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ErrantX
2013-05-21, 12:59 PM
Hybrid Theory IV

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Take your two favorite classes and duct tape 'em together!

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

Giant in the Playground PrC Contest XLI

The contest begins with the posting of this thread and will run through midnight of June 20th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of June 30th.

Rules

1) You will be creating an 'original' prestige class. You will be taking two base classes (PF or 3.5 is allowed) and finding a way to combine them together in a single prestige class by making use of both classes and their unique abilities and 'hybridizing' them together to create new abilities. For example, a fighter/sorcerer who uses his magic to etch runes into his blade and armor to enhance his abilities in combat, a cleric/bard who sings magical hymns that deliver his divine power, a witch/cavalier who belongs to a rare sect who uses the misunderstood arts of witchcraft to hunt down evil and unclean people and monsters, a psychic warrior/druid who's shapeshifting and body-shaping abilities are second to none, or a ranger/monk who finds harmony and strength through the emulation of his animal companion and their natural talents. 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, 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=285092).

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. 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
2013-05-21, 01:00 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|
+x|
+x|Class Ability

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

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

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

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

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

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

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

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

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

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

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|
+x|
+x|Class Ability

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

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

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

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

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

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

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

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

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

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

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

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

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

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

malonkey1
2013-05-21, 03:17 PM
SUBLIME WARLOCK (3.5)


"Hellfire is hardly the way to enlightenment, friend"
-Kenta Miyazaki, before dispatching an evil warlock with True Spellfire

The path of the Sublime Way calls out to many, from the lowliest of knaves to the noblest of heroes. This includes people such as Warlocks. Some such mages seek out the Sublime way for the power it offers, but others only search for the inner peace it can provide, and perhaps freedom from their fiendish past.

BECOMING A SUBLIME WARLOCK
Most who tend to seek out this path are Warlock/Swordsages, but nearly any Invoker with experience in the Sublime Way can learn the techniques of this class.

ENTRY REQUIREMENTS
Martial Adept: At least 2 maneuvers known, including a boost; at least 1 stance
Invoking: Must be able to cast Lesser Invocations
Skills: Spellcraft 8, Martial Lore 6, Knowledge[Arcana and/or History] 5
Special: Eldritch Blast 2d6

Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge[Arcana, History] (Int), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), & Tumble (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8

{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special|
Man. Known|
Man. Readied|
Stances|
Invoking

1st|
+0|
+2|
+0|
+2|Demon Style|1|0|0|+1 Invoker Level

2nd|
+1|
+3|
+0|
+3|Sublime Bolt|0|0|0|+1 Invoker Level

3rd|
+2|
+3|
+1|
+3||1|1|0|

4th|
+3|
+4|
+1|
+4|Sublime Healing|0|0|1|+1 Invoker Level

5th|
+3|
+4|
+1|
+4|Dragon Style|1|0|0|+1 Invoker Level

6th|
+4|
+5|
+2|
+5|Sublime Force|0|1|0|

7th|
+5|
+5|
+2|
+5||1|0|0|+1 Invoker Level

8th|
+6|
+6|
+2|
+6|Sublime Focus|0|0|1|+1 Invoker Level

9th|
+6|
+6|
+3|
+6|Fey Style|1|1|0|

10th|
+7|
+7|
+3|
+7|Twofold Mystic Perfection|0|0|0|+1 Invoker Level[/table]

Proficiencies: You gain no new proficiencies.
Martial Adept: At every odd level, you gain 1 new Maneuver from the Desert Wind, Devoted Spirit, Shadow Hand or White Raven Disciplines, as well from a unique discipline called the Arcane Soul Discipline. This new Discipline focuses on using invocations in new ways. You must meet any and all prerequisites for any maneuvers you learn. You gain an additional readied maneuver at every 3rd level, and you learn a new stance from the above discipline (Except for Arcane Soul) at levels 4 and 8.
Invoking: At every level except 3rd, you advance your caster level and Invocations Known as if you had gained a level in an Invoking class. If you possess levels in more than one Invoking class, you must choose which class receives this advancement. This caster level benefit extends, as normal, to Eldritch Blast.
Demon, Dragon, and Fey Styles (Su): These three stances are unique to this class, and you learn them at levels 1, 5, and 9, respectively. They are considered part of the Arcane Soul discipline, but can only be learned by gaining levels in this class. These stances do not count against your stances known.
Sublime Bolt (Sp): At level 2, you can replace any 1 invocation you know with this Least Invocation (Effective Level 2). This is treated as an Eldritch Essence. This ability replenishes a number of your maneuvers up to 1/3 your Charisma Bonus (minimum 1), provided the target creature fails a Reflex save as determined by your class features. In the case of this being used with certain Eldritch Shapes, you need only have one target fail their reflex save.
[I]Sublime Healing (Sp): At level 4, you may replace any one Lesser, Greater, or Dark invocation you know with this Lesser Invocation (Effective level 4). This invocation can be used to heal a living ally as the spell cure serious wounds. Using this invocation expends 1 maneuver at random. If you have no readied maneuvers remaining, this invocation only functions as cure light wounds. You can not choose to use the lesser effect instead of expending a maneuver.
Sublime Force (Sp): At level 6, you may replace any one Greater or Dark invocation you know with this Greater Invocation (Effective Level 6). This Invocation grants the user a +1 deflection bonus to AC per 2 caster levels (Max +10), and gives the [Force] descriptor to all of the user’s weapon attacks for 24 hours. These benefits are suppressed while the user has no maneuvers readied, and cannot be cast unless the user has at least 1 maneuver readied.
Sublime Focus (Sp): At level 8, you may replace any one Dark invocation you know with this Dark Invocation (Effective Level 8), which grants the target the effect of the rage spell, except that the user can still cast spells and remain coherent, and the bonus to Constitution and Strength is +5.
Twofold Mystic Perfection (Ex): At level 10, you truly master the mixture of Invocation and Maneuver. Any time you cast an Invocation, you have a 15% chance to replenish an expended maneuver of your choice. Additionally, the Maneuver requirements for all supernatural Maneuvers and Stances are reduced by 1. This class feature cannot remove a requirement entirely, so if a maneuver or stance requires only a single Maneuver as a prerequisite, it keeps that requirement.

PLAYING A SUBLIME WARLOCK
Sublime Warlocks are usually of two varieties: Destroyers, those who would use their powers to destroy and control, and seek it out either to better serve their masters or to break free of their control, and Comtemplatives, those who seek freedom from no only their former masters, but from the shadows in their heart.
Combat: Sublime Warlocks intermingle Invocations and Maneuvers. Don't be afraid to use some boosts in conjunction with your eldritch blast, and find oddball uses for your invocations. Grabbing a couple of Invocations on rods might be a wise investment.
Advancement: Depending on your temperament, you may wish to take levels in either Hellfire Warlock or Enlightened Spirit, or perhaps return to your training as a Martial Adept.

SUBLIME WARLOCKS IN THE WORLD
"Oh look. Another silly hero trying to stop me from taking what's mine. Oh well."
-Tarlock the Misunderstood, before beheading a misguided Paladin and retrieving a family heirloom.

Daily Life: Much of a Sublime Warlock's day is spent in meditation, centering their martial and magical powers.
Notables: Archer Firebrand was a Sublime Warlock of terrible power, and laid waste to ten kingdoms with an army of fiends before he was turned back by Asah Al'Malim, another Sublime Warlock, who was accompanied by a cadre of redeemed devil-tamers.

NPC Reaction
Sublime Warlocks are treated differently from culture to culture. Evil ones, or ones in places where Martial Adepts have no special stature, are often as reviled, if not more so, as normal Warlocks. Places which hold Martial Adepts may feel ambivalent to them, and perhaps praise particularly virtuous Sublime Warlocks.

SUBLIME WARLOCKS IN THE GAME
Sublime Warlocks have potent invocations and maneuvers, and an uncanny ability to replenish maneuvers. If you face one, having an antimagic field or similar effect would reduce its effectiveness considerably.
Adaptation: One could conceivably make them followers of a specific fiend by changing their accessible Disciplines and/or modifying their invocations. Alternatively, you could make them dragon-worshiping warriors with the following ACF:


ACF: Sublime Dragonfire Adept:
Prerequisites: The Prerequisite to take this class with this ACF changes so that in place of Eldritch Blast, Breath weapon 2d6 is required.
Levels: 1 and 2
Maneuvers: Arcane Soul maneuvers that modify damage-dealing invocations also modify DFA breath weapons
Sublime Breath (Su): Replaces Sublime Bolt; As Sublime Bolt, except that it becomes a breath effect that deals 1/2 normal fire damage in a cone or line. To take this ability, you must replace any one breath effect with it. A successful save negates damage, and if all targets succeed their save, it also negates the replenishment.
Encounters: Perhaps there is one terrorizing a village and exacting tribute. Perhaps a Sublime Warlock is being held on trial for a crime he is innocent of and attempts to escape. Perhaps he is pursuing the same villain as you and mistkaes you (or you mistake him) for agents of that villain.

Sample Encounter
EL 8: Talia the Mad is an up-and-coming Sublime Warlock, who has found favor in her demon lords. She has achieved a state of perfect madness that she calls a "negative nirvana". She is accompanied by two Dretches she calls Fred and Ned. Her turn-ons are bloodshed, treasure, and smooth jazz, and her turn-offs are do-gooders and the word "irregardless". She can usually be found in her beautiful cave home, torturing passersby. She usually uses her wands if she knows somebody's coming, and loves to watch people slip on grease


Name
CE/Female/Human/{Unarmed Swordsage 2|Warlock 4|Sublime Warlock 3}
Init +2, Senses: Listen +1, Spot +1,
------------------------------------------------
AC 19, touch 19, flat-footed (19)
hp: 46 (5d8+4d6+9)
Fort +6, Ref +9, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +9
Base Atk +7, Grp +9
Atk Options

Eldritch Blast (3d6) +9 Touch
Unarmed Strike (1d6) +9/+4

Invocations

Eldritch Blast +3d6
Frightful Blast
Sublime Bolt
Leaps and Bounds

Maneuvers Known (*=readied, ^=Stance)

Burning Blade*
Distracting Ember
Sapphire Nightmare Blade*
Wind Stride
Stone Bones
Wolf Fang Strike
Blood in the Water^
Demon Style^
Magestrike*
Channel Power*
Emerald Razor
Spell Absorption (from ring)*

Supernatural/Spell-like Abilities

DR 1/cold iron
Detect Magic

-----------------------------------------------
Abilities Str 14, Dex 13, Con 12, Int 10, Wis 13, Cha 16
SQ
Feats

Weapon Focus (Desert Wind Weapons)
Quick to Act +1
Improved Unarmed Strike (1d6)
Adaptive Style
Ability Focus (Eldritch Blast)
Weapon Focus (Unarmed Strike)
AC Bonus
Weapon Focus (Ray)

Skills:

Concentration +6
Heal +6
Jump +13
Knowledge[History] +5
Martial Lore +9
Sense Motive +5
Spellcraft +11
Tumble +8
Use Magic Device +5

Possessions

Amulet of Fortune Prevailing
Novice Arcane Soul Ring (Spell Absorption)
Formless Vest
Quicksilver Boots
Bracers of Armor +3
Ring of Protection +1
Wand of Shield
Wand of Grease
Wand of Magic Missile
1100 GP worth of gems and art objects

malonkey1
2013-05-21, 03:27 PM
ARCANE SOUL PRESTIGE DISCIPLINE

Arcane Soul is a prestige discipline, that is, you can't choose maneuvers from this discipline unless you possess levels in a class with access to the discipline. Your Initiator level (for determining maximum maneuver level only) is considered to be your Sublime Warlock level + your Warlock Level + your levels in other Martial Adept classes +1/2 all other HD. Its key skill is Spellcraft, and all maneuvers in this discipline are supernatural. If multiple active maneuvers or stances would change the damage type, use the damage type of the highest-level maneuver/stance. The Weapons associated with this discipline are the touch attack and ray.

Level 1

Demon Style: Stance, All invocations deal +1d4/3 IL damage, treated as Chaotic or Evil.
Magestrike: Strike, use Spellcraft in place of Attack Bonus
Retributive Magic: Counter, activating non-damaging invocation as immediate action.
Spellfrost: Boost, next invocation deals +1d6 cold damage +1/IL.


Level 2

Channel Power: Strike, channel effects of invocation through an attack
Spell Absorption: Counter, Gain SR 10 + IL, 1/2 total level of spells resisted to Invocation save DC for a round.


Level 3

Acidic Power: Boost, Next Invocation deals +1d4 acid + 1/4 IL in 5-foot splash, chance for additional damage.
Dragon Style: Stance, Invocations deal +1/IL damage of fire, cold, electric or acid to targets.
Piercing Power: Boost, add 1/2 initiator level as Insight Bonus to Caster Level checks.
Spellguard: Gain 1d6 temporary HP/IL


Level 4

Spellfire: Boost, Next invocation deals 2d6 damage +2/IL (half fire, half untyped).
Surprise Spell: Counter, activate invocation; take 5-foot step


Level 5

Essence Flare: Boost, increase effective level of next Invocation by +1/3 IL, up to level 9.
Fey Style: Gain Fey Type, temporarily learn new invocation
Share Power: Special, Share effects of self-only invocation
True Spellfire: Strike, Channel Invocation into attack, channeled invocation deals +4d6 untyped damage, +1/IL.



