+3|+1 level of existing arcane spellcasting class, Enhanced Fey Power
3rd|
+2|
+1|
+3|
+3|Song of Age (days), forgetfullness
4th|
+3|
+1|
+4|
+4|+1 level of existing arcane spellcasting class, Enhanced Fey Legacy
5th|
+3|
+1|
+4|
+4|Song of Age (weeks), chronal spasm
6th|
+4|
+2|
+5|
+5|+1 level of existing arcane spellcasting class, Enhanced Fey Skin
7th|
+5|
+2|
+5|
+5|Song of Age (years), Temporal Sync, ashes to ashes
8th|
+6|
+2|
+6|
+6|+1 level of existing arcane spellcasting class, One With The Fey
9th|
+6|
+3|
+6|
+6|Song of Age (decades), Steal Youth, dust to dust
10th|
+7|
+3|
+7|
+7|+1 level of existing arcane spellcasting class, Immortality[/table]

Weapon Proficiencies: A Youthstealer gains no new proficiencies with any weapon or armour.

Bardic Music: Levels of Youthstealer stack with levels of bard to determine the number of uses of Bardic Music available each day and the value of the bonus granted by the inspire courage ability. If the user does not have the Bardic Music ability already this grants them the ability to use Bardic Music as a 1st level Bard with the Countersong, Fascinate and Inspire Courage abilities.

Spells per Day/Spells Known: At every even-numbered level, a Youthstealer gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a Youthstealer, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

False Heroes Feast (Sp): At 1st level the Youthstealer gains the ability to bring forth a false heroes feast as a spell-like ability. This food and furnishings created are the same as a heroes feast spell, but the effects are rather different. Rather than providing the usual benefits of a heroes feast spell the food and beverages have a powerful effect that saps the willpower of the eater. Anyone eating or drinking from the false heroes feast must make a Will Save (DC = 10 + Youthstealer level + CHA modifier) or suffer a -4 penalty against all Bardic Music and enchantment effects produced by the Youthstealer who made the feast. In addition if someone consumes the feast for a full hour they must immediately make another Will save with the -4 penalty applied or have the penalty increase to -8. The effects of the WILL save penalty last for 10 minutes/Youthstealer level regardless of the penalty imposed. They must also make a Will save or be subject to a deep slumber effect, except it has no limit on the number of HD it can affect and the duration of the effect is 1 hour/level. The caster level for this effect is equal to the users character level. This ability may be used 1 + CHA modifier times per day. At the Youthstealers discretion the food may be created without the negative effects, in which case it simply functions as normal food.

Bonus Feat: At every even-numbered level the Youthstealer gains a bonus feat that must be chosen from the following list (all prerequisites must be met):Captivating Melody, Dazzling Illusion, Melodic Casting, Unsettling Enchantment, Fey Legacy, Fey Presence, Fey Skin, Disguise Spell, Extra Music, Green Ear, Lingering Song, Subsonics, Versatile Performer, Chant of Fortitude, Ironskin Chant or Lyric Spell.

Song of Paralysis (Su): At 2nd level a Youthstealer gains the ability to spend a use of bardic music to produce a Song of Paralysis. This is often used to hold targets in place so that the Song of Age can affect them without resistance. The Youthstealer can designate one creature as a target for this effect, with the number increasing by one additional creature for every three bard levels the Youthstealer possesses (Youthstealer levels count as bard levels in this case). The targets must make a Will save or be paralyzed for 1 min/Youthstealer level on a failed save as their muscles cease to respond. Even on a successful save the targets are weakened by the melody, causing them to become fatigued for 1 min/Youthstealer level (or exhausted if they are already fatigued). Using this ability consumes one use of Bardic Music. This is a mind-affecting compulsion effect.

Forgetfullness (Sp):At will the user may produce a modify memory effect on anyone who has consumed food from a false heroes feast created by the Youthstealer in the past 24 hours, except the length of memories affected is equal to the length of time spent in close proximity to the Youthstealer (the DM may have to judge what constitutes "close proximity" but it is assumed here that it means within range of casual conversation). There is no initial saving throw against the modify memory effect, but one day later they may make a WILL save to be able to recall faint memories of what happened (it is also suggested that the DM judges what is consitituted "faint memories", but particularly vivid events are suggested to be emphasised e.g. the aroma of a particularly memorable flower). If they fail this save they may make another save every 24 hours. Once they have recalled faint memories they may immediately make another WILL save at the same DC to remember the event perfectly. If this save is failed they may make another save at the same DC 24 hours later. The Save DC for this effect is equal to 10 + Youthstealer level + CHA modifier.



Temporal Sync (Su): At 7th level the Youthstealer becomes locked into the timeline - he gains immunity to time-based magics as a result of his meddling with the esoteric time traits of the Fey home. This grants the user immunity to the effects of slow, temporal stasis, time stop (the user may act during the time stop as if it was also a caster of the spell) and any effect that duplicates these as a spell-like or supernatural ability. This immunity even extends to Epic Spells that manipulate the timestream (such as safe time), to the effects of someone altering the past via teleport across time, or to time-based effects caused by monsters or other Youthstealers (such as the Phane's Chronal Blast and Null Time Field). In the event of a dispute over what constitutes a "time-based effect" the DM is advised to act as an arbiter.

PLAYING A YOUTHSTEALER
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..

YOUTHSTEALERS 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.

YOUTHSTEALERS 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

Aldurin
2013-03-08, 09:27 PM
DREAD BLADE

http://Picture URL

The killing isn't all that interesting, I'll be honest. It's their fear that feeds my soul, and I intend to never starve.

Dread Blades are assassins turned full-out serial killers, their only distinction being their enjoyment of sadness and despair instead of bloodshed. Most are outright addicted to the fear of others, and thus are always looking for places vulnerable to being shaken up by multiple assassinations, though the riskier ones greatly enjoy the initial reaction when people close to the victim witness the act.

BECOMING A DREAD BLADE
Dread Blades always begin with some stealth experience, finding the best reactions in the deaths of those who thought they were safe. Usually Rogues and Dread Necromancers, but any class that has tasted the sweet honey of fear and grief is at risk of being pulled in, throwing away duty or companionship to satisfy their new need.

ENTRY REQUIREMENTS
Alignment: Any Evil, but alignment changes to Chaotic Evil and any alignment-based penalties occur (exception: Paladins of Tyranny automatically switch to Paladin of Slaughter).
Skills: Hide 8 ranks, Move Silently or Disguise 8 ranks
Class Features: Sneak Attack +3d6, or Sneak Attack +1d6 plus Fear Aura class feature.
Skill Tricks: Never Outnumbered (Complete Scoundrel)

Class Skills
The Dread Blade's class skills (and the key ability for each skill) are.... Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Disable Device(Int), Disguise(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge(local)(Int), Knowledge(arcana)(Int), Knowledge(religion)(int), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Profession(Wis), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Spot(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha), Use Rope(Dex)
Skills Points at Each Level: 8 + int

Hit Dice: d6

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

1st|
+0|
+0|
+2|
+2|+1 level of arcane spellcasting, Invigorating Fear +5

2nd|
+1|
+0|
+3|
+3|+1d6 to Sneak Attack, Lingering Presence

3rd|
+2|
+1|
+3|
+3|+1 level of arcane spellcasting, Shocking Sight

4th|
+3|
+1|
+4|
+4|+1d6 to Sneak Attack, Fear at a Thought

5th|
+3|
+2|
+4|
+4|+1 level of arcane spellcasting, Invigorating Fear +10

6th|
+4|
+2|
+5|
+5|+1d6 to Sneak Attack, Revitalizing Fear

7th|
+5|
+3|
+5|
+5|+1 level of arcane spellcasting, Cultivate Fear

8th|
+6|
+3|
+6|
+6|+1d6 to Sneak Attack, Fear of the Reaper

9th|
+6|
+4|
+6|
+6|+1 level of arcane spellcasting, Advanced Learning

10th|
+7|
+4|
+7|
+7|+1 level of arcane spellcasting, +1d6 to Sneak Attack, Impossible Fear, Invigorating Fear +15, Vulnerable Fear[/table]

Weapon Proficiencies: Dread Blades retain their proficiencies from other classes, and become proficient with all simple weapons, all light martial weapons, and one light exotic weapon of their choice (cannot be changed once chosen). Dread Blades are also proficient with light armor and shields.

Spellcasting: At every odd level and 10th level, the Dread Blade increases the casting of one of her arcane spellcasting classes by one level. A Dread Blade who enters with no arcane spellcasting instead gains the spellcasting as a Dread Necromancer.

Sneak Attack: A Dread Blade's Sneak Attack damage increases by 1d6 at every even level.

Invigorating Fear(Ex): When a Dread Blade comes within 10+5ft/PrC-level of someone who is afflicted with a fear effect, she gains +5 temporary hitpoints for a number of minutes equal to twice her Dread Blade level. Temporary hitpoints gained from the fear of multiple people stack. A Dread Blade cannot draw temporary hitpoints twice from one person in the same day.

At 5th level the Dread Blade instead gains +10 temporary hitpoints per fear stage, and at 10th this increase to +15.

Fear Aura(Su): A Dread Blade gains a Fear Aura as a Dread Necromancer if she does not already have one, and Dread Blade levels and Dread Necromancer levels stack for the purpose of calculating the DC of the Fear Aura.

Lingering Prescence(Ex): A Dread Blade wants to stay at the scene of the crime to take in the first reactions. At second level, when a Dread Blade kills someone, they gain an insight bonus to Hide, Disguise and Move Silently equal to twice their class level for an hour, as long as they remain within 10 feet/Dread Blade level of the victim (this bonus applies to any checks that are already in effect).

Shocking Sight(Ex): At third level, when a Dread Blade kills someone, anyone who sees the body within an hour of the death must make a Will Save or become shakened (or 1 stage above their current level of fear) for an hour. The DC of the save is 10 + Dread Blade Level + Dread Blade's Charisma Modifier.

Fear at a Thought(Su): At fourth level, a Dread Blade can designate any person within 60 feet and force them to make a save as if within her Fear Aura. If the save is failed, the subject is shaken for a number of rounds equal to her Dread Blade level. This ability can be used a number of times equal to her Dread Blade level.

Revitalizing Fear(Ex): At sixth level, a Dread Blade instantly heals a single point of ability damage each time Invigorating Fear is triggered, and gains a 10 ft bonus to all her movement speeds for the two following rounds (the speed bonus stacks with itself).

Cultivate Fear(Su): At seventh level, a Dread Blade can target a person already affected by fear using her Fear at a Thought ability, forcing a save as normal. If the subject fails, their fear increases by one stage and anyone within 30 feet that has line-of-sight with the subject must make their own Will save or become shaken.

Fear of the Reaper(Su): A Dread Blade can make their victim's last thoughts be those of terror, and feed upon them. When a Dread Blade reduces a target to 0 hitpoints or less, the subject must make a Will Save, DC 10 + 1/2 Dread Blade Level + Charisma Modifier, or instantly die. If the subject fails its save, the Dread Blade is treated as if she successfully cast Death Knell on her target.

Advanced Learning: At 9th level, a Dread Blade can add a single spell to her spell list, of a level no higher than the highest level she can currently cast. The spell can be any Divine or Arcane spell of the Necromancy or Illusion school, or possessing the Evil descriptor.

Impossible Fear(Ex): At 10th level, any fear effect induced by a Dread Blade or her abilities is not prevented by immunity, whether through creature type or some other effect. Non-intelligent creatures (those with an intelligence of 2 or 1, not intelligence as a nonability) automatically escalate to panicked, regardless of the level of effect.

Vulnerable Fear(Su): At 10th level, a Dread Blade's Sneak Attack completely bypasses fortification and immunities on any target subject to a fear effect.

PLAYING A DREAD BLADE
Dread Blades almost always act independently as they hunt to satisfy their needs. Dread Blades associated with any sort of structured group will still act on their own and often seek distance from their allies so they can more easily do their job and indulge themselves on extra victims.
Combat: A Dread Blades often vary their own tactics, sometimes being the assassin that doesn't exist, killing lone victims and hiding with Lingering Presence so they can feed off the fear of those who stumble upon the corpse. Sometimes they act more boldly, striking terror into large groups to bolster themselves with Invigorating Fear, taking them all down in rapid succession, or killing just enough so that they can disappear into the shadows and let their paranoia leave them vulnerable. Dread Blades that command Impossible Fear and Vulnerable Fear often travel to places of constructs and undead, finding their fear interesting and taking advantage of their unique edge.
Advancement: Dread Blades usually take two paths once they learn the ultimate secrets of fear, they either become more attuned to the shadows to master their stealth, or continue into their line of magic to better utilize it for themselves. Either way, their addiction to fear remains and drives them. The oldest and most powerful Dread Blades become liches so at home in the shadows that their existence is all but unknown.
Resources: Dread Blades try to limit their contacts down to the most reliable and useful of their allies, and often create multiple stashes and saferooms, usually being little more than secret compartments and unlisted closetspaces respectively. Much of a Dread Blade's gold goes toward magic items that make them more versatile and more able to cover almost any situation, as backing down only makes their prey more resistant to fear.

DREAD BLADES IN THE WORLD
These kinds of murders are a mystery, I'll be honest. Usually the best warning we get is someone so panicked that they can't describe what's happening, then we find the other bodies, and when we go back to question the witness we find their throat slit and their face locked in terror. I want to say it's one guy, but the variety and the lack of details just makes it impossible to know for sure.

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Dread Blades usually spend the day living their public identity, should they have one, taking advantage of the night to feed on the fear of people. Bolder Dread Blades will gladly strike during the day, dropping any need to maintain a public figure and dedicating all of their time to hunting.
Notables: Dread Blades are never mentioned in mainline history, though their work is always there. They don't let themselves get caught alive, and due to the lack of connection between such people authorities often rationalize them as assassin's with a political agenda. Sure, their actions shape history, though it's not with the intention or effect that people theorize. Though there is the occasional instance of a powerful leader indulging in his lust for fear when out of the public eye, and starting their next spree in the home of a political opponent is just icing on the cake.
Organizations: Dread Blades will usually only be dedicated toward an assassin's organization, due to their tolerance of enjoying murder. This does not rule out the existence of a Dread Blade being a regular guildsman during the day, as such occupations make for a strong cover.

NPC Reaction
Most people react to the sight of a Dread Blade with outright fear or distrust, if they catch that person in the act. They are almost universally viewed as destructive serial killers, though there are some people with evil intentions that recognize the benefits of guiding them to places they need destroyed, but even those folk become annoyed with the difficulty of controlling one.

A Dread Blade maintaining a cover identity is still regarded as any other person of their perceived status, none the wiser to the blood they regularly shed.

DREAD BLADES IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: Dread Blades are serial killers that grow an addiction to fear, so they can easily be planted into any location or organization.
Encounters: PCs may interact with a Dread Blade without realizing it, seeing no reason to fear that polite shopkeep or the gruff bartender. Those that get caught in the path of a Dread Blade during their 'feeding' rarely catch the killer by surprise unless they have extensive preparation and awareness, and usually find their hair already standing on end by the time they reach for their weapons. A lone Dread Blade is a dangerous opponent, making hit-and-run tactics against groups, and swiftly taking down targets that become separated and vulnerable. A party that could handle a Dread Blade on its own is as good as dead if they're already in the middle of another fight when it strikes.

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

Kazyan
2013-03-14, 06:26 PM
COLORLESS ROSETHORN

Selection. You deserve to die. That's what the word means.
- Znochtvitvi, Splinterwaif and Colorless Rosethorn, dragging a swashbuckler to its death.

Nature, green in life, red in tooth and claw.

There are many who only see the green. This is most profoundly locked-in for those plant-like sentient reflections of the natural world, but it is possible for more mundance races to be so enthralled. The extisence of druids and rangers are enough evidence in and of themselves, those that decry the savagery of man in opposition to the harmony of nature. One way or another, so many people see only the green.

It is selective, but in time, red will rear its head. A small circle of druids could encounter an animal of legendary power, and have all but a few horribly-mauled survivors left, blood coating the ground. Large birds could claw at them as they try to recover. Or a large community of peaceful petals could be slaughtered by the dozens, by a savage magical beast. Or a ranger could get themsleves trapped under a falling tree and left for death, only for a passing large cat to tear at their exposed flesh for a meal before they finally escape.

Green is a healthy view of nature, as is red. But sometimes, the smallest green will be assaulted by red, and change the green to an alien puce. A very small green will only take in the lesson that refuted it: strength. For puce, nature is strength, power, savagery. There is no room for weakness, no sympathy for those lesser creatures. Lesser creatures are slaughtered by the millions every day fro their lack of strength. Puce must become strong, so it will not be slaughtered, so it itself can kill. It will kill the lesser, because that is nature.

From the outside? At first, level-headed people only see a small creature, obsessed with how nature demands strength for some reason, grossly abusing its body to grant it. Then they see the view on weakness, any possible empathy for smothered by a gulf of emptiness, of "natural" hate and desire to kill. If they continue to watch, they'll see the obsession with strength devolve merely into an all-consuming hate for weakness as the creature mutilates itself into an abomination of strength. And, by then there is no color of nature left--and it happens so gradually to the little creature that they never notice what their psychosis did to them. What nature did to them.

BECOMING A COLORLESS ROSETHORN
The psychological trauma that starts the slide into colorlessness is most profound in tiny, weak, plant-like nature spirits, which have a deeply-held "green" view almost by default, and are most likely to take the "strength" message to heart. This includes splinterwaifs, petals, permanently reduced thorns (all three from MMIII), and woodling (MMIII) jermlaine (MMII). However, anyone of Tiny size can become colorless if their deeply-held beliefs about the purity of nature are brutally challenged. Once a person's psychotic obsession with strength and weakness begins, they'll begin to abuse their muscles, and then it's all downhill from there.

ENTRY REQUIREMENTS
Skills: Knowledge (Nature) 8, Knowledge (Religion) 8
Feats: Willing Deformity (HoH)
Alignment: Any evil.
Special: Tiny size or smaller. If the colorless rosethorn is later under size-changing effects, they are not disqualified from this class. If they are using size-changing effects to qualify, however, removing those effects and increasing size to Small or larger will disqualify them.
Special: Must have experienced psychological and physical trauma at the hands of an animal, magical beast, vermin, and/or a natural hazard.
Special: If the character is a Fey with plant-like parts of their body, they gain additional benefits from this prestige class, marked with a +. Grafts count. As above, examples include splinterwaifs, petals, permanently reduced thorns, and woodling jermlaine. Because this requirement is difficult to make precise, consider it to have the [Common Sense]1 tag for the purposes of what a "plant-like part" is.

Class Skills
The Colorless Rosethorn's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Profession (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 2 + int

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Additional Benefits


1st

+0

+2

+0

+0
Puce, Hatred of Weakness



2nd

+0

+3

+0

+0
Bonus Vine
True Vines


3rd

+0

+3

+1

+1
Deformity (Tall)
Bonus Vine, Deep Puce


4th

+0

+4

+1

+1
Enemy of My Enemy
Extended Vines (+5')


5th

+0

+4

+1

+1
Bonus Vine
Deep Puce


6th

+0

+5

+2

+2
Extended Vines (+5')
Bonus Vine


7th

+0

+5

+2

+2
Muscular Density
Deep Puce


8th

+0

+6

+2

+2
Bonus Vine
Improved Grab


9th

+0

+6

+3

+3
Extended Vines (+5')
Deep Puce


10th

+0

+7

+3

+3
Bonus Vine, Colorless




Weapon Proficiencies: A colorless rosethorn gains no additional proficiencies.

Puce (Ex): At every level, the colorless rosethorn gains a permanent, stacking +2 profane bonus to Strength. Although this bonus is automatically granted at first level, the colorless rosethorn must crush the weak to grow strong. If they do not kill at least one enemy for which they gain the benefits of Hatred of Weakness before leveling up, they do not gain the benefits of Puce for that level. Defeated enemies must provide experience points to the colorless rosethorn for them to count for this purpose. Killing an additional weak enemy before leveling up can undo a single lost opportunity for the +2 profane bonus. For example, if a 1st-level colorless rosethorn cannot assert their strength and never kills a monster with a lower Strength score for an entire level, they do not gain the bonus. During the next level, if they do kill a monster with a lower Strength score, it fulfills the requirement for their upcoming 3rd level. Killing a second monster with a lower Strength score will retroactively fulfill the requirement for the 2nd level, and grant the +2 profane bonus on the spot.