Acidic Power (Boost) [Acid]
Level: Sublime Warlock 3
Prerequisite: 2 Arcane Soul Maneuvers
Initiation Action: Swift Action
Duration: 1 Round
Saving Throw: Reflex half
Description: Your eyes glow a sickly green, and when you use an invocation, it releases a spray of acid on its target. This maneuver causes any and all invocations you cast for 1 round (excluding those targeted at yourself, if you choose) to damage their targets, dealing 1d4 + 1 acid damage per 4 initiator levels in a 5-foot area around the target (reflex half). If the invocation already deals damage in dice, the dice are converted to d4, and the damage is converted to 1/2 acid. The target then must succeed a Fortitude Throw against the invocation (independent of the normal save) or suffer an additional 1d4 + 1 acid damage per 4 initiator levels the next round. Invocations with dispel effects do not dispel this effect if they cause it.

Channel Power (Strike)
Level: Sublime Warlock 2
Prerequisite: 1 Arcane Soul Maneuver
Initiation Action: Standard Action
Duration: Instantaneous
Saving Throw: None
Description: Your weapon glows brightly, infused with your eldritch power. When using this strike, you must select an invocation you know with a range other than personal. You then make an attack with your weapon against a valid target of this invocation (you may target a square with this maneuver, but only if you are unable to directly targets a creature or object). On a hit, the target is affected by both the attack, and by the invocation. The target is still subject to any applicable saving throws.

Demon Style (Stance) [Evil or Chaotic]
Level: Sublime Warlock 1
Prerequisite: You receive this stance only by taking 1 level in Sublime Warlock.
Description: You glow with fell energy. Any invocations (excluding those targeted at yourself, if you choose) you cast with this stance active deal +1d4 damage per 3 Initiator levels, in addition to normal damage. This damage is considered either Evil or Chaotic (chosen when you assume this stance) for the purpose of overcoming Damage Reduction. In order to change this, you must take a swift action, as if assuming a new stance.

Dragon Style (Stance) [Acid, Cold, Electric, Fire]
Level: Sublime Warlock 3
Prerequisite: You receive this stance only by taking 5 levels in Sublime Warlock.
Description: You hands crackle with multicolored lights, as your eyes become rainbows of color with two reptilian slits. Invocations cast while this stance is active deal 1 point per initiator level of acid, cold, electric or fire damage to their targets (excluding yourself, if you so choose). When assuming this stance, you may choose which type of damage bonus this stance offers. In order to change this, you must take a swift action, as if assuming a new stance.

Essence Flare (Boost)
Level: Sublime Warlock 5
Prerequisite: 2 Arcane Soul Maneuvers
Initiation Action: Swift Action
Duration: 1 round
Saving Throw: None
Description: When you activate this boost, your eyes flash with white light. For 1 round after you use this maneuver, the effective spell levels (and all factors determined from them) of any invocations you cast increase by +1 per 3 initiator levels. The effective level of an invocation cannot be increased past level 9 in this manner.

Fey Style (Stance)
Level: Sublime Warlock 5
Prerequisite: You receive this stance only by taking 9 levels in Sublime Warlock.
Description: You take on an otherworldly air, as your face begins to lengthen and narrow, and your ears lengthen and taper to a point. You have managed to take some of the power of the fey into yourself. While this stance is active, you gain the fey type, including all its benefits and weakness, but you are still treated as a member of your race for the purpose of effects that target a specific racial type such as Favored Enemy or hold person. You also gain access to an additional Invocation of a grade 1 lower than your maximum. This invocation can be used as any other, but you lose access to it when you leave this stance. Once chosen, this new invocation cannot be changed for 1 month.

Magestrike (Strike)
Level: Sublime Warlock 1
Prerequisite: Access to the Arcane Soul Discipline
Initiation Action: Standard Action
Duration: Instantaneous
Saving Throw: Fortitude special.
Description: Your weapon glows, as you let your magic guide its strike. As a part of this maneuver, make an attack, replacing your normal attack roll with a Spellcraft roll. This attack is otherwise resolved normally. On a critical hit, you may choose to suppress the target’s energy resistance, up to a value of 10, Damage Reduction up to a value of your Initiator Level, fast healing up to a value equal to 1/2 your initiator level, or Spell resistance, up to a value equal to your initiator level.

Piercing Power (Boost)
Level: Sublime Warlock 3
Prerequisite: 2 Arcane Soul Maneuvers
Initiation Action: Swift Action
Duration: 1 round
Saving Throw: None
Description: You look at your opponents with renewed clarity, seeing points of magical vulnerability to exploit. For 1 round after this ability is activated, you gain an insight bonus equal to 1/2 you initiator level on caster level checks.

Retributive Magic (Counter)
Level: Sublime Warlock 1
Prerequisite: Access to the Arcane Soul Discipline
Initiation Action: Immediate Action
Duration: Instantaneous
Saving Throw: None
Description: You see oncoming danger and quickly use your magic to protect yourself. When you are attacked, but before you know the result, you may activate this maneuver. As an immediate action, you may use any one invocation that does not deal damage (this includes non-damaging invocations modified by abilities from this discipline. The damage from those maneuvers and stances are not applied here.). If this would render the attack impossible (You or the attacker are moved out of range, the attacker is unable to make the attack, etc.) the attack is negated, and the attacker has wasted an action. Otherwise, you are still affected as you would be by the attack.

Share Power (Special)
Level: Sublime Warlock 5
Prerequisite: 1 Arcane Soul Maneuver
Initiation Action: Swift Action
Duration: 1 round/Initiator level
Range: 15-foot burst
Saving Throw: Will (harmless)
Description: You glow for a moment, before a wave of light bursts from you. You can use this ability to share the effects of any invocation, ongoing or cast this round, with any allies you choose within 15 feet of you. This effect lasts for 1 round per initiator level, up to the remaining duration of the invocation shared.

Spell Absorption (Counter)
Level: Sublime Warlock 2
Prerequisite: 1 Arcane Soul Maneuver
Initiation Action: Immediate Action
Duration: Instantaneous, see text
Range: Personal
Description: You grow darker, as if you drain light from around you, in response to a magical assault. When targeted with a spell or other ability that is subject to spell resistance, you may activate this maneuver, and gain Spell Resistance 10+Initiator Level for 1 full round. Additionally, you may add 1/2 the total level of spells resisted due to this ability to the DC of your invocations’ saving throws for one round after this boost is activated.

Spellfire (Boost) [Fire]
Level: Sublime Warlock 4
Prerequisite: 2 Arcane Soul Maneuvers
Initiation Action: Swift Action
Duration: 1 round
Saving Throw: None
Description: Your hand glow with silver flames that are pleasant and warm to the touch. When you cast an Invocation, the flames flare up and burn the target. When you cast an invocation under the effects of this boost, it deals 2d6 +2 per initiator level, to the target (excluding yourself, if you choose) half of which is fire damage, the other half being untyped magical damage. If the effected invocation deals damage in dice, all damage from those dice are converted to half-fire, half-untyped.

Spellfrost (Boost) [Cold]
Level: Sublime Warlock 1
Prerequisite: Access to the Arcane Soul Discipline
Initiation Action: Swift Action
Duration: 1 Round
Saving Throw: None
Description: Your hands become coated in frost, and when you use your magic, your victims shiver as if caught in a blizzard. Invocations cast under the effects of this maneuver deal 1d6+ 1 per initiator level cold damage. If the invocation already deals damage in dice, all damage from those dice is converted to cold damage.

Spellguard (Special) [Force]
Level: Sublime Warlock 3
Prerequisite: 1 Arcane Soul Maneuver
Initiation Action: Move Action
Duration: 1 Encounter
Saving Throw: None
Description: You cover yourself in a glass-like field of force, which cracks slowly under strain until shattering. Upon activating this maneuver, you gain 1d6 temporary hit points per Initiator level. These hit points last until the end of the current encounter, or until they are lost.

Surprise Spell (Counter)
Level: Sublime Warlock 4
Prerequisite: 3 Arcane Soul Maneuvers
Initiation Action: Immediate Action
Duration: Instantaneous
Saving Throw: None
Description: as retributive magic, except that you may take a 5-foot step immediately after using the invocation but before the attack is resolved.

True Spellfire (Strike)
Level: Sublime Warlock 5
Prerequisite: 4 Arcane Soul Maneuvers
Initiation Action: Melee or Ranged Attack
Duration: 1 Round
Saving Throw: None.
Description: Your hands glow brightly with dazzling white flames. You feel powerful, like you could kill a man by looking at him. You make a single attack, channeling an ivocation you know through it. This Invocation effects the target (if applicable) and deals +2d6 per initiator level untyped damage. If this modifies an invocation which already deals damage in dice, all damage from those dice is converted to untyped damage. You are left exhausted after using this maneuver for 1d8-Con Bonus rounds, and then fatigued for 1d4-Con Bonus rounds after that. You may not use this maneuver while exhausted.

necroon
2013-05-21, 05:49 PM
Disciple of the Thousand Petaled Spell

http://Picture URL

In study There is Knowledge. In meditation there is clarity. In magic there is power.

Magic is a powerful force indeed. It's energies flow all around us: unseen by most and untapped by many.
Those that utilize the powerful art of spellcasting bend this force to their desires: shaping it with their will and creating spectacular displays of prowess from summoning powerful creatures to their side to scorching the ground with pillars of flame.
Magic comes easy to some, arcane energies flowing through their blood from birth, and some spend their lifetime learning how magic works and unlocking the secrets it holds one spell at a time. It is from the latter that the origin of the Thousand-Petaled Spell came to be. It is said that long ago in foreign lands a wizard of low-reputation gave up the time-honored practice of peering over ancient scrolls to learn his magic in favor of meditation. He learned to open his eyes, ears, heart, mind, and soul to the universe to let it fill his head with the knowledge he sought.
It was then that the Thousand-Petaled Spell came to be: A spell from the universe itself given to those at the apex of spiritual enlightenment.
Today some seek to walk a similar path: in hopes that their labors will bare like rewards.



BECOMING A DISCIPLE OF THE THOUSAND-PETALED SPELL

ENTRY REQUIREMENTS
Spells: Able to cast 1st level spells as a prepared spell caster
Special: Ki-Pool(Magic) and Flurry of Blows Class Features.
Skills: Spellcraft 8 Ranks, Knowledge (Arcana) 8 Ranks, Knowledge (Religion) 8 Ranks.
Feats: Weapon Focus (Unarmed Strike)
Note: The above requirements speculate a 3.5 skill system. If using a Pathfinder skill system subtract 3 from the number of required ranks in the listed skills.

Class Skills
The Class Name's class skills (and the key ability for each skill) are:
Balance (Dex), Concentration (Con), Escape Artist (Dex), Jump (Str), Knowledge (Arcana), Knowledge (Religion), Profession (Wis), Spellcraft (Wis), and Tumble (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+1|
+1|
+1|On the Body - In the Soul, Ki-Pool (Arcane), Monk Abilities, Arcane Blows| +1 level of existing arcane spellcasting class

2nd|
+1|
+1|
+1|
+1|Arcane Realization | -

3rd|
+2|
+2|
+2|
+2|Arcane Attuning, Flurry of Magic | +1 level of existing arcane spellcasting class

4th|
+3|
+2|
+2|
+2|Arcane Realization |-

5th|
+3|
+3|
+3|
+3| Extension of Self| +1 level of existing arcane spellcasting class

6th|
+4|
+3|
+3|
+3|Arcane Realization | -

7th|
+5|
+4|
+4|
+4|Meta-Ki, Channel Self| +1 level of existing arcane spellcasting class

8th|
+6|
+4|
+4|
+4|Arcane Realization | -

9th|
+6|
+5|
+5|
+5|Arcane Enlightenment| +1 level of existing arcane spellcasting class

10th|
+7|
+5|
+5|
+5|Arcane Realization, Perfect Arcane Realization |-
[/table]

Weapon Proficiencies: Disciple of the Thousand-Petaled Spells gain no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Known: A Disciple of the Thousand Petaled Spell gains new spells per day and spells known at levels 1, 3, 5, 7, and 9 as if he had gained a level of whatever spellcasting class in which he could cast prepared arcane spells from before he added the prestige class.
If a character has more than one spellcasting class in which he could cast prepared arcane spells before he became a Disciple of the Thousand-Petaled spell, the player must decide which class to assign each odd level of Disciple of the Thousand-Petaled Spell to for the purpose of determining spells per day and spells known.

On the Body - In the Soul (Su): The first lesson learned by a Disciple of the Thousand-Petaled Spell is that their own body makes for the best vessel of their arcane prowess. At first level a Disciple of the Thousand-Petaled Spell may start scribing his spells onto his skin. Different parts of his body can hold a different number of spell levels as detailed below.
Scribing a spell upon ones skin follows the same rules as writing into ones spellbook. The obvious advantage is that it is harder to have your skin taken from you then your spellbook - Spellcasters whom have found themselves without their spellbook (in the case of the wizard and Magus) or their Familiar (in the case of a Witch) are still able to prepare the spells on their skin.
The place you are trying to scribe the spell must have sufficient room: part of the spell cannot be scribed on a different body part. For example a character cannot scribe a 3rd level spell onto his head if he has two 2nd level spells there already. Nor could he scribe 1 level of the spell on the head and two on his back.
Another spellcaster may identify the spells scribed upon your skin by making a Spellcheck check DC 15 + The level of the spell they are identifying. If there are multiple spells inscribed on a certain part of the body they learn the highest unidentified spell allowed by their spellcraft check. Multiple Spellcraft checks allow for additional spells to be identified as long as the DC is met.
Spells cannot be scribed onto the body with Metamagic Feats applied to them.
Spells inscribed on the Disciples body through "On The Body-In the Soul" are considered to be on the character's spell list.
If a spell scribed on the body is prepared for the day the tattoo glows (or pulses, resonates, seethes, ect.).
The same spell could be selected to be prepared multiple times however it can only be prepared from the tattoo once (further prepared iterations of the spell would need to be prepared by the Disciple through other methods like from his spellbook, for example).