Hatred of Weakness (Ex): A colorless rosethorn gains a Favored Enemy, as the Ranger class feature, except that the favored enemies consist of any creature with a Strength score less than the colorless rosethorn's. This does not include any creature with Strength as a nonability.

Bonus Vine (Su): At 2nd level, the colorless rosethorn successfully grows a prehensile vine from their body. The vine is under their complete control as an extension of their body, and appears at first to be a manifestation of thier dedication to the ways of nature. The vine can be used as a secondary tentacle attack with a reach of 0', which deals 1d3+Str damage for a Tiny creature.
At 5th, 8th, and 10th level, the colorless rosethorn grows another bonus vine. At 5th level, the vines' leaves do not resemble those of any other plant, and the entire vine is yellowed. At 8th level, the vines become fleshy and appear to rot, but this has no mechanical effect. At 10th level, the plant-like surface falls away from the vines, leaving only skin-colored tentacle-like cords.
In an antimagic field or dead magic zone, the vines persist, but they go limp and the colorless rosethorn cannot control them.

Deformity (Tall) (Ex): At 3th level, the colorless rosethorn gains the Deformity (Tall) feat as a bonus feat, increasing their height to almost 2 feet, even though a colorless rosethorn cannot normally meet the prerequisites. The feat still increases their reach by 5' (including the reach of their tentacles), but does not allow them to strike nonadjacent squares on its own.

Enemy of My Enemy (Ex): Whatever relies on strength and crushes the weak is certainly congruent with nature, even if it doesn't appear so on the surface. Why shun the things that don't seem natural, when they act like it? At 4th level, the colorless rosethorn gains the Aberration Blood feat. If they already have the feat, they can take any [Aberrant] feat in its place. If they have any Fey Heritage feats, those feats count as [Aberrant] for the purposes of those feats' bonuses, and vice-versa.

Extended Vines (Ex): At 6th level, the colorless rosethorn's vines lengthen and bulge with an overabundance of muscle fibers, extending their reach by 5'. The colorless rosethorn gains this class feature again at 9th level, making the vine muscles even more pronounced and grotesque.

Muscular Density (Ex): At 7th level, there is physically not enough room left in the colorless rosethorn's body for additional muscle mass, but they don't stop growing in density or stretching their skin to fit in more. The extraordinary muscle mass and density of a colorless rosethorn lets them function in many ways as if they were one size category larger, granting them the Powerful Build ability.

Colorless (Ex): At 10th level, the colorless rosethorn is so twisted from its original race--psychologically and physically--that it can no longer be considered the same. Its type changes to Aberration, and it cannot qualify, benefit or detriment from anything specific to its race--though it still retains racial traits.

ADDITIONAL BENEFITS+

Deep Puce (Ex): At every odd level except 1st, a colorless rosethorn has the capacity for an additional, stacking +2 profane bonus on top of their Puce bonus. This bonus works just like gaining the Puce bonus, except that it requires two additional creatures with a lower Strength score before it is granted.

True Vines (Ex): The Bonus Vine class feature becomes (Ex), and is no longer subject to antimagic fields or dead magic zones.

Extended Vines (Ex): This class feature is also acquired at 4th level.

Improved Grab (Ex): As the ability, with the exception that it also affects creatures up to one size category larger than the colorless rosethorn. Muscular Density counts for determining size category.

PLAYING A COLORLESS ROSETHORN
Anything weaker than you makes you blind with both both hate and a deep offendedness at its existence. Thankfully, there are increasingly few problems you cannot solve by asserting your strength through nature's vines. It wants you to kill the weak.
Combat: Colorless rosethorns begin by augmenting their previous attack methods with increased strength, but later transition to repeatedly attacking with their vines. Between high strength scores and the likely precision-damage-based attack methods of their previous class, colorless rosethorns excel at dealing damage after clsoing with the enemy.
Advancement: Colorless Rosethorns are apt to go into either typically Strength-based or Dexterity-based classes after their progression, as both fit their developing body. Also, the Multiattack and Improved Multiattack feats are almost essential.
Resources: Colorless rosethorns can find everything they need deep in nature. There are powerful savages to venerate as paragons of good, and horrifying weaklings to stamp out of existence.

COLORLESS ROSETHORNS IN THE WORLD
The glade hasn't been safe ever since the incident with the manticore, at the edge of the marshes...you can still hear the lullabies at night if you go near, but they are quiter every night. There's something mutant among the petals, and it's unhappy with the normal ones...
- Anonymous Dwarven Lumberjack

Colorless rosethorns aren't built, like houses; they're broken open, like machines. They appear sporadically and spontaneously wherever nature has the opportunity to corrupt its smallest members.
Daily Life: The hunt is key to survival, and the best things to hunt are the weaker creatures. It's just so obvious. The days involve a surprising amount of introspection, each thought taking them father away from green.
Notables: One of the most powerful members is the wicked little Tibbit named Fangflinch, who stays in cat form almost exclusively, and is capable of spouting additional tentacles out of nowhere. His mewling cry makes one's hair stand on end. He prefers to launch himself at enemies and slaughter them with a mass of thundering tentacles.
Sidebar: Fangflinch
Fangflinch an be modeled as a CE Phrenic Tibbit Soulborn 8/Colorless Rosethorn 10 with Shape Soulmeld (Sphinx Claws), the claws bound to the hands chakra, and a Psionic Tattoo (http://www.wizards.com/default.asp?x=dnd/psm/20031225a) of Form of Doom with a Capacitor linked to it. He will also have Thunderstep Boots shaped and invested with maximum essentia, most of the time, and his Soulborn immunity negates his -8 Strength penalty from being in his cat form. The exact statistics are up to the DM.
Organizations: Colorless rosethorns don't really get along with most organizations because of their unique view on nature. Select druid circles may allow them in, at least temporarily, but as a whole, they do not work well with other people. Or anything, really.

NPC Reaction
Colorless rosethorns can be perceived anywhere between "right idea, wrong approach" in their early stages, and unidentified sanity-breaking horrors with a completely alien moral system in the latest stages. Fundamentally, the overall reaction to colorless rosethorns is a product of how the culture feels about nature and might making right.

COLORLESS ROSETHORNS IN THE GAME
The function of the colorless rosethorn is to service two concepts that don't quite fit in the game yet: nature as a malignant force, and big things coming in small packages.

While the class's strength bonuses and abundant long-reaching natural attacks seem excessive, recall that they're attached to a Tiny creature. Invariably, Tiny creatures have very low strength scores to begin with, and if a Colorless Rosethorn finishes the class with Strength score in the 30s, they are still behind in attack bonus and possibly in general damage output. Still, they fill roughly the same role, and are capable of melee battlefield control (through reach and tripping) and straight-up HP depletion.
Adaptation: It's feasible to convert the Strength focus to a Dexterity bonus. To deal with the balancing issue of Dexterity being a much more widely-applicable ability score, grant the adapted class a +2 Dexterity increase every second level, change the strength obsession to speed, change every reference to Strength into Dexterity, grant a +4 Bonus to Escape Artist checks instead of Muscular Density, and replace Improved Grab with Slight Build. Also, change the chassis accordingly.
Encounters: Colorless Rosethorns show up in forested areas, mostly, as those are where plant-related fey congregate. They often hide in waiting, then lash out with all available vines as an ambush on the apparent weakest member of the party.

Sample Encounter
EL 12: While on a shadowed path to a Wood Elf encampment, a steep and rocky hill blocks their path. If anyone struggles against the DC 15 Climb check, rotting vines lash out at the straggler from a bush. Inside is a grotesque, muscular petal, nigh-blind with rage and draped in a fox's pelt. A Spot check of DC 44 will notice her hiding beforehand.

Name
NE Female Petal, Fox Spirit Totem Ferocity Barbarian 5/Colorless Rosethorn 8

Init +9, Senses: Listen +8, Spot +4, low-light vision
Languages Sylvan, Common
------------------------------------------------
AC 25, touch 21, flat-footed 14 (+4 armor, +9 dex, +2 size)
hp 123 HP (13 HD)
Fort +13, Ref +12, Will +5
------------------------------------------------
Speed 15 ft. (3 squares), 60 ft. fly (perfect) (12 squares)
Melee Attack: Vine +21 (1d3+14, 15' reach)
Full Attack: Dagger +21 (1d3+14, +2d6 vs. good creatures, 5' reach) and 5 vines +19 (1d3+14, 15' reach)
Base Atk +5, Grp +11
Atk Options Dagger or vine
Combat Gear +3 Nimbleness Fox's Pelt (treat as Tiny Leather Armor)
+1 Unholy Dagger (Small-sized)
+1 Amulet of Mighty Fists
Supernatural Abilities Sleep Songs
-----------------------------------------------
Abilities Str 36, Dex 28, Con 17, Int 16, Wis 10, Cha 16 (elite array used)
SQ DR 5/cold iron, Improved Grab, Muscular Density, Enemy of My Enemy, Hatred of Weakness, Improved uncanny Dodge, Trap sense +1, Ferocity 2/day
Feats Educated, Willing Deformity, Iron Will, Improved Maneuverability, Multiattack, Weapon FinesseB, Aberration BloodB (Flexible Limbs)
Skills +5 Craft (Flower Arranging), +36 Hide, +21 Intimidate, +11 Knowledge (Nature), +11 Knowledge (Religion), +15 Move Silently, +9 Survival
Possessions Equipment

1[Common Sense] was first described here (http://www.giantitp.com/forums/showthread.php?t=176059), and reprinted for convenience:
All maneuvers of this discipline are also considered to have the [Common Sense] subtype. I'm fairly certain you knew I didn't intend for you to carry a sack of rats around and declare them as your enemy to abuse the functions of the maneuvers, and similar deals. I am defining here, in the rules, that should you be under suspicion of conspiring to perform such acts, your DM and fellow players are allowed to douse you with kerosene and light you on fire. It's here. [i]In the rules.