{table=head]Body Part|Total Spell Levels
Head| 5 |
Chest/Back | 15 |
Arms/Hands | 7 |
Legs/Feet | 10 |
[/table]

Ki-Pool (Arcane): Starting at First Level a Disciple of the Thousand-Petaled Spell learns new uses for his Ki-Pool. When casting a spell he may spend Ki-points to increase his attack roll or the save DC of a spell he is casting by an equal amount.

Monk Abilities: A Disciple of the Thousand-Petaled Spell's class levels stack with his Monk levels for determining his unarmed damage, AC bonus, Ki-Pool, Attacks from Flurry of Blows, and unarmored speed bonus.

Arcane Blows(Su): At 1st level, whenever a Disciple of the Thousand-Petaled Spell casts a spell with a range of “touch” from his spell list (regardless of whether or not it is inscribed on his skin), he can deliver the spell through an unarmed strike as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a Disciple of the Thousand-Petaled Spell can make one free melee attack with his unarmed strike (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the Disciple of the Thousand-Petaled Spell's Unarmed Strike's critical threat range but the spell effect only deals ×2 damage on a successful critical hit, while the unarmed strike uses its own critical modifier. Arcane Blows may be used with Stunning Fist and any other ability that utilizes an unarmed strike or attack action (For Example: Vital Strike) For abilities like Vital Strike only the Unarmed Strike damage is multiplied and not the damage from the spell.

Arcane Realization: At 2nd, 4th, 6th, 8th, and 10th level a Disciple of the Thousand-Petaled Spell learns a powerful technique involving the manipulation of their arcane energies called an Arcane Realization (chosen from the list in the following post). Each Arcane Realization may be selected only once.

Arcane Attuning(Su): All living things channel a mystical energy. Some refer to this as Ki or Chi. Regardless of what you call it this energy creates a special resonance with the Magical Energies of the Universe: For those who know how to channel it properly. Whenever a Disciple of the Thousand-Petaled Spell strikes a foe he sets up a resonance between his foe and himself. Every time a Disciple of the Thousand-Petaled Spell strikes a foe with an Unarmed Strike he gains a cumulative bonus to attack rolls, checks to overcome spell resistance, Saving Throw DC's, and damage rolls with the next spell he casts at the target. These bonuses last for a number of rounds equal to his Wisdom Modifier and may never equate to a bonus greater than the max number of Ki-Points the Disciple of the Thousand-Petaled Spell's Ki pool may hold.
If the Disciple of the Thousand-Petaled Spell attacks a foe other than his initial target the bonuses against the first target are lost.
If a Disciple of the Thousand-Petaled Spell casts a spell that targets multiple creatures at once the bonuses apply only to the creature that had been struck by the Unarmed Strikes.
Whenever the Disciple of the Thousand-Petaled Spell casts a spell with a target other than (Self) any bonuses from Arcane Attuning are reset.

If a target is hit by Stunning fist and fails it's save it counts as having been hit three times for the purposes of Arcane Attuning. If the target passes it's save it counts as not having been struck for the purposes of Arcane Attuning.

Flurry of Magic (Su): Starting at 5th level a Disciple of the Thousand-Petaled Spell learns to better blend his spellcasting with his martial prowess. Whenever a Disciple of the Thousand-Petaled Spell uses his Flurry of Blows class feature he may include a singe spell with a range of (Touch) in addition to one of his Unarmed Strikes. The spell being cast must be declared before the first attack roll from Flurry of Blows is made. This attack is not resolved as a touch attack. If the attack hits the target suffers Unarmed Strike Damage as well as the effects of the spell as if the spell had been cast upon them. The target makes any saves required by the spell as it would normally be required to do so.
If the attack misses the Disciple of the Thousand-Petaled Spell may "Hold the Charge" and attempt to hit with the next attack generated by Flurry of Blows.

Extension of Self (Su): To be one with the Universe is to be one with oneself. Starting at 5th level whenever a Disciple of the Thousand-Petaled Spell makes an Unarmed Strike against a foe (attacking your allies is not zen) he may spend a Ki-Point to cast any spell with a range of (Self) as a free action. A Disciple of the Thousand-Petaled Spell may not cast more than one spell a round using Extension of Self.

Meta-Ki: At 7th level the boundaries between magical energies and Ki begin to blur even more. Whenever a Disciple of the Thousand-Petaled Spell of 7th level or higher casts a spell scribed upon his skin he may apply a single Metamagic feat he knows to the spell by spending a number of Ki-Points equal to the number of levels the Metamagic Feat would increase the spell level by. This does not increase the casting time of the spell nor does it include alterations Metamagic feat or spell that would change how many spell levels the Metamagic feat would increase the spell by (for example: Arcane Thesis or Signature Spell). Meta-Ki may be used with Arcane Blows and Flurry of Magic.

Channel Self (Su): To know oneself is very useful but you will often find that those around you are not entitled to such a grand understanding of themselves - or you, for that matter. Starting at 7th level a Disciple of the Thousand-Petaled Spell may end any spell affecting him with a range of (Personal) as an immediate action to apply it's affects to one other creature/level, no two of which can be more than 30 ft. apart. Those creatures are affected by the spell for a duration equal to 1/2 the remaining duration of the spell effect. For example Hurundi (a Disciple of the Thousand-Petaled Spell) has a Shield spell cast upon himself. His ally Fred the Fighter has a Magic Missile cast upon him - Oh No! As high level adventurers are deathly frightened of magic missiles Hurundi decides to end the Shield effect he has cast on himself to apply it's affects to Fred The Fighter - Saving him from the terrors of the deadly spell!

Arcane Enlightenment: At 9th level the Disciple of the Thousand-Petaled Spell is blessed with a grand understanding of the magical energies that make-up the universe. He may cast any touch spell he knows as a swift action by spending a Ki-Point. In addition he is treated as an Outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Furthermore a Disciple of the Thousand-Petaled Spell gains spell resistance equal to his character level + 15. He may raise and lower his spell resistance as a free action. If he already has spell resistance from another class he instead increases that spell resistance by 5.

Perfect Arcane Realization: Upon reaching 10th level a Disciple of the Thousand-Petaled Spell chooses a single Perfect Arcane Realization. This represents the apex of his physical, mental, magical, and spiritual progress.

PLAYING A DISCIPLE OF THE THOUSAND-PETALED SPELL
A Disciple of the Thousand-Petaled Spell seeks to strike a balance during combat between the many different roles it can fill much like the character seeks to find balance in their own life.
Combat: The main ability a Disciple of the Thousand-Petaled Spell possesses is to channel their touch spells through their unarmed strikes: allowing them to maximize their damage potential at close range. Against particularly tough foes a Disciple of the Thousand-Petaled Spell will need to decide how much to strike the opponent before taking advantage of the bonuses from Arcane Attuning: Too few and the bonuses may not be enough where-as too many Unarmed Strikes without channeled touch attacks will drastically hinder the Disciple of the Thousand-Petaled Spell's damage potential. Outside of dealing damage a Disciple of the Thousand-Petaled Spell also plays a unique support role at later levels when it becomes able to impart the benefits of it's (Personal) range spells to ally's in need.
Advancement:Most Disciples of the Thousand-Petaled Spell return to Monk or their original spellcasting class. Those that find the path too challenging seldom return to taking levels in both Monk and their original spellcasting class and either lean towards Fighter or Eldritch Knight.
Resources: Disciples of the Thousand-Petaled Spell have few resources to draw upon. A monastery that supports their beliefs may offer basic food, shelter, and a quiet place for contemplation.

DISCIPLE OF THE THOUSAND-PETALED SPELL IN THE WORLD
Did you hear? Yazun quit the academy. I heard he tore his shirt and pants off in the middle of Evocations 202 and jumped out the window while screaming about some sort of spiritual enlightenment... (A student at a school of magic recalling a former classmate "becoming" a Disciple of the Thousand-Petaled Spell)

Disciples of the Thousand-Petaled Spell are often seen as aloof by their fellow spellcasters and sometimes as a bit flashy and showy by their brother monks if for no other reason than their spells are quite impressive.
Daily Life: Disciples of the Thousand-Petaled Spell spend most of their time at first in deep meditation in quiet, removed places. This is often the result of a personal failing or obstacle in their careers as either a Mage or a Monk. This initial self-reflection leads them to their first step on their new path. As their abilities improve some Disciples of the Thousand-Petaled Spell seek to test their knowledge and skill out in the world: for what good is perfection of self if it does not hold up to the tests of the Universe?
Most Disciples of the Thousand-Petaled Spell start as Wizards however it is not unheard of for a Magus or even a Witch to find themselves in the class as well.
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
Fella was odd if you ask me. Walked right through town towards the mountain with nothing but a worn cloak to cover himself with. I warned him I said "Hey there's Orcs up in that mountain!" but he just smiled and walked right along. And all those weird tattoos... - Nicholas Peterson-Christian: Village Squatter

DISCIPLE OF THE THOUSAND-PETALED SPELL IN THE GAME
Disciples of the Thousand-Petaled Spell will fill a combat role up close and personal to it's enemies. The extent of it's abilities depend a lot on what spells are available in the setting. From a flavor (And ability standpoint) Vow of Poverty may be appropriate for a Disciple of the Thousand-Petaled Spell.
Adaptation: The Disciples of the Thousand-Petaled Spell's name may not fit in your setting as it has a very Oriental Adventures sound to it. With a refluff and change in prerequisites perhaps a Fighter/Spellcaster could be the basis for the class as a group of knights that etch magical runes into their bodies. Or maybe instead of Flurry of blows use the Rage class feature to represent a tribe of primitives that channel powerful magical energies while raging.
Encounters: Encounters with Disciples of the Thousand-Petaled Spell are usually coincidental. Perhaps the Disciple is simply seeking to test himself against the Orcs the party happens to be fighting. Or maybe the party finds themselves at odds with a Disciple that is defending a village of Lycantrhopes: cursed innocents for which there exists a cure.

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.


Hrundi Red-Moon
Neutral/Male/Human/Monk 4/ Wizard 1/ Disciple of the Thousand-Petaled Spell 3
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 11, Dex 14, Con 12, Int 17, Wis 10, Cha 8
SQ
Feats
Skills
Possessions

necroon
2013-05-21, 05:50 PM
Arcane Realizations

Arcane Crown: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Crown Chakra allowing him to target an opponents mind with greater ease. The DC of any will save allowed by a spell inscribed on the Head increases by 2. In addition a monk of the Disciple of the Thousand Petaled Spell gains an enhancement bonus to his will saves equal to the total number of prepared spell levels inscribed on his head.

Arcane Brow: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Brow Chakra allowing him to pierce illusions with ease. When casting a spell inscribed on his head the he Disciple of the Thousand Petaled Spell is considered to have True Seeing for determining his line of sight, line of effect, miss chance, and ability to see his target. This does not allow him to see illusions affecting his surroundings or creatures that he is not targeting. In addition a Monk of the Arcane Scroll gains an enhancement bonus to perception checks equal to the total number of prepared spell levels inscribed on his head.

Arcane Throat: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Throat Chakra. When casting a language dependent spell the Disciple of the Thousand Petaled Spell is always considered to speak the same language as his target even if his target would otherwise be immune to the spell (because it does not speak a language). If the target would be immune to the spell for any other reason (ie the creature is immune to mind affecting spells) it not affected. In addition the Disciple of the Thousand Petaled Spell gains an enhancement bonus to Diplomacy, Bluff, and Intimidation checks equal to the total number of prepared spell levels inscribed on his head.

Arcane Heart: The Disciple of the Thousand Petaled Spell learns to channel his energy through his heart chakra. When he casts a spell inscribed on his chest/back he infuses it his ki Instantly healing himself a number of hit points equal to the spell level * half the number of levels he has in Disciple of the Thousand Petaled Spell. In addition a Disciple of the Thousand Petaled Spell gains an enhancement bonus to saving throws against poison and disease equal to the total number of prepared spell levels inscribed on his chest/back.

Arcane Solar Plexus: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Solar Plexus. Spells cast from the chest/back are able to pierce spell resistance with ease. When making a check to overcome spell resistance with a spell inscribed on the chest/back a Disciple of the Thousand Petaled Spell gains a bonus equal to the number of levels he has taken in Disciple of the Thousand Petaled Spell. In addition he gains an enhancement bonus on concentration checks equal to the total number of prepared spell levels inscribed on his chest/back.

Arcane Sacrum: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Sacrum. Spells cast from the chest/back are able to affect targets that may otherwise be immune. Any spell that allows for a fortitude save that would not affect a creature due to its type or subtype affects it anyways. The creature gains a +4 bonus on the save, however. In addition A Disciple of the Thousand Petaled Spell gains an enhancement bonus on fortitude saves equal to the total number of prepared spell levels inscribed on his chest/back.

Arcane Root: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Root. Spells cast from the legs/feet have a chance to knockdown the target. When a foe is struck by a touch attack or ranged touch attack that was scribed on the Disciple of the Thousand Petaled Spell's legs/feet the target is immediately subjected to a trip attempt using the attack roll (and any relevant modifiers) of the spell. In addition a Disciple of the Thousand Petaled Spell gains an enhancement bonus to resist being grappled, pushed, tripped, or Bullrushed equal to the total number of prepared spell levels inscribed on his legs/feet.
Note: If using a Pathfinder ruleset use the attack roll (and any relevant modifiers) and apply it to the Disciple of the Thousand Petaled Spell's CMB when making the trip attempt. In addition a Disciple of the Thousand Petaled Spell gains a bonus to to his CMD equal to the number of prepared spells inscribed on his legs/feet.

Arcane Hips: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Hips. Spells cast from the legs/feet have a chance to frighten their targets. These spells gain the [Fear] descriptor and in addition to their normal effects require the target to make a will save equal to 10 + the level of the spell being cast + the Disciple of the Thousand Petaled Spell's Relevant Casting Stat or become shaken for D6+1 Rounds. In addition the Disciple of the Thousand Petaled Spell gains an enhancement bonus to Reflex saves equal to the total number of prepared spell levels inscribed on his legs/feet.

Arcane Soles: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Soles. Spells cast from the legs/feet that inflict damage deal half as much damage again to the target at the start of their next round. If the spell allowed for a save and the target made it's save it does not take this damage. In addition the Disciple of the Thousand Petaled Spell gains a +1 Dodge bonus to AC equal to the total number of prepared spell levels inscribed on his legs/feet.

Arcane Palms: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Palms. Spells cast from the arms/hands that deal damage deal an additional point of damage for each dice rolled where-as spells that heal hit point damage heal an additional point of damage for each dice rolled. For example a 7th level Fireball would deal 7D6+7 Fire Damage. In addition the Disciple of the Thousand Petaled Spell gains an enhancement bonus to attack and damage rolls made with Unarmed Strikes equal to half the total number of prepared spell levels inscribed on his arms/hands.

Arcane Elbows: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Elbows. This allows him to cast Ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the Flurry of Magic class feature, Arcane Blows class feature, and any other class feature that relies on touch attacks. In addition the Disciple of the Thousand Petaled Spell increases the DC of their Stunning Fist by half the total number of prepared spell levels inscribed on his arms/hands.

Arcane Shoulders: The Disciple of the Thousand Petaled Spell learns to channel his energy through his Shoulders. Spells that have a range of (Personal) are cast as if they are affected by the Extend Metamagic Feat. In addition the Disciple of the Thousand Petaled Spell gains an enhancement bonus to Concentration Checks made to cast defensively equal to the total number of prepared spell levels inscribed on his arms/hands.


Perfect Arcane Realizations


The Thousand-Petaled Spell: At the Apex of the Disciple of the Thousand-Petaled Spell's journey the Universe has gifted him with the powerful technique: the very name-sake of his commitment.
The spell is immediately added to the either the character's skin (in the location of the character's choosing as long is there is room for the spell) or the character's spell book. The character must be able to cast 6th level spells in order to prepare and cast the spell.
The Thousand-Petaled Spell is as follows:

The Thousand-Petaled Spell
You chant ancient, lost words under hushed tones. Upon the completion of the spell your hand ignites in a golden blaze. As you bring yourself upon your foe a trail of cherry blossoms streak behind your hand.

School: Universal
Level: 6
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature or object touched
Duration: instantaneous
Saving Throw: Reflex/Fortitude/Will; Spell Resistance: No
Your successful melee touch attack deals 1d6 points of divine damage per caster level (maximum 25d6).
The target must make a Reflex save (DC 10 + 1/2 your HD + Your Highest mental score modifier) or take 2D6 Divine damage each round for 3D6 Rounds. If the target passes it's reflex save it takes D6 Divine damage for D4 rounds instead.
The target must make a Fortitude Save (DC 10 + 1/2 your HD + Your Highest mental score modifier) or become Nauseated for 3D6 rounds. If the target passes it's save it is Sickened for D4 rounds instead.
The target must make a Will Save (DC 10 + 1/2 your HD + Your Highest mental score modifier) or become confused for 3D6 rounds. If the target passes it's save it is dazed for D4 rounds instead.

Ultimate Knowledge: Your transcendent-like awareness has reached it's apex in the form of clarity of mind and unmatched intellect. First your Intelligence increases by 4. Furthermore you immediately gain a number of skill points equal to four times your current HD (in addition to the skill points gained via leveling). Lastly you gain a single Feat that you meet the prerequisites for.

Enlightened Spellcasting
Your understanding of the "building blocks" of the universe is beyond the comprehension of your fellow man. You see that magical energy, Ki, Chi, and Divine energy are all the same base fundamental stuff.
You may Scribe Cleric Spells into you Spellbook (or familiar) as well as onto your body. In addition spell inscribed on your body are treated as Extraordinary Abilities.
Note: Some spells may not be appropriate for the theme of the Disciple of the Thousand-Petaled Spell. Please see your DM for approval when seeking to scribe Divine Spells.



Magical Inks

Magical inks come in small vials that contain enough ink for a single levels worth of spell scribing. When applied to the skin of a Disciple of the Thousand Petaled Spell the true extent of the ink's magic is revealed.
Multiple vials of the same ink must be used to scribe a spell higher than first level.
A spell may not be scribed using more then one type of ink.


Ink of the Abjurer
This small glass vial contains a light grey liquid that seems to not move no matter how much the vial is shaken
Aura: strong transmutation
Slot: none: Price: 500 gp
DESCRIPTION
An Abjuration spell scribed onto the body of a Disciple of the Thousand Petaled Spell using the Ink of the Abjurer is infused with magical properties that increase the spell's capabilities. Spells that have a duration listed in rounds last an additional 2 rounds.

Ink of the Conjurer
This small glass vial contains a green liquid that seems toform into various shapes of animals and creatures
Aura: strong transmutation
Slot: none: Price: 500 gp
DESCRIPTION
A Conjuration spell scribed onto the body of a Disciple of the Thousand Petaled Spell using the Ink of the Conjurer is infused with magical properties that increase the spell's capabilities. Spells that summon creatures grant a +2 enhancement bonus to a stat of the summoner's choice (chosen when the spell is finished casting).

Ink of the Diviner
This small glass vial contains a pale white ink that swirls slowly in a circular pattern.
Aura: strong transmutation
Slot: none: Price: 500 gp
DESCRIPTION
A Divination spell scribed onto the body of a Disciple of the Thousand Petaled Spell using the Ink of the Diviner is infused with magical properties that increase the spell's capabilities. Spells scribed with the Ink of the Diviner take up space as if they were 2 spell levels lower (to a minimum of one).

Ink of the Enchanter
Aura: strong transmutation
Slot: none: Price: 500 gp
This small glass vial contains a bright pink ink that swirls slowly. Ever so slowly. You don't know why but it's almost hard to stop looking at it...
DESCRIPTION
An enchantment spell scribed onto the body of a Disciple of the Thousand Petaled Spell using the Ink of the Enchanter is infused with magical energies that make it harder to resist. Any spell scribed using the ink that allows a save increases the DC of the save by two.

Ink of the Evoker
Aura: strong transmutation
Slot: none: Price: 500 gp
This small glass vial contains a red ink that virulently swirls like a powerful storm.
DESCRIPTION
An evocation spell scribed onto the body of a Disciple of the Thousand Petaled Spell using the Ink of the Evoker is infused with magical energies that amplify it's destructive potential. Any damage dealing spell spell scribed using the ink deals an additional D6 points of damage.

Ink of the Illusionist
Aura: strong transmutation
Slot: none: Price: 500 gp
This small glass vial contains a dark purple ink that ebbs and flows like thick, rolling fog.
DESCRIPTION
An illusion spell scribed onto the body of a Disciple of the Thousand Petaled Spell using the Ink of the Illusionist is infused with magical energies that twist and warp the mind. Any spell scribed using the ink that allows a will save increases the DC of the will save by two.

Ink of the Necromancer
This small glass vial contains a blob of pitch black sticky ink.
Aura: strong transmutation
Slot: none: Price: 500 gp
DESCRIPTION
Any Necromancy spell scribed onto the body of a Disciple of the Thousand Petaled Spell using the Ink of the Necromancer is infused with magical energies that infuse the caster with power. Any spell scribed using the ink grants the caster a number of temporary hit points equal to twice the spell level (0 for cantrips). These Hit Points last for 1/round per level of the spell.

Ink of the Universalist
This small glass vial contains a silvery ink.
Aura: strong transmutation
Slot: none: Price: 500 gp
DESCRIPTION
Any spell scribed onto the body of a Disciple of the Thousand Petaled Spell using the Ink of the Universalist is infused with magical energies that make the spell easier to scribe. Any spell scribed using the ink takes up space as if it were a spell of 1 level lower.

Amechra
2013-05-21, 08:30 PM
Immaculate Master

http://fc00.deviantart.net/fs71/i/2010/302/7/8/monk_by_buttcheekss-d31q7z0.jpg

You know enlightenment the moment it touches your soul.

One minute everything is wrong, and the next, everything is correct.

Proper.

In its place.

Have you come to seek it?

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 Features: Thousand Fists (http://www.giantitp.com/forums/showthread.php?t=275306), Evasion, Eldritch Blast 2d6
Invocations Known: Otherworldly Whispers

Class Skills
The Class Name's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (any) (Int) (all taken individually), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+0|
+2|
+2|Monk Abilities, Enlightenment (Eldritch Fist)|-

2nd|
+1|
+0|
+3|
+3|School of Hard Knocks, Wisdom is a Weapon|+1 level in previous Invoking class.

3rd|
+2|
+1|
+3|
+3|Enlightenment (Deceit is Impossible)|+1 level in previous Invoking class.

4th|
+3|
+1|
+4|
+4|Lessons of the Demon Sifu (Least)|+1 level in previous Invoking class.

5th|
+3|
+1|
+4|
+4|School of Hard Knocks, Enlightenment (Principle of Motion)|+1 level in previous Invoking class.

6th|
+4|
+2|
+5|
+5|Grin of Epiphany, All-Wisdom of the Monk|-

7th|
+5|
+2|
+5|
+5|Enlightenment (Sifu's Rebuke)|+1 level in previous Invoking class.

8th|
+6|
+2|
+6|
+6|School of Hard Knocks, Lessons of the Demon Sifu (Lesser)|+1 level in previous Invoking class.

9th|
+6|
+3|
+6|
+6|Enlightenment (Acceptance of Immaculate Nature)|+1 level in previous Invoking class.

10th|
+7|
+3|
+7|
+7|Everything Makes Sense|+1 level in previous Invoking class.[/table]

Weapon Proficiencies: An Immaculate Master does not gain any new proficiencies.

Monk Abilities: You have not forgotten your training; in fact, your continued progression is assured by your increased insight.

Levels in Immaculate Master advance Monk Abilities.

Invocations: At every level except for 1st and 6th, a Scion of Ashardalon gains new invocations known and an increase in caster level as if they had also gained a level in an invocation-using class to which they belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained.

Enlightenment (Ex): You have begun on the long and arduous path of self-discovery, opening your mind and soul to the wonders of the universe. Is it no wonder that you have developed skills beyond those of a mundane meditant?

At 1st level, you gain the Monastic Weapon User feat as a bonus feat; you must choose your Eldritch Blast as the target of that feat, even though it cannot be selected normally.

At 3rd level, for the purposes of Elegant Defense, you are automatically aware of any attack made against you that is either made with a magical weapon or with a spell, the strength of that weapon or spell's magical aura, and what schools the aura falls under, as if you had inspected it for 3 rounds with the Detect Magic spell.

In addition, if you gain the Imperishable Body class feature, you automatically are aware that you have been targeted by any effect that Imperishable Body is capable of removing; this extends to automatically knowing whether or not you have been poisoned or infected by a disease.

At 5th level, you may activate any Invocation that has a range of Self and a duration longer than Instantaneous as part of the same action as Abundant Step; if you do, that Invocation is an Extraordinary ability, but automatically ends when Abundant Step does

At 7th level, when you use Elegant Defense to make an attack miss, you may activate any Invocation that targets a single creature as part of the same action; that Invocation must target the creature whose attack was made to miss by Elegant Defense.

At 9th level, whenever you use Elegant Defense to grant yourself Fortification, you may activate any Invocation that has a range of Self and a duration longer than Instantaneous as part of the same action. If you do so, that Invocation is an Extraordinary ability, but automatically ends when Elegant Defense does.

School of Hard Knocks (Ex): The world has many distractions in it; it behooves a master to have some way of mitigating those distractions.

At 2nd level, and every 3 levels thereafter, you may choose to either gain Skill Mastery with one of your class skills (allowing you to take 10 on that skill, even under stressful circumstances), or to gain a single Skill Trick that you qualify for; Skill Tricks gained through this class feature don't count towards the maximum number of Skill Tricks that you may have.

Wisdom is a Weapon (Ex): To seek knowledge is to have a weapon against your enemies; is not a prying eye an attack?

At 2nd level, you may treat any Divination effect that targets you as a ranged attack for the purposes of your Elegant Defense class feature; if you choose to block the effect, you may have it return a simple message of 25 words or less to the user of that effect.

Some Immaculate Masters choose to use this ability to share simple koans with the seeker of knowledge.

Lessons of the Demon Sifu (Ex): A monk on a journey of self-discovery learns many techniques on their way, many of which are beyond the simple teachings that they started their journey with. As is only right.

At 4th level, select a single Invocation-using base class. Add all of the Least (or equivalent grade) invocations of that class' list to the invocations that you may select when learning new invocations.

At 8th level, add all of the Lesser (or equivalent grade) invocations from that class' list to the invocations you may select when learning new invocations.

Grin of Epiphany (Ex): You have reached the point where you have touched enlightenment in the simplest possible way. Only once, but that is what epiphany is for, correct?

At 6th level, your Wisdom is a Weapon class feature expands to apply to any Divination effect that includes you inside its area; if you "block" an area, you and all the equipment that you carry are treated as if you aren't inside the area for the purposes of the effect.