Glimbur
2013-03-14, 08:10 PM
Soul of Sin

http://i718.photobucket.com/albums/ww185/Glimbur/Wrath_Jacob_Matham_zps8e5fbae1.png
“Wrath”, by Jacob Matham, is in the Public Domain

Kneel. If your service pleases me, I shall grant you a quick death.

Incarnum is the art and science of pulling power out of the souls of everything living, dead, and yet to come. Some souls are so saturated with Evil that they are easy to draw power from. Of course, this power is irredeemably tainted with Evil, but to some people that is a bonus, not a problem.

Becoming a Soul of Sin
Souls of Sin start out as evil people touched by Incarnum. They must also have a martial bent, and a drive to dominate or destroy others. Either by experimentation or with a gentle nudge from a demon or devil, they find the additional power they gain by drawing on the blackest of soul-stuff.

ENTRY REQUIREMENTS
Alignment:Lawful Evil or Chaotic Evil
BAB:+3
Class Feature:Incarnum Defense
One of:6 ranks Spellcraft, 6 ranks Knowledge(The Planes), Knowledge(Arcana)

Class Skills
The Soul of Sin's class skills are Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Intimidate(Cha), Jump(Str), Knowledge(Arcana)(Int), Knowledge(The Planes)(Int), Profession(Wis), Ride(Dex), Spellcraft(Int), 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|Class Feature|Soulmelds|Essentia|[/b]Chakra Binds[/b]

1st|+1|+2|+0|+2|Dark Meldshaping, Seven Sins|1|1|0

2nd|+2|+3|+0|+3|Chakra Binds (Crown, Feet, Hands)|2|2|1

3rd|+3|+3|+1|+3|Blighted Soul|2|3|1

4th|+4|+4|+1|+4|Expanded Soulmeld Capacity|3|4|1

5th|+5|+4|+1|+4|Rapid Meldshaping|3|5|2

6th|+6|+5|+2|+5|Chakra Bind (Arms, Brow, Shoulders)|4|6|2

7th|+7|+5|+2|+5|Delayed Gratification, Sinful Soul|4|7|3
[/table]

Weapon Proficiencies: A Soul of Sin gains no additional weapon or armor proficiencies.

Dark Meldshaping(Ex) The path of Evil is a fast route to power.
Levels in Soul of Sin stack with levels in Soulborn for purposes of meldshaper level. In addition, a Soul of Sin gains a meldshaper level for each level of Soulborn (and Soul of Sin), rather than meldshaper level being equal to half class level.
If a Soul of Sin has no levels in Soulborn, he gains the ability to shape soulmelds from the Soulborn list with a meldshaper level equal to his class level.

Seven Sins(Ex): The malevolent power of the dark energy that fuels the Soul of Sin can be shaped into unique soulmelds.
At each level of Soul of Sin, the character chooses one Sin. He gains access to the associated soulmelds, which can be found at the end of the class. The Sins are Lust, Gluttony, Greed, Sloth, Wrath, Envy, and Pride.

Blighted Soul(Ex): The Soul of Sin learns to draw more deeply from his tainted source of power.
A third level Soul of Sin may shape an additional soulmeld at once, in addition to the melds he is allowed by his class levels (and feats, if relevant). This additional soulmeld must have the [Evil] descriptor. The soulmeld follows normal rules for a soulmeld; it is not Extraordinary even though this class feature is.

Expanded Soulmeld Capacity(Ex): The path of Evil does share some teachings in common with more general routes.
A fourth level Soul of Sin increases the essentia capacity of all soulmelds he shapes by 1.

Rapid Meldshaping(Ex): Occasionally a mistake is made. The wrong soulmeld is shaped, or the right one is overlooked.
As a full round action, once per day, the Soul of Sin may unshape one of his soulmelds and shape a different one. He may not bind the new soulmeld to a chakra, with the exception that he may bind the new soulmeld to the same chakra the previous soulmeld was shaped to if the previous soulmeld was also bound.

Delayed Gratification(Ex): At the end of the path of the Soul of Sin lies a prize that is still out of reach.
A character with 7 levels of Soul of Sin opens his Throat and Waist chakras at character level 16. He opens his Heart chakra at character level 18.

Sinful Soul(Ex): Stare into the darkness and it stares into you. Go for a swim in it and you are deeply changed.
The Soul of Sin becomes an Outsider with the [native] subtype. Do not change any racial hit dice.

Playing a Soul of Sin
The Soul of Sin shines brightest in combat. He has a variety of means of attack, defense, and utility. Forewarned is forearmed.
Combat: Thunderstep Boots are nice for charging. Jealous Effort is nice for fighting people who cast buffs. Really, you should build some synergy between melds and rock out.
Advancement: More Soulborn is ok, but kind of painful. Spinemeld Warrior might be ok, otherwise take Warblade. And then a homebrew Incarnum/ToB class.
Resources: Evil is notorious for bad cooperation between equals. So, get some minions or an overlord.

Souls of Sin in the world
He said it would be more cruel to leave me alive than to kill me. He was right.

Souls of Sin are pillars of the Evil community, which is to say they are self centered and unscrupulous. Also they tend to be covered in the glowing manifestation of Sin, so they can be shunned by some.
Daily Life: Subjugate. Dominate. Slaughter. Occasionally adventure.
Notables: The Dark Temple of C’awv’dfviheb is said to be guarded by seven Souls of Sin. Who says this is a mystery, because it is also said that no one ever returns from there alive.
Organizations: Join a church. An evil church. Or work for a lich.

NPC Reaction
Souls of Sin are not nice people. Typical reactions include fear and hatred. Weak people sometimes beg for their lives.

Soul of Sin in the game
This class is intended to be a Soulborn PrC, and the Soulborn is not very... adaptable, strong, versatile, Incarnum-y, etc. Therefore the PrC is noticeably better than the base class. This is generally bad design, but in this case I’m making an exception.
Adaptation: The class is rather modular, so if you don’t like the 7 Deadly Sins you can replace some or all of them with different soulmelds. This is nontrivial, but feasible.
Encounters: A Soul of Sin makes a good lieutenant for an evil wizard. He can also make a tolerable evil overlord. It is kind of a lot of work to make one, so using them on a throwaway encounter is not advised.

Sample Encounter
A Soul of Sin is riding down the road, striking peasants and laughing.
EL 10: The Soul of Sin is a CE Soulborn 3/Soul of Sin 7. Implementation is left to the reader.

Soulmelds!

Lust
Dispassionate Passion
Descriptors: Evil
Classes: Soul of Sin
Chakra: Crown
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
An imbalance of emotion can have disastrous consequences. It is better that someone else suffers this instead.
As a standard action, the Soul of Sin may move the effect of any one [mind affecting] ability he is under the influence of to any valid target he can see (for example, he may not move the Rage spell on himself to a tree, because the tree is not a valid target for the spell). The new target is entitled to a save at the same DC as the original ability; if the new target passes the save then the effect stays on the Soul of Sin. Otherwise it leaves the Soul of Sin and affects the new target exactly as though the original source used the [mind affecting] ability on the new target.
Essentia Effect: The Soul of Sin gains a +1 insight bonus to all Will saves for each point of essentia in this soulmeld.
Chakra Bind(Crown)
Spells and abilities that ensnare the will and overcome the mind are potent. The dark powers coursing through the Soul of Sin expel these external influences.
The Soul of Sin is allowed to use this soulmeld’s activated ability regardless of whether he would normally not be allowed to due to a [mind affecting] effect on him. For example, he can attempt to pass off a Dominate Person to someone else. He cannot use this ability if he is prevented by other means; for example an Antimagic Field would suppress this soulmeld, unconsciousness prevents him from taking actions, being blind prevents him from seeing a valid target, etc.

Unhealthy Attraction
Descriptors: Evil
Classes: Soul of Sin
Chakra: Feet
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
Fixation on a person can motivate even the most black hearted villain. Sadly, someone this lost in darkness cannot distinguish between love and lust.
As a swift action, the Soul of Sin may designate a hostile creature which he can see as his ‘crush’. He gains a +10’ insight bonus to any movement type he uses to move closer to his ‘crush’.
Essentia Effect: Each point of essentia increases the bonus to move speed by +5’.
Chakra Bind(Feet)
Gravity is merely a manifestation of the earth’s love for all creatures. Strong enough lust can repulse this wholesome love.
The Soul of Sin is no longer hindered by rough terrain. In addition, if his ‘crush’ has the ability to fly he gains a fly speed of 20’ with good maneuverability. If three rounds pass without him moving closer to his crush, or if the crush is no longer visible, the fly speed disappears. The Soul of Sin is automatically affected by a Featherfall spell if this happens.

Gluttony
Glutton’s Gullet
Descriptors: Evil
Classes: Soul of Sin
Chakra: Throat
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
Gluttony of food is distressing to the onlookers. Gluttony of magic is more dangerous than disgusting.
The Soul of Sin may drink a potion as a swift action.
Essentia Effect: Each point of essentia in this soulmeld increases the caster level of any potions the Soul of Sin drinks by one.
Chakra Bind(Throat)
Your gaping maw can fit much more than anyone expects
The Soul of Sin can attempt to swallow an opponent. He must hit the foe with a melee touch attack and succeed on a grapple check. If both checks succeed, the opponent is sent to the stomach dimension. The victim takes 2d8+Str Mod points of bludgeoning damage and acid damage equal to twice the Soul of Sin’s Charisma modifier each round. The victim can cut his way out, similar to Swallow Whole. He must deal a number of points of damage equal to twice the Soul of Sin’s meldshaper level plus twice the amount of essentia invested in the soulmeld; the AC of the stomach is equal to the Soul of Sin’s AC. Otherwise, the opponent remains in the stomach dimension for a number of rounds equal to the Soul of Sin’s meldshaper level.
Each point of essentia invested in the soulmeld increases the bludgeoning damage by two and adds two hit points to the stomach.
Plane Shift and similar abilities also allow the victim to escape, but remember the Concentration checks needed for casting while taking damage over time.