All-Wisdom of the Monk (Ex): In experience, there comes wisdom. From enlightenment, comes knowledge.

At 6th level, your Otherworldly Whispers invocation expands to include all Autohypnosis, Decipher Script, Knowledge, Martial Lore, Psicraft, Sense Motive, and Spellcraft checks, and you may make checks with all those skills untrained.

Everything Makes Sense (Ex): You have reached true enlightenment, if only for a moment. It has taught you as much as a man can hold.

At 10th level, Autohypnosis and all Knowledge skills retroactively are always class skills. In addition, upon gaining this class feature, you lose all ranks in Autohypnosis and all Knowledge skills.

For each rank you had in Autohypnosis or a Knowledge skill, you gain 2 skill points, which may only be used to gain ranks in Autohypnosis or Knowledge skills.

Finally, Abundant Step and Elegant Defense have their durations extended to one minute.

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

inuyasha
2013-05-21, 08:43 PM
Phantasmal berserker

My rage is your worst nightmare, your mind is my playground

Although usually hard to mix, raging warriors and magical powers can work very well together, when illusion is mixed with rage, an illusory hell is unleashed, the worst fears of all nearby suddenly become real, and the phantasmal berserker can harness this power.

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

ENTRY REQUIREMENTS
Special:Must be an arcane caster specialized in illusion
Special:must be able to rage
Skills: Intimidate +8, spellcraft +8, Knowledge (arcana) +8
Feat:Intimidating rage
Spells:must be able to cast 2nd level arcane spells

Class Skills

Skills Points at Each Level: 4x + int

Hit Dice: d12

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

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of arcane spellcasting class

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

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of arcane spellcasting class

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

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of arcane spellcasting class

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

7th|
+x|
+x|
+x|
+x|Class Ability|+1 level of arcane spellcasting class

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

9th|
+x|
+x|
+x|
+x|Class Ability|+1 level of arcane spellcasting class

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

Mephibosheth
2013-05-22, 11:06 AM
Midnight Shaman


You find me where the roots
Grow deep under cobblestones
Where blades of grass
Peek through the cracks
Where thorns reach twisting
Through bleached and drying bones
Where people throw the the weight
From off their backs


Barbarians. Noble savages. The primitive Other that lives in harmony with nature, eschewing the urban society of civilized beings. Elves. Fey. Indigenous tribes. Some cultures fear and vilify them as incomprehensible savages from beyond the fringes of civilization. Others idolize them as preservers of ancient wisdom; spiritually-complete beings living in harmony with nature.

In truth, even these societies shape the environment around them. Their population increases strain the resources of their surroundings. Their technological advances require more clear acreage for farming, more fuel for fires, more ore or clay or stone for tools and weapons. Even the most urban of peoples were once similarly in touch with the wilderness, but it is mortals’ nature to spread, consume, and build.

In many cases, cultures that remain in tune with the land do so because of the influence of Midnight Shaman. Spirit Shaman whose connection to the spirits of nature is closer than most, Midnight Shaman are crucial servants of their people; they provide healing, council, protection, and aid. But they serve two masters. Where their people’s urge to spread, multiply, and build threatens to throw off the balance between mortals and nature, Midnight Shaman fight to restore the balance.

In return for maintaining this difficult, in-between role, the spirits of nature grant Midnight Shaman fantastic powers. When a Midnight Shaman’s spirit guide returns from its daily negotiations, it brings with it portions of the nature spirits themselves in the form of incarnum; wisps of spiritual energy that the Midnight Shaman learns to shape into powerful weapons.

Becoming a Midnight Shaman
Only characters with at least three levels of Spirit Shaman can become Midnight Shaman. Most Midnight Shaman select the Shape Soulmeld feat and enter the prestige class as straight Spirit Shaman. Doing so maximizes their spellcasting and their chastise spirits ability, both crucial aspects of being Midnight Shaman. Others take a level or two of Totemist, gaining extra essentia and perhaps even an extra chakra bind in exchange for reduced spellcasting capacity.

Hit Dice: d8

Requirements:

Feats: At least one [incarnum] feat
Skills: Knowledge (nature) 13 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks
Spellcasting: Ability to cast 4th level divine spells
Special: Chastise Spirits class ability
Special: Must have received training from another Midnight Shaman OR been chosen by the spirits (usually in the form of a vision or quest of some kind) to take up the role
Class Skills:

The Midnight Shaman’s class skills are Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nature), Listen (wis), Profession (wis), Ride (dex), Spellcraft (int), Spot (wis), Survival (wis), and Swim (str)
Skill Points at Each Level: 4 + Int modifier


Table 1: Midnight Shaman
{table=head]Level|BAB|Fort|Ref|Will|Special|Soulmelds|Essentia |Chakra Binds|Spellcasting
1|+0|+2|+0|+2|Chastise spirits, spirit chakra bind|1|1|1|+1 level of divine spellcasting
2|+1|+3|+0|+3|Midnight chastise|2|2|1|--
3|+2|+3|+1|+3|Chakra binds (crown, feet, hands)|2|3|1|+1 level of divine spellcasting
4|+3|+4|+1|+4|Spirit reaver|3|4|1|--
5|+3|+4|+1|+4|Midnight magic|3|5|1|+1 level of divine spellcasting
6|+4|+5|+2|+5|Chakra binds (arms, brow, shoulders)|4|6|2|--
7|+5|+5|+2|+5|Guide magic|4|7|2|+1 level of divine spellcasting
8|+6|+6|+2|+6|Spirit reaver|4|8|2|--
9|+6|+6|+3|+6|Chakra binds (throat, waist)|5|9|2|+1 level of divine spellcasting
10|+7|+7|+3|+7|Perfect spirit bind|5|10|2|+1 level of divine spellcasting[/table]


Class Features

Weapon and Armor Proficiencies: A Midnight Shaman gains no additional proficiencies with weapons or armor.

Spellcasting: As she gains levels, a Midnight Shaman gains new spells per day and spells retrieved as if she had gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Midnight Shaman, she must decide to which class she adds the new level for purposes of determining spells per day.

Chastise Spirits (Su): Midnight Shaman class levels stack with Spirit Shaman class levels for the purpose of determining the damage dealt by the Midnight Shaman’s Chastise Spirits class ability and the save DC to resist the effects of that ability.

Meldshaping: At 1st level, a Midnight Shaman gains the ability to shape a limited number of soulmelds outlined on Table 1 and drawn from the Totemist soulmeld list. She knows and can shape any soulmeld from this list. The difficulty class for a saving throw against a Midnight Shaman’s soulmeld is 10 + the number of points of essentia invested in the soulmeld + the Midnight Shaman’s Wisdom or Charisma modifier (chosen when she takes her first level in the prestige class and unchangeable thereafter). Her meldshaper level is equal to her class level.

At 1st level, a Midnight Shaman also gains access to her personal pool of essentia, which she can invest in her soulmelds to increase their power. Her essentia pool’s size is shown on Table 1. Like other meldshapers, the essentia capacity of a Midnight Shaman’s soulmeld is determined by her character, based on Table 2-1 on p. 19 of Magic of Incarnum. She can reallocate her essentia as a swift action each round, as described on p. 50 of Magic of Incarnum.

A Midnight Shaman shapes her soulmelds in the morning when she retrieves her daily spells and they remain until she unshapes them or replaces them with new soulmelds. She cannot shape new soulmelds until she retrieves spells. Because a Midnight Shaman’s soulmelds are a part of the bargain she strikes with the spirits, they have a misty, insubstantial appearance even when bound to a chakra.

If a Midnight Shaman already has a meldshaping progression (such as from levels in a meldshaping class or from the Vow of Asceticism [incarnum] (http://www.giantitp.com/forums/showpost.php?p=15148868&postcount=8) feat), the two progressions are tracked separately and do not overlap.

Chakra Binds: At 1st level, a Midnight Shaman can bind her soulmelds to her chakras, as described in Magic of Incarnum. At 1st level she can have one chakra bind active. She can have two chakra binds active beginning at 6th level.

At 1st level, a Midnight Shaman can bind a soulmeld to her spirit chakra (see below). At 3rd level, she can bind soulmelds to her crown, feet, and hands chakras. At 6th level she can bind soulmelds to her arms, brow, and shoulders chakras. At 9th level, she can bind soulmelds to her thoat and waist chakras.

Spirit Chakra Bind: At 1st level, a Midnight Shaman gains access to her spirit chakra, a unique chakra that represents her connection to the spirits and the bargains she makes for power. This functions as a totemist’s totem chakra, including gaining an increased essentia capacity. It does not, however, grant the totem chakra’s meldshaper level increase or the double bind ability.

Additionally, as long as a Midnight Shaman has a soulmeld bound to her spirit chakra, her natural attacks can affect incorporeal creatures normally and she uses her normal AC rather than her touch AC against incorporeal touch attacks, as the Ghost Touch magic weapon and armor properties. Additionally, for every point of essentia she has invested in the soulmeld bound to her spirit chakra, her natural attacks deal one extra point of damage to spirit creatures (see "What is a Spirit" sidebar on p. 17 of Complete Divine).

If a Midnight Shaman has the ability to grant another creature access to her spirit guide (for example, through the Wandering Spirit (http://www.giantitp.com/forums/showpost.php?p=8626609&postcount=5) feat), the other creature also gains the Ghost Touch property within the parameters outlined here while under the influence of her spirit guide. Its natural attacks affect incorporeal creatures normally and it uses its normal AC against incorporeal touch attacks.

Midnight Chastise: At 2nd level, a Midnight Shaman gains the ability to invest essentia in her Chastise Spirits class ability. The damage her Chastise Spirits ability deals increases by +1d6 for every point of essentia she has invested in this ability. The ability’s save DC also increases by half the amount of essentia she has invested. A Midnight Shaman cannot invest essentia in this ability that exceeds the limit outlined on p. 19 of Magic of Incarnum.

Spirit Reaver (Su): At 4th level, a Midnight Shaman’s natural attacks are better able to penetrate the defenses of spirit creatures, ignoring a number of points of damage reduction (regardless of type) equal to the amount of essentia she has invested in the soulmeld bound to her spirit chakra. This ability only affects the damage reduction of spirit creatures; other creatures’ damage reduction is not affected. At 8th level, she ignores a number of points of damage reduction equal to twice the amount of essentia she has invested in the soulmeld bound to her spirit chakra.

Midnight Magic: At 5th level, a Midnight Shaman gains the ability to invest essentia in her spellcasting. When she retrieves her spells for the day, she can choose to invest a number of points of essentia in her spellcasting , retrieving a number of extra spell levels equal to the amount of essentia she invested. Once she invests this essentia, she cannot re-allocate it until she next retrieves spells. For example, Vishwamitra the Spirit Shaman 10/Midnight Shaman 5 invests two points of essentia in his spellcasting using this ability. He could choose to retrieve two extra 1st level spells or one extra 2nd level spell that day. A Midnight Shaman cannot invest essentia in this ability that exceeds the limit outlined on p. 19 of Magic of Incarnum.

Guide Magic (Su): At 7th level, a Midnight Shaman gains the Guide Magic ability as a 10th level Spirit Shaman. If she already has this ability, her spirit guide can concentrate on two spells simultaneously, though the duration of each spell is halved when using this ability. The Midnight Shaman can still choose to have her spirit guide concentrate on a single spell for its full duration.

Perfect Spirit Bind: At 10th level, a Midnight Shaman’s ability to use her spirit chakra has reached its peak. When she shapes her soulmelds for the day, she can choose one soulmeld to bind to her spirit chakra. This bind does not count against her limit for active chakra binds. For example, Vishwamitra the Spirit Shaman 10/Midnight Shaman 10 can normally have two active chakra binds. However, if she binds a soulmeld to her spirit chakra, it doesn’t count as an active bind for the purpose of this limit, allowing her to bind a total of three soulmelds; the one bound to her spirit chakra and two bound to other chakras. She cannot, however, unbind this soulmeld from her spirit chakra until she shapes new soulmelds the next day even if she has an ability that allows her to rebind her soulmelds.



Playing a Midnight Shaman

A Midnight Shaman can fill a number of rolls, depending on what soulmelds she has shaped, what chakra binds she has available, and what spells she has retrieved. In combat, she can be a potent secondary melee character or a fantastically mobile battlefield control caster. She can heal, summon, and buff as well as any druid all while falling back on her soulmelds if the going gets rough. Out of combat, she can function well in the wilderness and has a decent selection of Knowledge skills. She needs a moderate Charisma score and has Diplomacy as a class skill, so she can serve as a party face if need be. Any of these roles can be augmented by retrieved spells and soulmelds.

Combat: A Midnight Shaman can fill two main combat roles, depending on which soulmelds she shapes. Soulmelds like Girallon Arms and Manticore Belt can allow the Midnight Shaman to become a secondary, or even primary, damage dealer; wading into melee with natural weapons or striking from range with tail spikes. The right spells can enhance this role, granting strength and toughness necessary to survive combat.

On the other hand, soulmelds like Frost Helm, Pegasus Cloak, and Gorgon Mask can supplement the Midnight Shaman’s spellcasting and enable her to become a more effective caster. They can provide mobility and toughness. They can even provide ranged attacks that supplement spellcasting and enable her to become a more powerful battlefield control or debuffing caster. They can even help her assume other roles, like combat medic or summoner.

Advancement: Ultimately, a Midnight Shaman’s spellcasting and Spirit Shaman abilities are likely to be more powerful than her meldshaping. With this in mind, the Midnight Shaman is well-served by choosing a prestige class that advances her spellcasting. A prestige class that also advances her chastise spirits ability, like Spirit Warrior (http://www.giantitp.com/forums/showpost.php?p=8626604&postcount=4) or Servant of the Spirits (http://www.giantitp.com/forums/showpost.php?p=8626604&postcount=4) can be even more effective.