Corpulent Armor
Descriptors: Evil
Classes: Soul of Sin
Chakra: Shoulders
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
Gross obesity can turn a blade as well as the strongest of armors.
The Soul of Sin gains a +2 enhancement bonus to his natural armor.
Essentia Effect: Each point of essentia increases the bonus by +1.
Chakra Bind(Shoulders)
Even the keenest rogues and most skilled assassins have trouble finding a weak point in this armor.
The Soul of Sin gains 25% fortification, meaning that whenever he is hit with precision damage or a critical hit there is a 25% chance it does not work. Each point of essentia increases the fortification by 5%.


Greed
Grasp of Sin
Descriptors: Evil
Classes: Soul of Sin
Chakra: Hands
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
Greed is the belief that you always deserve more.
The Soul of Sin gains a +2 insight bonus to disarm checks.
Essentia Effect: The Soul of Sin gains an additional +2 to disarm checks for each point of essentia.
Chakra Bind(Hands)
The Soul of Sin gains the Improved Disarm feat. If he already has the Improved Disarm feat, he may cause a weapon that he successfully disarms to land in a sheath on his person. If he does not have a suitable sheath, one appears for a number of minutes equal to his meldshaper level. The sheath can be dispelled and disappears if it is removed from the Soul of Sin or if the weapon is removed from it.

Miser’s Protection
Descriptors: Evil
Classes: Soul of Sin
Chakra: Heart
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
Magical items carry great power, but they are vulnerable. A wrapping of soul-stuff over the top of them shields them from malicious magics.
All of the Soul of Sin’s carried items are treated as magic items for purposes of being damaged or destroyed.
Essentia Effect: Each point of essentia increases the hardness of all carried items by 1 and the hit points of each carried item by 5.

Chakra Bind(Heart)
Powerful abjurations can tear the magic off of a person. The grasp of greed can shield against even the strongest of mortal spells.
Soulmelds shaped by the Soul of Sin are no longer affected by Dispel Magic, Disjunction, or other effects that suppress or dispel soulmelds. Spells that affect the Soul of Sin are entitled to a saving throw against Disjunction. Finally, all items carried by the Soul of Sin gain a bonus on saving throws equal to the amount of essentia invested in this soulmeld.

Sloth
Efficient Effort
Descriptors: Evil
Classes: Soul of Sin
Chakra: Crown
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
Novices at sloth do nothing. This is a rapid path to death. Experts at sloth do things with minimal effort.
Once per encounter, a Soul of Sin may reduce the action type required to activate a soulmeld or move essentia. Standard actions and move actions become swift actions, or he may gain an additional swift action which can only be used to activate a soulmeld or move essentia. This soulmeld is a free action to use. Soulmelds which require more than a standard action to use are not affected by this ability.
Essentia Effect: Every two points of essentia grant an additional use of the soulmeld per encounter. This soulmeld can only be used once per round, regardless of how much essentia is in it.
Chakra Bind(Crown)
Masters at sloth can apply their ‘minimum effort’ to a greater variety of options.
The ability to reduce the action type required for an action is no longer restricted to activating a soulmeld or moving essentia. Full round actions reduce to standard actions. Actions which take longer than a full round are not affected by this ability. This soulmeld can still only be used once a round.



Wrath
Restrained Anger
Descriptors: Evil, Mind Affecting
Classes: Soul of Sin
Chakra: Heart
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
Those that claim “anger is a weapon only for your opponent” have never faced down a berserker.
The Soul of Sin may Rage, as a barbarian with a level equal to his meldshaper level.
Essentia Effect: Each point of essentia makes the rage last one round longer.
Chakra Bind(Heart)
The most fearsome of berserkers feel no pain or fear.
While raging, you may delay the effects of any hit point damage, ability damage, or negative levels you suffer for 1d4 rounds. In addition, you are immune to [fear].

Envy
Jealous Effort
Descriptors: Evil
Classes: Soul of Sin
Chakra: Soul
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
Jealousy can lead to emulation.
The Soul of Sin may gain the effects of any one alchemical, armor, circumstance, competence, deflection, dodge, enhancement, insight, luck, morale, natural armor, profane, resistance, sacred, or shield bonus to Armor Class, to-hit, damage, hit points, any one ability score, move speed (but not movement type), initiative, or any one saving throw. This bonus must be from an opponent he can see. The bonus which is gained is limited to +2; the Soul of Sin may copy a larger bonus but the excess is wasted. The bonus has the same type as it originally did unless the target has a larger total value in the attribute affected by the bonus than the Soul of Sin does, in which case it is untyped.
This is a standard action, and it lasts for a number of minutes equal to the Soul of Sin’s meldshaper level. He may normally only benefit from this ability once at a time, using it on a different bonus causes the first effect to end.
This soulmeld grants no special ability to sense the presence or amount of a bonus.
Essentia Effect: Each point of essentia increases the maximum bonus by +1. Each three points of essentia allow the Soul of Sin to benefit from an additional bonus at once.
Examples: A Soul of Sin, wearing nothing but a smile (AC 12, with Dex), is fighting a town guard wearing full plate. The Soul of Sin has Jealous Effort shaped with three points of Essentia in it. As a standard action, he decides to copy the Armor bonus from the town guard. Full plate is +8 AC, so he gains the maximum allowed by the soulmeld of +5. Because the town guard has more AC than him, the bonus is untyped.
A Soul of Sin is riding down a group of kobolds, for fun. On a whim, he decides to emulate the Natural Armor bonus of one of the scaly losers. He is a half dragon with 4 natural armor, and full plate. The kobold has no armor and a +1 natural armor bonus. The Soul of Sin gains no benefit, because it would give him a +1 natural armor bonus and he already has 4 natural armor. The bonus is still typed ‘natural armor’ because the Soul of Sin has more total AC than the kobold.
Chakra Bind(Soul)
The Soul of Sin can take the best of his opponents.
The Soul of Sin can emulate all of the valid bonuses to every valid attribute from one opponent. In all other ways this functions as the base ability; it is still a standard action and so on.

Pride
Unbounded Excellence
Descriptors: Evil
Classes: Soul of Sin
Chakra: Waist
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
Perfection is a good start.
The Soul of Sin must choose one ability score (Str, Dex, etc) when he shapes this soulmeld. He gains an enhancement bonus to this score equal to his Charisma modifier (before the effect of this soulmeld).
Essentia Effect: Each two points of essentia allow this bonus to apply to another ability score.
Chakra Bind (Waist):
Magical enhancement to your natural skills is helpful. Better still is gaining another level of improvement.
The bonus is now insight, not enhancement.

Cloak of Glory
Descriptors: Evil
Classes: Soul of Sin
Chakra: Shoulders
Saving Throw: None
Special: This soulmeld cannot be learned via Shape Soulmeld
The effect of overwhelming pride is great and terrible.
The Soul of Sin gains a +2 insight bonus to Intimidate and Bluff checks.
Essentia Effect: Each point of essentia improves the skill bonus by +2.
Chakra Bind(Shoulders):
Some power is too great to be constrained by mere gravity.
The Soul of Sin gains a 30’ fly speed with Good maneuverability. Each point of essentia improves the fly speed by 5’.

ErrantX
2013-03-23, 12:48 PM
Bump for great justice here. Got too far back on the pages. Contest ends at midnight on the 31st, CST. Be done or be out!

Still plenty of time for last minute entries as well.

-X

TheGeckoKing
2013-03-24, 04:36 PM
Shattered Nightsider

Image. (http://fc07.deviantart.net/fs42/f/2009/070/4/8/Corrupt____by_MrHide_Patten.png)

Once upon a time, I may have cared. Stitching demonic creatures into my body, swearing pacts with creatures hated even by fiends and murdering innocents for the privilege never was a childhood dream of mine.

Now, though?

Now I just want to see you suffer.

In a layer of The Abyss known as the Wells of Darkness dwell creatures best left as vague legends and half-forgotten nightmares, creatures so foul and wretched that they were barred from memory and reality by their fellow demons. Other demons are bound in this absence of a place by a binding pact with its absent ruler, Ahazu the Seizer, a Demon Lord who offered them power in return for their eternal binding to a Well of Darkness upon death.

The Abyss itself eternally tries to regenerate its lost progeny but Ahazu's scavenging servants devour the regenerating carcasses of the dead prisoners, condemning them to an eternal half-death. However, as much as the Hordes of Psychopathy wish them not to be and with even the kingdom of Oblivion slamming the gates shut to their name, the Abyss finds a way to take advantage of the situation.

In tomes penned by the highest and sickest planar scholars, there exist processes in which to exploit the suffering of these demons. By taking a piece of the demon lord's dead flesh and cultivating it, one can create a demonic arm graft that can replace a limb and use it to channel the power of Shattered Night in their martial arts to destroy their foes.

Even this method is dependent on Ahazu's discretion though, and The Seizer has his terrible price. While it is not as severe as binding one's soul to the Wells of Darkness (such extreme prices are not worthy of this bargain), it still warrants the sacrifice of a soul for The Seizer's dark desires......

Becoming a Shattered Nightsider
The only way to become a Shattered Nightsider is to attach a demonic arm to their body made from the carcass of a dead prisoner in The Wells of Darkness, replacing one of their own severed limbs in the process. This graft can only be acquired by bargaining with Ahazu the Seizer however, and The Seizer's prices are steep.
In an 8 hour ritual that costs 100gp in special reagents, the prospective Nightsider must draw out Ahazu the Seizer's symbol on the ground using the reagents as ink, restrain their chosen sacrifice and place them in the middle of the symbol.
If the symbol has been drawn correctly and with the correct materials, the sacrifice will slowly sicken and die over the 8 hours, culminating in inky tendrils erupting from the ground and dragging the sacrifice away to be devoured by Ahazu for his malevolent whims.
In the poor soul's place is left the Shattered Hand of Ahazu, which must be placed onto the stump of a severed arm (no guesses needed on how the stump is made), at which point it activates itself replacing the original arm in its basic abilities as a normally functioning (if horrific looking) arm.
If the sacrificed being was good aligned as Ahazu demanded, then for the next hour the arm will leak small amounts of black smoke to slowly create the sign of Ahazu in the air above the bargainer's head, signalling that the path of the Shattered Nightsider is now open to them.

ENTRY REQUIREMENTS
Alignment: Chaotic Evil
Skills: Knowledge (The Planes) 13 Ranks
Feats: Willing Deformity
Special: Must sacrifice an innocent being for the specific purpose of gaining the Shattered Hand graft from Ahazu the Seizer and must attach said graft to their body as described above.

Class Skills
The Shattered Nightsider's class skills (and the key ability for each skill) are Balance, Climb, Concentration, Craft, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (The Planes), Listen, Martial Lore, Move Silently, Ride, Sense Motive, Swim, Tumble.
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+2|
+2|
+0|The Shattered Hand of Ahazu, The Dark Path

2nd|
+1|
+3|
+3|
+0|The Second Bargain

3rd|
+2|
+3|
+3|
+1|----

4th|
+3|
+4|
+4|
+1|The Third Bargain

5th|
+3|
+4|
+4|
+1|----

6th|
+4|
+5|
+5|
+2|The Forth Bargain

7th|
+5|
+5|
+5|
+2|----

8th|
+6|
+6|
+6|
+2|The Fifth Bargain

9th|
+6|
+6|
+6|
+3|----

10th|
+7|
+7|
+7|
+3|The Final Bargain[/table]

Weapon Proficiencies: A Shattered Darksider gains no new proficiencies.

The Shattered Hand (Ex): At 1st level, the Shattered Darksider replaces one of their arms with a fiendish graft known as The Shattered Hand of Ahazu. This graft grants its owner a +2 Profane Bonus to their Charisma and Dexterity scores and a single claw attack that deals 3d10 Vile Damage.
It also acts as the key to a Shattered Darksider's power - if by misfortune the Shattered Darksider were to lose its Shattered Arm of Ahazu, then they would lose all class features except for The Dark Path until it was reattached (pressed against the stump as a full-round action) or replaced with a new graft by undergoing a new ritual - and sacrifice.

The Dark Path: The bargains of The Seizer would be for naught if they stunted the skills of his "customers", so Ahazu makes sure that his gift does not require too much training to use. What this means is that Shattered Darksiders can take one of three paths, chosen permanently at 1st level;

Soul Binding:
At each Shattered Nightsider level, your soul binding ability improves as if you had also gained a level in the binder class. Thus, your Shattered Nightsider levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.

Spellcasting:
Beginning at 2nd level, a Shattered Nightsider gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting
class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If he had more than one spellcasting class before
becoming a Shattered Nightsider, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Martial Maneuvers:
Maneuvers: At every level except 3rd, 4th, 7th and 8th, a Shattered Nightsider gains new maneuvers known from the Diamond Mind, Shadow Hand, or Devoted Spirit disciplines. A Shattered Nightsider must meet a maneuver's prerequisite to learn it. A Shattered Nightsider adds their full Shattered Nightsider levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At 3rd, 6th and 9th levels, a Shattered Nightsider gains additional maneuvers readied per day.

Stances Known: At 3rd and 8th level, a Shattered Nightsider learns a new stance from the Diamond Mind, Shadow Hand or Devoted Spirit disciplines. A Shattered Nightsider must meet the stances prerequisites to learn it.

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|1|0|0
3rd|0|1|1
4th|0|0|0
5th|1|0|0
6th|1|1|0
7th|0|0|0
8th|0|0|1
9th|1|1|0
10th|1|0|0[/table]

The Second Bargain (Su): At 2nd level, the deal with Ahazu grows deeper - the Shattered Nightsider permanently loses 2 points of Wisdom to Ahazu's endless hunger but gains Telepathy out 100ft and a +4 Profane bonus on all Will Saves.
The Shattered Nightsider also gains an Aura of Terror, which takes effect when the Shattered Nightsider attacks or charges. Opponents within 60ft must make a Will Save (DC 10 + ½ Shattered Nightsider's HD + Shattered Nightsider's Cha modifier) or become Frightened for 3 rounds. This ability affects only opponents with fewer than double the Hit Dice or levels than the Shattered Nightsider has. An opponent that succeeds on the saving throw is immune to the Shattered Nightsider's for 24 hours. This ability is a mind-affected fear effect.

The Third Bargain (Su): At 4th level, Ahazu replaces the eyes of the Nightsider with that of pure evil, ruining their ability to parley with the kinder souls of the world in return for the ability to break their spirits. The Shattered Nightsider gains a -6 Profane Penalty to all Charisma Based Skills except UMD and Intimidate, but in return gains a gaze attack (http://www.d20srd.org/srd/specialAbilities.htm#gazeAttacks) that automatically inflicts a -1 penalty to saving throws on any creature within 30ft for 24 hours (No Save). This increases to a -2 penalty at 7th level and a -4 penalty at 9th level.

The Forth Bargain (Ex): At 6th level, Ahazu's bargain hardens the Nightsider's skin and sharpens their claws as their fine motor skills become dull. A Shattered Nightsider gains half their Charisma Bonus as a Profane Bonus to their AC (minimum bonus of +1) and the damage inflicted by their Shattered Hand's claw increases to 5d10 points of Vile Damage. However, the Shattered Nightsider takes a -4 Profane penalty to Sleight of Hand and Balance checks and can no longer make arcane gestures required for the somatic components of spells with that hand (the other hand is unaffected).

The Fifth Bargain (Sp): At 8th level, the Nightsider can make deals with Ahazu, selling souls in return for knowledge not meant for mortal minds. Once per day, the Shattered Nightsider can cast Barghest's Feast (SpC p24) on the corpse of a sentient creature that the Nightsider has a part in killing. In return, Ahazu instantly grants them knowledge to a question of their choosing as per Contact Other Plane. In this instance, Ahazu is treated as a Demideity of the Abyss except in matters of learning about prisoners, the kidnapped and stolen objects, in which case Ahazu answers questions as a Greater Deity of The Abyss.

The Final Bargain (Su): At 10th level the Nightsider gains all that was promised by his bargain with Ahazu, but is forever changed by it. Unfortunately, Ahazu's final cost was not power or souls - it was the Nightsider's mortality. The Shattered Nightsider's type is changed to Outsider (Chaotic, Evil) and they gain immunity to all mind-affecting abilities.

Playing a Shattered Darksider
By sacrificing innocents to a creature beyond existence, hopefully you can gain enough power to make yourself feel better about the vile act in question.
Combat: A Shattered Nightsider doesn't require any major changes in strategy if you entered as a Binder or Martial Adept.
Advancement: As you progress through this class, one will have to make certain bargains with Ahazu to gain the powers of this class. After finishing this class, one is ready for the glories of epic levels, and so beyond simple speculation.
Resources: A Shattered Darksider can try to petition the Cult of Ahazu for resources if they are desperate enough, and, if all else fails and one feels up to the task, there's always making that special bargain with Ahazu...

Shattered Nightsiders in The World
That man cavorts with demons so foul even the other fiends of The Pit spurn their presence! He deserves nothing but the bite of steel on his neck and the damnation of the gods! - Sir Uldrik of the Illustrious Order of Pelor's Most Holy Church

Hateed by everyone and with a chunk of a half-dead demon's carcass attached to his body, a Shattered Nightsider is not the most popular of folk.
Daily Life: The daily life of a Shattered Nightsider doesn't change much, bar the silencing of a few people who can't be trusted with the secret of their deformed black arm and the acquisition of ''certain resources'' to make higher bargains with Ahazu.
Notables: The first Shattered Nightsider was a planar traveler from Sigil who happened upon the Wells of Darkness and lost his right arm narrowly escaping a roving pack of Abyssal Ghouls. Seeing the potential in this situation, Ahazu himself intervened and granted him a new arm from the regenerating corpse of a forgotten demon lord, on the condition that he spread the word of how he gained his arm, telling him the rituals in which a being could gain their own Shattered Arm. The rest, as they say, is history.
Organizations: The Cult of Ahazu are more than willing to help people make bargains with Ahazu but are not that receptive to Shattered Nightsiders who come running back when attaching a chunk of a dead demon's carcass to their arm isn't taken well back home.

NPC Reaction
You've got demon flesh attached to your body. People don't react well to that.

Shattered Nightsiders in The Game
A Shattered Nightsider plays like the class it was before they gained their Shattered Hand, but with a few more demonic tricks to pull.
Adaptation: In Eberron, the Shattered Hand could be a symbiont granted by a Daelkyr Lord of Xoriat and in Toril, the Black Hand of Bane could be the highest honor for the Dark Lord's worshippers.
Encounters: One can encounter a Shattered Darksider almost everywhere, but quite a few of them dwell in the Wells of Darkness for scraps of forgotten lore that they heard of from the Cult of Ahazu.

dspeyer
2013-03-29, 12:25 PM
Lawful/Chaotic Fanatic

I am the law!
--Every brutal tyrant ever

There are those who favor law or chaos over the other. Then there are those who devote their lives to serving one of those principles. And then there are these people. Their dedication leaves no room for mercy or compassion. Any who do not meet their ideals must be corrected or destroyed. Genocide is just the beginning...

For ease of reading, a Lawful Fanatic is described here, and the changes for a Chaotic Fanatic are given at the bottom. They are essentially the same class.

BECOMING A LAWFUL FANATIC


ENTRY REQUIREMENTS
Alignment: Lawful Neutral or Lawful Evil
Skills: 8 ranks in Intimidate
Special: Must have drawn power from Law or a Lawful god (e.g. as a cleric, Paladin of honor or tyranny, or Crusader.)

Class Skills
The Lawful Fanatic's class skills are Balance, Climb, Intimidate, Knowledge(religion), Knowedge(the planes), Listen, Spot, Survival, Swim, Tumble
Skills Points at Each Level: 4 + int

Hit Dice: d10
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|1|2|0|2|Smite Chaos; Smite 1/day
2nd|2|3|0|3|Aura of Cold
3rd|3|3|1|3|Magic Weapons; DR 10/chaos or silver
4th|4|4|1|4|Smite Nonlawful; Smite 3/day
5th|5|4|1|4|Aura of Rigidity
6th|6|5|2|5|Cold Ball
7th|7|5|2|5|Smite Fainthearted; Smite 3/encounter
8th|8|6|2|6|Aura of Pain
9th|9|6|3|6|Put in Proper Place
10th|10|7|3|7|Smite Tolerant; Smite at will[/table]

Weapon Proficiencies: Lawful Fanatics gain no weapon proficiencies.