Resources: A Midnight Shaman’s resources depend on her relationship with her community. Some Midnight Shaman are important elders and spiritual leaders; they can call on all the resources of their tribe. Others are outsiders, operating solitarily to check the expansion of the people around them. These Midnight Shaman are more limited in their resources, relying on their own devices in most circumstances.



Midnight Shaman in the World

Sentient beings, whatever the nature of their societies, shape and are shaped by their environments. Midnight Shaman play a pivotal role in maintaining this balance, serving as a check on developments that might result in widespread environmental degradation. Some do so willingly; embracing their role as simultaneous social leaders and outcasts. Others chafe under the difficulty and isolation of the life chosen for them, only reluctantly standing in the way of their societies’ growth.

Most Midnight Shaman come from tribal peoples, where social organizations are determined by complicated and ever-shifting networks of kinship and allegiance. In such societies, they often serve as leaders and elders. They can use their spirit-given magic to bring healing and blessing. They can defend against their tribes’ enemies with spell and soulmeld. But they can also stand in the way of progress. They are even, in some circumstances, forced to make very difficult and morally-challenging decisions when individuals threaten the balance between society and nature. Their role in their tribes is ambiguous; simultaneously blessing and cursing, healing and holding back.

Daily Life: If they do their job well, Midnight Shaman live much like those around them. They serve their community as protectors and healers, using their spirit-given magic and meldshaping to bless and guard their tribes. But they are also constantly wary for threats to their environment and act ruthlessly if need be. In such circumstances, their days are dominated by tense negotiations or judicious applications of force.

Notables: The most notable Midnight Shaman remain unsung. Societies, even idealized, bucolic tribal groups, tend not to make legends of checks on their growing power. So few Midnight Shaman have gone down in history. And that’s as it should be. The few Midnight Shaman whose names are remembered are famous for their notoriety. Some avoided their duty for too long, fought doomed battles against the tide of urbanization, and are remembered in lore as villains opposed to peace and prosperity. Others fought with too much zeal, becoming boogeymen in the legends of neighboring civilizations.

Organizations: Each Midnight Shaman has his or her own area of responsibility. They only gather in large numbers when an overwhelming threat to the natural world looms on the horizon; a powerful empire that seeks to clear entire forests for wood and agricultural land or an evil necromancer whose zombie swarms threaten to turn all living beings into shambling monstrosities. In these situations, the spirits themselves often intervene, calling a Midnight Conclave of all Midnight Shaman to join forces and confront the problem.



NPC Reactions

Some NPCs react positively to Midnight Shaman, particularly those with strong ties to the natural world or a tribal society. They see Midnight Shaman as kindred spirits and guardians; tireless champions of balance between social and natural worlds. They are inclined to aid Midnight Shaman, providing support, succor, and information. Others might even fight alongside Midnight Shaman.

Others, particularly members of settled, urban civilizations, view Midnight Shaman more negatively. They see Midnight Shaman as implacable opponents to the spread of the enlightenment, peace, and comfort their civilization brings. They view Midnight Shaman and the tribal societies that produce them as backward, savage holdouts against the inevitability of progress.

There are also members of urban civilizations who idolize Midnight Shamans and tribal cultures. They see them as noble and pure, lacking the corruption and decadence brought by the wealth and complexity of urban life. These people, however, are unlikely to actually aid or support a Midnight Shaman. For them, Midnight Shaman are the stuff of parlor conversation and thrilling tales, not flesh and blood mortals. To meet a Midnight Shaman forces them to confront the superficiality of their picture of “noble savages,” an experience few relish. They are initially excited and ask hundreds of questions, but their interest wanes quickly as the reality of a Midnight Shaman doesn’t compare to the idealized archetype from their favorite stories.



Midnight Shaman in the Game

Adaptation: How a DM introduces Midnight Shaman into the game depends on the nature of the party. A more wilderness-focused party could easily based in an area where Midnight Shaman have substantial influence; they fold well into any non-urban society, particularly one associated with an area near where wilderness and settled areas meet. Such a party would have easy access to experienced Midnight Shaman who can train PCs, provide adventure hooks, or serve as allies. Alternatively, the party could be allied with individuals or factions within these societies that want to promote development and urbanization. In this case, the Midnight Shaman might be rivals for influence or enemies of progress.

A party based in an urban civilization would probably encounter Midnight Shaman in very different ways. They might be advanced scouts ahead of an invading army or settlers and frontiersmen looking to expand the reach of their society into savage lands. They might be explorers seeking to open trade routes to distant kingdoms, or agents of logging companies looking for new sources of timber. Either way, they pose a threat to the natural order and might encounter Midnight Shaman as deadly enemies. They could also be idealistic urban youth striking out from the banality of daily life in search of adventure and transcendental experiences in nature. In this case, a Midnight Shaman might be a role model or unexpected savior.

Encounters: Most encounters with Midnight Shaman will take place in the wilderness. Theirs is not a rejection of civilization, merely a belief in balance between settled and wild lands. PCs who threaten pristine wildernesses might arouse their ire, but they could also be much-needed allies for PCs just passing through. Only in the most desperate circumstances would a Midnight Shaman take the fight to the cities. But then, watch out!



The Wild Fringe: EL 20

Long ago, an empire arose. It built colossal cities that grew and flourished. As they grew, they spread; consuming the wild lands between them until the cities grew together, merging into one massive megalopolis that stretched over almost the entire continent. Magic sustained these cities, providing the food people ate, the clothes they wore, and the materials with which they built their houses.

The remnants of the Shaka tribe live in the only place not enveloped by these monstrosities; a cold and forbidding rocky peninsula and island chain far to the south. Only a few clans remain; the others were subsumed by the spreading empire. The tribe's shaman didn't realize the threat until it was too powerful to resist; they either died in ignominious failure or led their people to the islands.

Vishwamitra is the descendent of one of those shaman. Early in his life, he felt the call of the spirits and has spent years honing his abilities and leading his people, hoping to push against the endless cities and bring green and growth back to the world.

Adaptation:
PCs can confront Vishwamitra in several different ways. He might make a stealthy foray into the city and encounter them as they're going about unrelated business. He might also conduct a raid on an outlying neighborhood, drawing the PCs into a fight to drive him away. He might even be an ally, serving as a resource or inspiration for disaffected city dwellers. The PCs might even be members of the Shaka tribe given special tasks by their spiritual leader.

Vishwamitra
Lawful Good Shifter (longtooth) Spirit Shaman 10/Midnight Shaman 10
Init +4, Senses Listen +18, Spot +18
Languages Common, Sylvan
------------------------------------------------
AC 29 (+10 exalted, +4 Dex, +3 deflection, +2 natural), touch 17, flat-footed 25
hp 133 hp (20d8+40)
Fort +19, Ref +13, Will +24
------------------------------------------------
Speed 30 ft (6 squares)
Melee 2 claws +25 (1d4+4) OR touch spell +21
Ranged ranged touch spell +21
Base Atk +14/+9/+4, Grp +14
Special Abilities Spirit Guide, Wild Empathy, Chastise Spirits (20d6, DC 27, 10/day), Detect Spirits, Blessing of the Spirits, Follow the Guide, Ghost Warrior, Warding of the Spirits, Spirit Form (1/day), Guide Magic, Spirit Chakra Bind, Midnight Chastise, Chakra Binds (crown, feet, hands, arms brow, shoulders, throat, waist), Spirit Reaver, Midnight Magic, Perfect Chakra Bind, Endure Elements, Mind Shielding, DR 10/evil, Greater Sustenance, Energy Resistance 15 (acid, cold, electricity, fire, sonic), Freedom of Movement, Regeneration, True Seeing
-----------------------------------------------
Abilities Str 10, Dex 18, Con 15, Int 12, Wis 24, Cha 24
Skills Balance +6, Diplomacy +27, Knowledge (nature) +21, Knowledge (religion) +9, Listen +18, Spellcraft +21, Spot +18, Survival +27, Tumble +6
Feats Vulnerable (flaw), Sacred Vow, Vow of Poverty, Vow of Asceticism (psionic) (http://www.giantitp.com/forums/showpost.php?p=15083312&postcount=1), Extend Spell, Nymph's Kiss, Extra Spell Retrieved (http://www.giantitp.com/forums/showpost.php?p=8626609&postcount=5), Touch of Golden Ice, Intuitive Attack, Midnight Metamagic, Sanctify Natural Attack, Trust in your Guide (http://www.giantitp.com/forums/showpost.php?p=8626609&postcount=5), Exalted Guardian (http://www.giantitp.com/forums/showthread.php?t=164659), Lightness of Body (http://www.giantitp.com/forums/showthread.php?t=164659), Azure Talent, Animal Friend, Extra Shifter Trait (longstrider), Lightness of Spirit (http://www.giantitp.com/forums/showthread.php?t=164659), Servant of the Heavens
-----------------------------------------------
Typical Spells Retrieved
0 (6/day, 3 retrieved) - Cure Minor Wounds, Detect Magic, Know Direction
1st (8/day, 3 retrieved) - Entangle, Faerie Fire, Produce Flame
2nd (8/day, 4 retrieved) - Gust of Wind, Heat Metal, Soften Earth and Stone, Summon Nature's Ally II
3rd (8/day, 3 retrieved) - Call Lightning, Cure Moderate Wounds, Wind Wall
4th (7/day, 3 retrieved) - Dispel Magic, Rusting Grasp, Summon Nature's Ally IV
5th (7/day, 3 retrieved) - Baleful Polymorph, Cure Critical Wounds, Transmute Rock to Mud
6th (7/day, 2 retrieved) - Antilife Shell, Wall of Stone
7th (6/day, 2 retrieved) - Summon Nature's Ally VII, Transmute Metal to Wood
8th (3/day, 1 retrieved) - Earthquake
Psionics - 17/day, 33 augmentation points
1st - Expansion, Far Hand, Force Screen, My Light
2nd - Hustle, Suggestion (psionic)
3rd - Telekinetic Thrust, Ubiquitous Vision
4th - Dimension Door, Metamorphosis, Mindwipe
Typical Soulmelds Shaped - 10 essentia
Manticore Belt - waist, spirit chakra bind
Displacer Mantle - shoulder chakra bind
Dread Carapace - feet chakra bind
Lammasu Mantle - arms
Totem Avatar - heart

Pyromancer999
2013-05-24, 02:05 PM
Curse Tamer

http://Picture URL

Yes, I was once bound to you. Now you are bound to me.
-D'kai Veren, Curse Tamer conversing with his Monster Within

The Harrowed are a cursed lot, being in the unfortunate situation of sharing their body with a terrible entity bound to it, a burden, a curse even, they never asked to bear. Malefactors, on the other hand, use their control of curses to rain misfortune on their enemies, a power granted to them by birthright or, sometimes, hard work. On occasion, these two powers reside within the same person. From there, it is only a matter of time before that individual thinks to use their ability to manipulate misfortune and curses to deal with their own curse, drawing out powers unthought of from the curse they were born with, while their bretheren struggle to handle the creature lying inside of them.

Becoming a Curse Tamer
If a Harrowed comes into his curse-manipulating powers, it is not long before the Harrowed thinks to use those powers to help themselves with their curse. Occasionally, a Harrowed will hear of the powers over curses that a Malefactor has, and seek an apprenticeship to an experienced Malefactor in order to gain the power to deal with their curse.

ENTRY REQUIREMENTS
Skills:Knowledge(Arcana) 9 ranks, Intimidate 9 ranks
Special:Torment the Weak +2d4
Special:Tenebrous Touch 2d6
Feats:One [Harrowed] Feat

Class Skills
The Curse Tamer's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).
Skills Points at Each Level: 4 + Intelligence modifier

Hit Dice: d8

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

1st|
+0|
+0|
+2|
+2|Burgeoning Beast, Curse Control, Grab the Reins

2nd|
+1|
+0|
+3|
+3|Harrowing, Unleash the Beast(1/day, Basic)

3rd|
+2|
+1|
+3|
+3|Elemental Rot(Basic), Underworld Undoing 1/encounter

4th|
+3|
+1|
+4|
+4|Harrowing, Unleash the Beast(1/day, Advanced)

5th|
+3|
+1|
+4|
+4|Share the Change(1), Elemental Rot(Bypass Resistances)

6th|
+4|
+2|
+5|
+5|Harrowing, Unleash the Beast(2/day, Advanced)

7th|
+5|
+2|
+5|
+5|Elemental Rot(Extra Damage), Underworld Undoing

8th|
+6|
+2|
+6|
+6|Harrowing, Unleash the Beast(2/day, Ultimate)

9th|
+6|
+3|
+6|
+6|Share the Change(2), Damned Downfall

10th|
+7|
+3|
+7|
+7|Conformed Curse-Beast, Harrowing, Unleash the Beast(3/day, Ultimate)[/table]

Weapon Proficiencies: A Curse Tamer gains no new weapons or armor proficiencies

Burgeoning Beast: The creature bound to the Curse Tamer becomes able to unleash more and more of its power as the Curse Tamer progresses along their chosen path. Curse Tamer levels stack with Harrowed levels for the purpose of determining the damage and progression of their Tenebrous Touch, as well as the progression of their Two-World Eyes class feature. This stacking of Curse Tamer and Harrowed class levels also applies to determining when they may gain the Scent the Occult, Read the Soul, Dark Whispers, and Sense the Unseen Harrowed class features, although they count as having one level less(minimum 0) in Curse Tamer than they actually do for the this purpose.