Smite Chaos(su): A Lawful Fanatic gains a smite attack (like a paladin's) against chaotic creatures. He adds his charisma bonus to the attack roll and hit dice to damage. This begins with a daily limit, then becomes per-encounter (resting for five minutes begins a new encounter) and finally unlimited. A Lawful Fanatic may use his smite ability for multiple attacks within a single full attack.

Aura of Cold(su): A Lawful Fanatic deals cold damage equal to his charisma bonus to every creature he could smite within 30 feet at the beginning of his every turn. He cannot suppress his aura.

Magic Weapons(su): All weapons a Lawful Fanatic wields (including natural weapons and unarmed strikes) are treated as magic, lawful and cold iron for purposes of damage reduction. They also all deal an extra 1d6 cold damage.

Smite Nonlawful(su): At fourth level, a Lawful Fanatic can also smite creatures that are neutral with respect to law/chaos.

Aura of Rigidity(su): All smitable creatures within 30' of a Lawful Fanatic are afflicted with a rigidity of the joints. They suffer a -2 penalty to attacks, ac, and reflex saves, and a -5 penalty on all str and dex based skill checks. A fort save (dc 10 + class level + cha mod) negates this. A creature who saves is immune to that Lawful Fanatic for the next 24 hours. A creature who leaves the aura immediately recovers.

Cold Ball(su): As a standard action, a Lawful Fanatic can shoot a ball of cold. This functions by the same rules as a fireball spell, except cold and it deals 10d6 damage regardless his level. There is no limit to how often he can use this ability.

Smite Fainthearted(su): At seventh level, a Lawful Fanatic becomes able to smite creatures which are lawful, but not dedicated to it. The only creatures he cannot smite are lawful ones who either have the law subtype or have devoted themselves to the service of law or a lawful deity (clerics, paladins, crusaders, fellow fanatics, etc.).

Aura of Pain(su): All smitable creatures within 30' of a Lawful Fanatic are stricken with debilitating pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks. This stacks with penalties from Aura of Rigidity. A will save (dc 10 + class level + cha mod) negates this. A creature who saves is immune to that Lawful Fanatic for the next 24 hours. A creature who leaves the aura immediately recovers.

Put in Proper Place(su): The essence of order is that every thing and every person has a place and stays there. Disorder comes from people trying to escape their place. Once a day, a Lawful Fanatic can Correct this. A creature who is Corrected must make a will save (dc 20 + Fanatic's cha mod) to disobey any order, regardless of who gave the order. This effect is permanent, and cannot be removed by any power less than disjunction, miracle or wish.

Smite Tolerant(su): A 10th level, a Lawful Fanatic can smite even dedicated lawful creatures who tolerate non-law: extraplanar creatures who share their planes with the nonlawful (such as archons tolerating eladrins) and orders which welcome the nonlawful (such as clerics of Heironeous accepting their neutral good brethren).

CHAOTIC FANATICS

The Chaotic Fanatic class is the same except for the following:
Swap law and chaos everywhere
Swap silver and cold iron
Replace cold with fire
Replace intimidate with bluff (both in prereqs and class skill list)
Replace Aura of Rigidity with Aura of Spasdic Movements, which causes the same penalties.
Replace Put in Place with Awaken to Truth, which has the effect of a Confusion spell instead of obedience.


Fanatics of other subjects are possible. For example, a fanatic of nature might smite those who despoil nature, then those who fail to revere nature, and so on.

PLAYING A FANATIC
Being a fanatic means being at war with almost everyone, almost constantly. Simply walking through a crowded city and letting your auras do the work is an option. This will make you a target of the city guard. Living fanatics spend most of their time on the run.
Combat: Fanatics do well in the middle of their enemies, where auras can take full effect. This does leave them vulnerable, but damage reduction helps with that.
Resources: While most fanatics worship St Cuthbert or Olidimarra respectively, those gods and churches want nothing to do with people who cause so much suffering for so little reason. The churches of Hextor and Erythnul do support fanatics, but at arms' reach, for the sake of their neutral evil clerics.

FANATICS IN THE WORLD
Kill on sight.
--The policy regarding fanatics by most governments. Even the most lawful governments don't want lawful fanatics in their territory.

Daily Life: Wake up. Check to see if you need to run away. If not, kill people who do not meet your standards until you need to run away. Run away. Go to sleep. Sometimes fanatics have longer-term plans, but these tend to get derailed when they see the sheer number of people close to them who need killing.

Network
2013-03-30, 04:35 PM
This is my first admission at an homebrew competition. This entry is intended for D&D 3.5 and may require BoVD to play (but the required feats were reprinted in EE and FCI, with virtually no change).

UNHOLY CRUSADER


(Image (http://b.vimeocdn.com/ts/171/147/171147891_640.jpg))
An Unholy Crusader with Soul-Piercing Claw

"Looks like my name is Beelzebub. If you ask me, it's pretty dumb."

What is Evil? No, not that bad attitude that come to mind. Not evil deeds, or evil thoughts. What is Evil, with a capital? Many philosophers were worried about it, but no one agreed on a given answer.
Evil is neither deception, nor egoism. It didn't increase the lifespan of anyone by even a second. There is no excuse for it, yet people continue to do its deeds. And, while many people find pretextes to do bad things, they rarely, if ever, realize it isn't worth it.
An handful of people are different, though. The Unholy Crusaders, as they call themselves, claim they really know what is Evil, where it comes from, and why it exists. They concluded the explanation was as simple as it could get : Evil is a supernatural force, as old as time itself, and exists for no reason at all. Evil is not required, and there is no greater good to do it. It is simply there, existing, and imbuing every act, every single word from every mouth with its presence. Everyone is a puppet to it. Those who think they have the choice are just fool. One can either accept evil, and be evil because of this, or reject it, fight it, and eventually become two times worse that his opponents. Therefore, the kyst of Evil is growing across the Multiverse, and the later will have to be destroyed completely to get rid of the former...
But, good people are yet to realize it. The Unholy Crusaders are actively working for Evil. By hunting down its foes one at a time, they hope that only evil people remain in the known. They think that, once it will be all over, they will become masters in the carnage that follows. Wheither or not it will work out as planned is unknown.

BECOMING AN UNHOLY CRUSADER
Unholy Crusaders are usually self-taugh. Some become students of a mighty Unholy Crusader after a Mind Rape or a similar power. Unholy Crusaders are usually clerics, who work for Evil itself rather than for evil gods, but some sorcerers, wizards and even fallen paladins have taken this path. Monks and multiclassed fighters/clerics are also known to exist.

ENTRY REQUIREMENTS
Alignment: Evil
Base Will Save: +7
Feats: Dark Speech, Evil Brand (BoVD)
Skill Rank: +15 in any one skill

Class Skills
The Unholy Crusader's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Sense Motive (Wis) and Spellcraft (Int)
Skills Points at Each Level: 2 + int

Hit Dice: d8

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

1st|
+0|
+0|
+2|
+2|Emblem of Evil (Dark Gift)

2nd|
+1|
+0|
+3|
+3|Vile Bonus Feat

3rd|
+2|
+1|
+3|
+3|Emblem of Evil (Wings)

4th|
+3|
+1|
+4|
+4|Vile Bonus Feat

5th|
+3|
+1|
+4|
+4|Emblem of Evil (Damned Soul)[/table]

Weapon Proficiencies: The Unholy Crusader gains no additional weapon or armor proficiency.
Emblem of Evil (Su): Evil gives tremedous powers to its followers. The Unholy Crusader develops new, unmatched abilies as she levels up. There are three kinds of Emblems of Evil : Dark Gift, Wings, and Damned Soul. Some abilities have prerequisites. In that case, all prerequisites must be fulfilled to take the ability. As supernatural abilities, they can be used regardless of the Unholy Crusader's actual form or body. If an ability allows a save, the save DC is equal to (10 + Cha. Modifier + levels of Unholy Crusader).
Dark Gift: At first level, the Unholy Crusader chooses an ability, described in the spoiler below.
Bite of Hunger
As a standard action, the Unholy Crusader can bite an opponent. The target must succeed on a Fortitude save or suffer 2d6 points of non-lethal damage and be fatigued. He is considered starving and thirsty, and will have to make further saves accordingly (with the normal DC, not that of this ability). The non-lethal damage (and the accompanying fatigue) cannot be recovered until the target eats and drink.
If this ability is used against an opponent of at least the same size category as the Unholy Crusader (or two opponents of one size category smaller), and if the target was neither starving nor thirsty prior to its use, the Unholy Crusader doesn't need to eat or drink for the next 24 hours.
The tongue of the Unholy Crusader is covered with teeth. They do not hinder her in any way from eating or using a natural bite attack.

Deceptive Serpent
The Unholy Crusader becomes a master of lies. When she touches a person, he is unable to use a Sense Motive check to perceive her lies. Furthermore, he must make a secret Will save. Failure means he will trust her unless there is clear evidence that she's lying. On a success, he doesn't realize the Unholy Crusader abused of him.
This ability can also be used on an openly hostile person, but the Unholy Crusader must succeed on a touch attack. Her movement requires a standard action and provoke an Attack of Opportunity against her. If she touches, she must tell a lie during the turn. She's likely to feign friendship.
The tongue of the Unholy Crusader is forked, and her eyes are glassy. If her race is already serpentine, these traits are accentuated to an unnatural level.

Lord of the Flies
The Unholy Crusader's body is covered with bugs. They do not distract her in any way, but their frightening presence give her a +4 bonus on Intimidate checks. In addition, she can make a special touch attack as a standard action. If the attack touch, the target must make a Fortitude save or be nauseated for 1 round. Even if he succeeds, the bugs can distract him for that time. The effect is the same as if he began his turn with a swarm in his case, except he doesn't have to roll an additional save for nausea.