Curse Control:In order to progress their ability to control the power of the creature their curse binds to them, a Curse Tamer must also keep up with their curse-manipulating powers. Curse Tamer levels stack with Malefactor levels for determining access to and number of Maleficient Auras and Malefactions, as well as when determining the radius of the Curse Tamer's Maleficient Aura and the progression of the Ripper's Gift class feature. This stacking of Curse Tamer and Malefactor class levels also applies to determining when they may gain the Sense Malice, Vicious Rebuttal, Alacrity, and Otherworldy Stride class features, although they count as having one level less(minimum 0) in Curse Tamer than they actually do for the this purpose.

Grab the Reins:Even in the earliest stages of learning to control their curse, a Curse Tamer learns to draw out at least some power from their beast without incurring the risk of it taking control. At 1st level, the Curse Tamer may, a number of times per encounter equal to 1 + 1/2 their Charisma modifier, use an activated ability of the Harrowed class without incurring a Will save from The Monster Within class feature. Also, the first time each day that a Curse Tamer fails a Will save brought on by the Monster Within class feature, they may automatically re-roll the Will save.

Harrowings:With more power leaking out, the Monster Within continues to change the Harrowed, regardless of how in control they are of it. At 2nd, 4th, and every two levels after, a Curse Tamer gains a Harrowing, as per the Harrowed class feature.

Unleash The Beast:With more power of the Monster Within leaking out, the Monster gains more power when it is in control. At 2nd level, whenever the Curse Tamer loses a Will Save incurred by the Monster Within class feature, the Curse Tamer gains a +2 bonus to all physical ability scores(Dexterity, Constitution, and Strength), as well as a +2 to Wisdom, Charisma or Intelligence, chosen when this class feature is gained. At 4th level, these bonuses increase to +3, and at 8th level, to +4. These bonuses last for as long as the Monster Within is in control.

At 2nd level, the Curse Tamer may draw on this ability once per day, prompting a Will save with a DC equal to 10 + 1/2 the Curse Tamer's effective character level. If the Curse Tamer succeeds, they gain the benefit of the bonuses granted by this class feature when the monster is in control. Should the Curse Tamer fail the save, the Monster Within gains control. The effects of this last for a number of rounds equal to half the Curse Tamer's Curse Tamer class level + Charisma modifier(before any improvements granted by this class feature). This may be done an additional time at 6th level and every 4 levels after.

Elemental Rot:At 3rd level, the power drawn from the creature lying within the Curse Tamer infects their curses. Every time an enemy comes within the radius of the Curse Tamer's Maleficent Aura, they must succeed on a Will save with a DC equal to 10 + their Curse Tamer class level + their Charisma modifier, or suffer an amount of damage equal to 1/2 the Curse Tamer's class level + their Charisma modifier, of the same type of damage as the Curse Tamer's Tenebrous Touch deals, for as long as they are within range of the Curse Tamer's Maleficent Aura. Also, whenever a creature is affected by one of the Curse Tamer's Malefactions, they suffer damage as though they were within range of the Curse Tamer's Maleficent Aura for a number of rounds equal to 1/3 the Curse Tamer's class level + the Curse Tamer's Charisma modifier. The damaging abilities of this class feature do not stack, so a creature affected by one of the Curse Tamer's Malefactions while in range of the Curse Tamer's Maleficent Aura do not take extra damage for being under the effects of one of the Curse Tamer's Malefactions.

At 5th level, this damage bypasses resistances and immunities.

At 7th level, the taint of the elemental power drawn from the Monster within corrupts and damages the bodies of those harnessing similar power. If the damage dealt by this class feature would bypass a creature's resistances or immunities, it deals double damage to that creature.

Share The Change:A Curse Tamer can make use of the power lying within the creature they were cursed with at birth. However, that doesn't necessarily mean they'll be selfish and keep all of that power to themselves. At 5th level, so long as they lie within the range of their Maleficent Aura, a Curse Tamer may share the abilities of one Harrowing they have with a number of allies equal to their Charisma modifier.

At 9th level, the Curse Tamer may share two Harrowings.

Underworld Undoing:A Curse Tamer doesn't only have the ability to draw out curses and the power of the beast they've been spiritually chained to. They can blend the two. At 7th level, as a full round action, a Curse Tamer may make an attack with their Tenebrous Touch. If it succeeds, they may use one of their Malefactions on the target of their Tenebrous Touch as a free action.

Damned Downfall: As a Curse Tamer progresses, they become able to draw out the hatred of their bound creature to enhance their curses. At 9th level, twice per encounter, whenever a Curse Tamer uses their Underworld Undoing class feature and succeeds on either the Tenebrous Touch attack or succeeds in affecting the target with the Malefaction chosen as part of the attack, they may use this class feature. A creature affected by this class feature gains a penalty to all rolls equal to 1/2 the Curse Tamer's Charisma modifier for a number of rounds equal to half the Curse Tamer's class level. Multiple uses of this class feature on the same target do not stack or overlap.

Also, whenever the Curse Tamer succeeds with both the Tenebrous Touch attack and affecting the target with a Malefaction with their Underworld Undoing class feature, the Curse Tamer gains a +1 bonus to both the attack roll of the next Tenebrous Touch attack they make as well as the DC of the next Malefaction they use.

Conformed Curse-Beast: At 10th level, the Curse Tamer has finally done it. They have fully tamed the creature lying within them, or at least as fully as anyone may hope to. This reaches to the point where they may let the creature out to the extent of manifesting even parts of the creature into being. For a number of rounds per day equal to the Curse Tamer's class level, they may enter Unhinged Beast Mode. When under the effects of Unhinged Beast Mode, the Curse Tamer gains a +6 bonus to all ability scores affected by Unleash the Beast. Also, they may make use of the Underworld Undoing class feature as a standard action instead of a full-round action. The effects of Unhinged Beast Mode do not stack with Unleash the Beast. These rounds need not be spent consecutively, but must be spent in two-round intervals.



Playing a Curse Tamer
A Curse Tamer is a character with a strong enough will to cow the same sort of beast that folks in similar situations would find to be overbearing and haunting their life. Hence, a player may want to reflect that in ways listed below.
Combat: A Curse Tamer will be more aggressive in combat. They have more damage-dealing abilities, and at higher levels, display the ability to enhance their debuffing ability through class features like Underworld Undoing, as well as provide some buffing for their allies through Shared Change.
Advancement: A Curse Tamer will have the combined abilities of the Harrowed and the Malefactor, and stack with them for the progression of certain abilities. It's recommended that the Curse Tamers max out their levels in the Curse Tamer class, and then focus on progressing their Harrowed and/or Malefactor levels to give them greater abilities in one area or another. Roleplay-wise, since your character is presumed to be able to cow a legendary evil creature, you may want to max out ranks in Intimidate to reflect that. Also concerning roleplay, you may want to pick up a few more [Harrowed] feats to reflect the power you've been able to wrest from the creature inside or control you've gained over it.
Resources: What resources might a member of this PrC be able to draw on..

Curse Tamers in the World
"I love Talen! Whenever she comes into the room, it's like Hextor himself has entered the building!"
-Melreth Skullbasher, an unusually cheery Cleric of Hextor, talking about her Curse Tamer companion

A Curse Tamer is capable of cowing a legendary evil creature. This is no small feat, and even if some people don't fear them as they do a regular Harrowed, they will fear them for that. However, due to the natural charisma that Malefactors can sometimes display, Curse Tamers can usually find a group of friends who will not shun them, and even make their presence acceptable at places.
Daily Life: A Curse Tamer's daily life is one of relaxation compared to when they were a regular Harrowed, but still somewhat cautious. A Curse Tamer must take care to hid their abilities as normal Harrowed and some Malefactors do. However, since they have gained more control over the Monster Within, they do not have to let that caution overtake their lifestyle, and thus can function as a normal person of whatever occupation they choose, adventurer or not.
Notables: Born a normal Harrowed to one human and one half-elf parent, D'kai Veren struggled with the creature bound to him, a creature of flame and fury named Vreth. This struggle continued until puberty, when D'kai manifested the ability to use curses. He harnessed this ability for a while, until he eventually came across the idea to use his power over curses to help his curse. After a few disastrous attempts, he managed to use his power to subdue Vreth a bit. His path may have ended there, except that he came across a Harrowed that records decline to name as anything other than simply Jin. Jin was a Harrowed who had learned to somewhat tame the creature inside of him on his own through discipline, and displayed some enhanced power, although nothing like a modern Curse Tamer. D'kai learned Jin's methods, then combined them with his own abilities. Thus, he became the first Curse Tamer. He then traveled across the globe, seeking out other Harrowed and teaching them to tame the creatures lying within them, even if only a little bit, until his eventual supposed death.
Two Curse Tamers in modern times are Verisia Claritas and J'tal Damonken. Struggling with her curse until a few years ago, Verisia struggled with her own creature within. However, during one of her rampages, she found herself lost in the wilderness. Eventually, she found a copy of the journal of D'kai Veren, and from it, learned how to control the creature inside of her and became a Curse Tamer. Inspired by the personal notes contained within the journal, Versia uses her powers to help others, even if those she helps would shun her for her powers.
J'tal Damonken, on the other hand, helps no one. From the time he was little, J'tal had little trouble controlling the creature within, becoming a vile being all on his own. Eventually, his curse-using powers manifested, and he put them to what was a good use for him, but was extremely detrimental to others. Figuring that he wasn't doing enough evil, J'tal worked to manipulate his curse so that he could draw out more power of the creature within him to do even greater acts of evil. Although regarded by them as an example of how to not behave, the small community of Curse Tamers also respects J'tal's ability to have been one of three known self-taught Curse Tamers in history.
Organizations: No organization currently exists for Curse Tamers. Although there is a loose network amongst Curse Tamers that allows for those seeking to become a Curse Tamer to find a mentor, there are few Harrowed in the world, and by extension even fewer Curse Tamers, leading to no current organization for Curse Tamers existing.

NPC Reaction
NPCs will usually react with even more fear and horror of Curse Tamers than even a regular Harrowed, as unlike a normal Harrowed, a Curse Tamer has somewhat embraced their curse, if only to control it. The exception to this rule is areas where arcane magic is predominant. Then, many wizards and other arcane spellcasters will often respect the Curse Tamer for managing to tame such a powerful creature, and inquire into their methods, while treating them as equals. Some may or may not attempt to use them as lab rats, but usually do not do anything that would inflict permanent harm.

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

Techwarrior
2013-05-24, 03:12 PM
ELUSIVE SHADOW

http://Picture URL

One cannot kill what one cannot see.

A general description of whatever the class is!

BECOMING AN ELUSIVE SHADOW
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Skills: Hide 8 ranks, Concentration 8 ranks, Spellcraft 4 ranks, Martial Lore 4 ranks
Spelcasting: Must be able to spontaneously cast one Illusion spell of at least 2nd level and 3 additional Illusion spells of any level.
Maneuvers: At least one Shadow Hand maneuver of 2nd level and one additional Shadow Hand maneuver
Stances: 1 Shadow Hand Stance of any level
Feats: Shadow Trickster, Dodge

Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (arcana) (Int) Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level|BAB|Fort|Reflex|Will|Special|M.Known|M.Ready |Stances|Spellcasting

1st|
+x|
+x|
+x|
+x|Embrace the Shadows|1|0|0

2nd|
+x|
+x|
+x|
+x|Elusive Shadow Strike|0|0|0|+1 Level of existing spellcasting

3rd|
+x|
+x|
+x|
+x|Sneak Attack (1d6)|1|1|0|+1 Level of existing spellcasting

4th|
+x|
+x|
+x|
+x|Elusive Shadow Theurgery|0|0|1|+1 Level of existing spellcasting

5th|
+x|
+x|
+x|
+x|Evasion|1|0|0|+1 Level of existing spellcasting

6th|
+x|
+x|
+x|
+x|Elusive Shadow Facade, Sneak Attack (2d6)|0|0|0|+1 Level of existing spellcasting

7th|
+x|
+x|
+x|
+x|Quivering Shadows|1|1|0|+1 Level of existing spellcasting

8th|
+x|
+x|
+x|
+x|Elusive Shadow Cunning|0|0|1|+1 Level of existing spellcasting

9th|
+x|
+x|
+x|
+x|Sneak Attack (3d6)|1|1|0|+1 Level of existing spellcasting

10th|
+x|
+x|
+x|
+x|Elusive Shadow Mastery|0|0|0|+1 Level of existing spellcasting[/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

Kazyan
2013-05-24, 03:34 PM
MIND GLIDER
A long striding slide, momentum, and they're dead already. Funny that.

The secret of smooth motion allows anyone to stay quiet and hidden, or strike with momentum. Sliding along the ground can be a source of freedom, but it's also good for lending its speed to a particularly hard blow. Scouts that have learned some psychic powers can take advantage of freer movement, fusing it with their swift and deadly fighting style. Psionic power augments their motion so that they glide across the ground, flitting from cover to cover, and striking with vicious precision. These are the mind gliders.

BECOMING A MIND GLIDER
Up-and-coming mind gliders are typically those with equal experience as scouts and lurks, though some take the Lurk Master feat and get in earlier.

ENTRY REQUIREMENTS
Class Features: Skirmish +1d6/+1, 3rd-level Lurk Augments
Powers Known: Skate
Feats: Speed of Thought
Skills: Hide 7 ranks, Move Silently 7 ranks, Tumble 7 ranks, Psicraft 4 Ranks

Class Skills
The mind glider's class skills (and the key ability for each skill) are Autohypnosis, Balance, Climb, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (psionics), Listen, Move Silently, Psicraft, Ride, Search, Sense Motive, Speak Language, Spot, Survival, Swim, Tumble, and Use Rope.