Soul-Piercing Claw
Prerequisite: Claws as a natural attack.
One of the claws of the Unholy Crusader is imbued with the ability to harm souls. She can make a special attack with it as a standard action. If the attack hits, in addition to the claw damage, the target must make a Will save or suffer 2d6 points of wisdom damage. In case the target wisdom is reduced to 0 in this manner, he must make a Fortitude save or die instantly.
The soul-piercing claw has a distinctive silvery appearace.
Wings: At third level, wings grow on the back of the Unholy Crusader. They give her a fly speed equal to her base land speed (Average maneuvrability), or increase an existing fly speed by +10 feet, whatever is better. In addition, the Unholy Crusader receives benefits dependent of the wings shape, according to the spoiler below.
Bone Wings
Prerequisite: Ability to rebuke undead.
The Unholy Crusader can use her wings as weapons. She gains two wings attacks as secondary natural weapons, in addition to any attack she may possess. These wings inflict damage equal to 1d6 + the Unholy Crusader's strength modifier, and have a critical range of 19-20.
But the bone wings are also powerful channels of negative energy. As a free action, the Unholy Crusader can spend one rebuke undead attempt. Until the beginning of her next turn, the reach of her wings increases by 5 feet, they gain the Keen weapon property, and they inflict an additional 3d6 negative energy damage per attack (this damage is not multiplied on a critical hit).
Despite the wings connection to negative energy, the Unholy Crusader is affected normally by external sources of negative or positive energy.

Metallic Wings
The Unholy Crusader has wings that are both magnetic and metallic. These wings are visibly made of a dark steel alloy, but the exact nature of it is unknown. While they cannot attack properly, they grant damage reduction 5/adamantium to the Unholy Crusader.
As a standard action, she can repel the metal around her for a round. The effect is similar to the spell Repel Wood, except it affect objects with metallic components. In addition, if an opponent actively tries to shoot a projectile at the Unholy Crusader, it immediately returns against him, using the Unholy Crusader base attack bonus and her Charisma modifier for attack and damage (in lieu of the attacker own modifiers).
Metallic Wings from different Unholy Crusaders are unaffected by one another.

Wings of Bugs
Prerequisite: Lord of the Flies dark gift
The Unholy Crusader's wings are made of a swarm of bugs. They grant a fly speed with good maneuvrability (instead of the usual average). In addition, every case occupied by the Unholy Crusader are also occupied with the swarm of bugs, as well as three additional cases (they must be full cases, and must be adjacent to one another, but only one case has to be adjacent to the Unholy Crusader), which she may change as a free action. While this swarm doesn't attack, it has the distraction ability of a regular swarm. The save DC to prevent nausea is calculated as an Unholy Crusader ability.
Despite their appearance, the Wings of Bugs are unaffected by their environment due to their supernatural origin. Only the death of the Unholy Crusader can destroy them.

Wings of Burning Blood
The Unholy Crusader becomes immune to fire and gains two wings attacks as secondary natural weapons, in addition to any attack she may possess. They inflict an amount of damage equal to the Unholy Crusader's strenght modifier (if positive) plus 3d4 points of vile fire damage. On vile damage, see the BoVD.
The Wings of Burning Blood can be disbanded by the Unholy Crusader as a free action, but if she does, she must spend a move action to regrow them and become fatigued as a result. She is not immune to fire when her wings are disbanded.
Damned Soul: At fifth level, the fate of the Unholy Crusader is sealed. Evil gives her a last blessing, known amonst Unholy Crusaders as a Damned Soul. Unlike most emblems of Evil, they aren't accompanied with a physical manifestation. The Damned Souls are described in the spoiler below.
Apocalypse from the Sky
Once per day, the Unholy Crusader can summon a tremendous amount of destructive power as a standard action. While the effect is not as devastating as that of the spell, it inflicts 10d6 points of either fire, acid or sonic damage to anyone in a 500 feet radius, with no save. The Unholy Crusader is subject to that damage.
This Damned Soul is infamous for having destroyed entire armies.

False Metamorphosis
One per day, as a complex action, the Unholy Crusader can form a chrysalid around herself. She's instantly teleported, as per Teleport, Greater, but her opponents don't notice it. On the next round, the chrysalid hatches, summoning 1d4+1 fiendish giant constructor snakes for 20 rounds. Observers must make a Will save. A failure means they are convinced that one of the snakes is the real Unholy Crusader. On a success, they don't know what was wrong.
Obviously, this Damned Soul is an easy way to retreat while confusing foes.

Soul Shaping
Once per day, the Unholy Crusader can use this ability as a standard action. The effect is similar to Mind Rape (BoVD).
Unholy Crusaders with this Damned Soul usually use it to convert a large number of people into loyal followers and servants.
Vile Bonus Feat: At every even level, the Unholy Crusader gains a bonus feat. It must be a vile feat.

PLAYING AN UNHOLY CRUSADER
To an Unholy Crusader, Evil is all that counts. While some are known for their affable personality, they have a clear ''for us or against us'' dichotomy. Either someone awknowledge they serve Evil, as a supernatural force, or they don't deserve better than to be ''converted'' at best and outright soul-destroyed at worst.
Combat: An Unholy Crusader is likely to use her Dark Gift round after round. At third level or higher, she is better flying over the battlefield all the time. Finally, a Damned Soul can end an encounter instantly.
Advancement: Every Emblem of Evil must be choosen with great care. All of them can be devastating... in the right circumstances. Bite of Hunger is at its peek in a desert, while Metallic Wings does not protect against spellcasters. Wings of Burning Blood are also an interesting choice if the player intends to take Apocalypse from the Sky at fifth level.
Resources: As most Unholy Crusaders are clerics, they have access to middle-level divine magic daily. Small groups of Unholy Crusaders often form to share training and equipment. Others use their Emblems of Evil to take control of a nation, through deception and manipulation.

UNHOLY CRUSADERS IN THE WORLD
"I heard rumors about this book. Power lie within it. The Book of Vile Darkness, as it is called, is essential to our cause. If we ever find it, nothing will be able to stop us."
-Kereth Greenboot, high elf Unholy Crusader

People rarely mistake Unholy Crusaders for anything else than what they are : evil, sometime mentally deranged, always dangerous individuals. Some try to look nice on the outside, but whenever their true side is revealed, they can at best confuse people, not convince them that they are good. Others are proud to be mass killers, and will happily demonstrate it.
Daily Life: Most Unholy Crusaders have to live as ermits, simply because they are, for good reasons, pariahs of society. Those that do avert this can expect to live in the constant luxury of a king's adviser.
Notables: Kereth Greenboot (high elf, LE, Monk 12/Unholy Crusader 5) was infamous for his Bite of Hunger, his Wings of Burning Blood and, more importantly, his Apocalypse from the Sky damned soul. He became an orphan after a group of orcs attacked his hometown. When he was 130 years old, he discovered a book in the monastry, revealing to him dark secrets that led to what he is now. According to the last records of him, a strange mist appeared in the devastated forest where he was residing. He was never seen again.
Organizations: While there are small communities of Unholy Crusaders, they rarely team up with other evil organizations. They don't serve evil gods or rulers, and even when short-term alliances are made, it is always because of a common foe or because the reward is worth it.

NPC Reaction
For obvious reasons, good NPC fear the Unholy Crusaders, and are constantly preparing themselves to face the inevitable conflict. Evil NPC are in awe of them because of their extremist tendencies. After all, a being that serves Evil as a supernatural force rather than as a code of conduct is dangerously unpredictable. Neutral NPC tend to fall between these two extremes.

CLASS NAME IN THE GAME
The Unholy Crusader class offer powerful options for the character, but she has to disregard their spellcasting for them, albeit temporarily. Melee characters in seek of improved fighting capacity and supernatural powers can also find this class interesting.
Adaptation: Evil can be everywhere. As long as it exists, some people will be there to serve it. While the class is intended for high-level play, the class features can always be nerfed to adapt it to lower level games. If you do not want the conflict between Good and Evil to be a major theme in your campaign, you can adapt the class to be about a group of martial characters seeking supernatural powers, with no consideration of alignment.
Encounters: Unholy Crusaders can sometimes be found in small communities across the globe. Other times, they lie in forbidden libraries, hoping to discover evil spells and powers (the Book of Vile Darkness is a common goal).

Sample Encounter
An Unholy Crusader entered the town, trying to convince people to join her.
EL 13: Liliana Anobaith was a former cleric of Nerull, until an Unholy Crusader used his Soul Shaping damned soul on her. Liliana became a cleric to Evil and studied with her new master. Now, she works for him, seeking the Book of Vile Darkness.


Liliana Anobaith
Human (f), NE, Cleric 12/Unholy Crusader 1
Init +0, Senses: Listen +4, Spot +4
Languages Common, Dark Speech, Infernal
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AC 18, touch 10, flat-footed 18 (+8 armor)
hp (13d8 +26 HD)
Fort +12, Ref +6, Will +14
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Speed 30 ft. (6 squares)
Melee +1 unholy battleaxe +13/+8 (1d8 +2 plus 2d6 against good-aligned/x3)
Base Atk +9, Grp +11
Atk Options +1 unholy battleaxe, Deceptive Serpent, or spellcasting.
Combat Gear +1 unholy battleaxe
+4 chainshirt
Spells Prepared Caster level 12, except for evil spells, which are cast at caster level 13
0- Cure Minor Wounds (x2), Detect Magic (x2), Read Magic, Virtue
1-Curse Water, Deathwatch, Doom (x2), Protection from Good*, Summon Monster I (x2)
2-Darkness, Death Knell, Desecrate*, Enthrall (x2), Undetectable Alignment
3-Bestow Curse (x2), Blindness/Deafness, Contagion*, Magic Circle against Good (x2)
4-Cure Critical Wounds (x2), Poison, Tongues, Unholy Blight*
5-Atonement, Dispel Good*, Righteous Might, Slay Living
6-Harm*, Heal, Summon Monster VI
* Domain spells. Domains : Destruction, Evil
Supernatural Abilities Emblem of Evil (Deceptive Serpent), Rebuke undead (5/day)
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Abilities Str 15, Dex 10, Con 14, Int 13, Wis 18, Cha 14
SQ -
Feats Dark Speech, Evil Brand, Eschew Materials, Lightning Reflexes, Quick Draw, Weapon Focus (battleaxe)
Skills +18 Concentration, +17 Knowledge (religion), +17 Spellcraft
Possessions 440 gp worth of equipment.