Skills Points at Each Level: 6 + int

Hit Dice: d6

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

1st|
+0|
+0|
+2|
+0|Free Skate, Lurk Augments|+1 manifester level

2nd|
+1|
+0|
+3|
+0|Augment Movement, Skirmish +1d6|+1 manifester level

3rd|
+2|
+1|
+3|
+1|Unknown Motion (cover)|+1 manifester level

4th|
+3|
+1|
+4|
+1|Free Motions, Skirmish +1d6/+1|+1 manifester level

5th|
+3|
+1|
+4|
+1|Momentum Augmentation|+1 manifester level

6th|
+4|
+2|
+5|
+2|Unknown Motion (Spring Attack), Skirmish +2d6/+1|+1 manifester level

7th|
+5|
+2|
+5|
+2|Free Motions|+1 manifester level

8th|
+6|
+2|
+6|
+2|Psionic Travel (focus), Skirmish +2d6/+2|+1 manifester level

9th|
+6|
+3|
+6|
+3|Unknown Motion (Bounding Assault)|+1 manifester level

10th|
+7|
+3|
+7|
+3|Free Motions, Augmented Instant, Skirmish +3d6/+2|+1 manifester level
[/table]

Weapon Proficiencies: A mind glider gains no proficiencies with weapons or armor.

Manifesting: At every level, you gain additional power points per day, and an increase in manifester level, as if you had also gained a level in whatever manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained, including powers known. If you had more than one manifesting class before becoming a mind glider, you must decide to which class to add each level for the purpose of determining power points per day, powers known, and manifester level.

Lurk Augments: Levels in mind glider stack with levels of lurk for the purposes of number of lurk augments and lurk augments known.

Free Skate (Su): The mind glider is under the effect of a continuous skate effect.

Augment Movement (Su): At 2nd level, a mind glider can use their lurk augments to augment their movement as part of a move action, instead of melee attacks. These augments last for the duration of one move action instead of 1 round. Available augments are below.


Movement Augmentations

8th: Faster Movement: Your speed of one selected movement mode increases by 5'. For every 2 power points you spend, this increases by an additional 5'.
11th: Flawless Stride: As the scout ability. If you spend 6 power points, the mind glider can also move normally through squares that have been magically manipulated to impede movement.
14th: Air Skate: You can fly at poor maneuverability with a speed equal to your land speed.You must end the flight solidly supported or immediately move again using Air Skate once more, or you fall. For every 2 power points you spend, the maneuverability increases by one step, to a maximum of perfect.
17th: Earth Glide: As the Earth Elemental ability. You must end the glide outside of the ground or immediately move again using Earth Glide once more, or you fall, or be shunted out of it to the nearest open space, as dimension door.
20th: Force Glide: As Earth Glide above, except that you can also move through force effects. You are immune to force effects during the move action.

Skrimish: At 2nd level, the mind glider can skirmish, as the scout ability, which progresses at the same rate as the scout's progression.

Unknown Motion (Su): At 3rd level, a mind glider can move between cover swiftly enough that no one notices. While a mind glider is hidden from a number of creatures, they can select another point at which they can also be hidden from them due to cover, and is also within one move action of distance. (If the mind glider has the Hide in Plain Sight ability, they can pick any point in which they could Hide in Plain Sight.) They can then use a move action to move there, as part of the selection. The mind glider remains hidden during this movement and upon reaching the destination, even if it requires them to break cover, or if they would otherwise be spotted.

Using Unknown Motion to get to another point of cover also prevents abilities such as scent, blindsight, and Mindsight from detecting the mind glider, if any such detection abilities originate from a creature the mind glider was hidden from in the first place. Essentially, they're treated as if they were still where they used to be for the purposes of those abilities that bypass hiding via Hide checks.

At 6th level, the mind glider can make a single attack during the move action, as if using the Spring Attack feat. If they do so, and the target is unaware of the mind glider's location, the target does not automatically become aware of where the mind glider is--but they do get to make a Spot check to detect them, opposed by a Hide check made at a -10 penalty. At 9th level, the mind glider can make two attacks during move action as if by the Bounding Assault feat, each allowing a Spot check.

Free Motions (Su): At 4rd level, a mind glider is continuously under the effect of one of the following powers. These powers cannot be augmented. The mind glider gains the ability again at 7th level and again at 10th.

- catfall
- float
- mighty spring
- body equilibirum

At 10th level, the mind glider can also select levitate, psionic in place of one of the above options.

Momentum Augmentation (Su): At 5th level, a mind glider can use use enhanced speed to improve lurk augments. As part of a lurk augment, the mind glider can expend their psionic focus. The lurk augment is improved as if a number of power points had been spent equal to the number of feet the mind glider moved this round, divided by 20. This can be further improved by spending actual power points, but even so, the total improvement cannot exceed the mind glider's manifester level.

Psionic Travel (Su): At 8th level, a mind glider can expend their psionic focus as swift action to immediately move up to their speed. This movement can be enhanced with Augment Movement.

Augmented Instant (Su): At 10th level, a mind glider can use one lurk augment as an immediate action to move up to 5'. If this is done in response to an attack, the attack has a 20% miss chance. This movement can be enhanced with Augment Movement.

PLAYING A MIND GLIDER
A mind glider is even faster than a scout, and all about movement. If you're not moving, you're not using your strengths. Mind gliders can hide and drive-by attack, which is their best strategy by far.
Combat: Mind gliders lack advanced psionic powers, but they're excellent at moving around the battlefield quickly and unnoticed, while dealing precision damage. Advance mind gliders can also deal skirmish damage more than once on a turn, making them adequate damage dealers on top of being difficult to find--let alone pin down.
Advancement: Returning to the Lurk or Scout classes is to a mind glider's advantage in their role, but they can also benefit from any stealth-oriented or psionic class. Anarchic Initiate can allow very powerful lurk augments, while Swordsage splashes well into a mind glider build.
Resources: Mind gliders can benefit from speed enhancements, any method of moving and attacking multiple times, and psionic equipment for augmentation of their low-level powers. Stealth equipment is articularly welcome, as both component classes of the mind glider are stealth-capable.

MIND GLIDERS IN THE WORLD
So she's in the bar, and two minutes later the bandits clear on the other side of town are tagged and bagged...and no one saw a thing. Unbelievable. 'Specially since she was back at the bar within the moment.

Mind gliders are received much like scouts would be. Their psionic presence is less commonly comented upon, as it's lower-key. Allies of mind gliders find them to be like protective spirits, going anywhere without a sound, unspotted. Enemies find them to be guerilla nuisances with a special psionic kick.
Daily Life: Mind gliders tend to spend a lot of time in pastime exercises when they need leisure, and in meditation when they need to work. They swing between moving very vest and being still, the former as an exertion of the psionic prowess and the latter to keep themselves sharp. They are typically secluded people, preferring a wide berth of personal space.
Notables: Anniki Sparkler, a Mechanatrix Scout 3/Lurk 3/Mind Glider 6/Electrokineticist 2/Kensai 2, is known to be hard to be find, harder to keep track of, and hardest of all to kill--a blight to those who would fail to uphold the law wherever she goes in her quest to end crime across the material. She likes to strike with her +1 Vicious Electricity Lash that heals her slightly with most hits. She's currently on the chase of Glazkvok, an evil Greater Earth Elemental Scout 3/Lurk 1/Mind Glider 10, who delights in strafing targets from inside the ground using Unknown Motion to never be noticed.
Organizations: Mind Gliders swarm around a location known as the Turquoise Temple, as part-time wardens known as the Aquaria. The Turquoise Temple contains a variety of golems, traps, and detection devices in its 3-dimensionally labyrinthine hallways, making it uniquely suited to Unknown Motion. It even contains rooms filled with water, and the walls grow a turquoise crystal that gives the temple its namesake. Resting in the temple restores 1 power point per minute relaxing and 1 lurk augment per hour, making it an ideal home for the Aquaria.

NPC Reaction
Beyond their air of mystery regarding their psionic talent and their seeming defiance for constraints of motion, mind gliders aren't seen as anything particularly out of line. They're enhanced scouts that can add bewildering traits to their weaponry, which lead the commonfolk to be confused as to what exactly they are and how they do that they do. But largely, they are allowed integration, for reasons described above.

MIND GLIDERS IN THE GAME
Mind gliders are essentially the "rogue" archetype, but focused on speed. Combining Scout and Lurk results in a character more focused on speed and hiding than anything else.
Adaptation: It's easy to increase the level of intended entry and make their flagship power of the class be psionic levitate instead of skate, in a game in which flight is more important than usual. To do so, simply require higher-level lurk augments and swap skate for psionic levitate everywhere.
Encounters: Chances are the Mind Glider is going to get the jump on you and it will be a challenge to stamp out. One has to find a mind glider and keep them in place before they can hide, because if they hide somewhere, they might just go somewhere else right under your nose.

Sample Encounter
EL 14: The Turquoise Temple's basement is a blocky sort of obstacle course darkened by magical deeper darkness, but no one likes to go down there. If the PCs get too deep inside while looking for treasure, they get ambushed by a super-mutant Runehound that has learned how to be a mind glider just as well as the civilzed races. It prefers to hit and run between cover, using its uncanny blindsense to keep track of all PCs.

The Runehound uses Unknown Motion (Bounding Assault) to attack with one head and then the other as its primary strategy, allowing it to attack and move between cover. The runehound has also been obverving the PCs in previous fights with its widened blindsense, and can make plans to avoid their usual tactics. It will try to attack what it perceives the weakest members with its Vile Spew whenever it isn't recharging, which can deal 20d6 damage.

The runehound can "see" perfectly fine in the magical darkness, and depends on the PCs not being able to.


Mutant Runehound
NE Two-headed Runehound Lurk 1/Scout 3/Mind Glider 9
Init +4, Senses: Listen +1, Spot +24, blindsight 1,000 ft.
Languages Undercommon, Runehound
------------------------------------------------
AC 17, touch 12, flat-footed 15
hp 200 (20 HD, 10d8+10d6)
Fort +12, Ref +16, Will +12
------------------------------------------------
Speed 60 ft. (12 squares), +10 ft. if psionically focused, +15 ft. unless going uphill
Melee Bite +22 melee (2d6+8) or vile spew +16 ranged touch (see text)
Base Atk +13, Grp +21
Atk Options
Attack: Bite +22 melee (2d6+8) or vile spew +16 ranged touch (see text)
Full Attack: 2 Bites +22 melee (2d6+8) or vile spew +16 ranged touch (see text)
Combat Gear +4 Headband of Intellect
Supernatural Abilities Psychic Scent, Uncanny Blindsight, Free skate, Augment Movement, Unknown Motion (Bounding Assault), Momentum Augmentation, Psionic Travel, Free Motions (catfall and mighty spring), Lurk Augment (as 10th-level lurk but can access 11th-level augments)
-----------------------------------------------
Abilities Str 26, Dex 16, Con 22, Int 13, Wis 12, Cha 6
SQ Damage reduction 7/silver, extended reach, fast healing 3, trapfinding, uncanny dodge, skirmish +4d6/+3,
Feats Combat Reflexes, Wild Talent, TrackB, Weapon Focus (Bite)B, Speed of Thought, Lurk Master, Widen Supernatural Ability, Iron Will, Thick-SkinnedSS
Skills Hide +26, Move Silently +26, Spot +24, Survival +10 (+30 when tracking)
Possessions Equipment
-----------------------------------------------
Vile Spew (Ex): The mutant runehound can produce two noxious substances that it can spit with tremendous force. It canemit a stream of acid that deals 1d6 points of damage for every Hit Die the runehound possesses (20d6, in this case), with a DC 23 Reflex save halving this damage. Alternatively, it can spit a glob of glutinous goo that acts as a single-target web spell; a DC 23 Reflex save negates the effect. Both attacks have a range of 100 feet, require a successful ranged touch attack, and can be used once every 1d4 rounds. The save DC is Constitution-based.

Uncanny Blindsight (Su): The mutant runehound is blind but perceives is surroundings with its psychic senses. This ability provides a runehound with blindsight out to 500 feet. In addition, a rune-hound cannot be flanked. Due to the mutant runehound's Widen Supernatural Ability feat, the blindsight range is increased to 1,000 feet, allowing it to observe a possible threat's tactics and plan from much father away.

Prime32
2013-05-24, 06:08 PM
BLESSED SOULWRIGHT

http://Picture URL

Quote of Some Kind by a member of the class!

DIY holy avenger

BECOMING A BLESSED SOULWRIGHT
The majority of blessed soulwrights are paladin/soulknives, though in theory any class or bloodline which provides access to Smite Evil would allow entry.

ENTRY REQUIREMENTS
Special: Psychic strike +1d8
Special: Smite evil

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

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+2|Blessed synergy, devoted strike, divine blade|+1 level of paladin

2nd|
+2|
+3|
+0|
+3|Holy shroud|+1 level of existing spellcasting class

3rd|
+3|
+3|
+1|
+3|Holy blade|+1 level of existing spellcasting class

4th|
+4|
+4|
+1|
+4|Greater holy shroud|+1 level of existing spellcasting class

5th|
+5|
+4|
+1|
+4|Blade of evil's bane, spellbreaker|+1 level of existing spellcasting class

[/table]

Weapon Proficiencies: Blessed soulwrights do not gain any new proficiencies with weapons or armor.

Spellcasting: When a new blessed soulwright level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting.
If a character had more than one spellcasting class before becoming a blessed soulwright, he must decide to which class he adds the new level for purposes of determining spells per day. At 1st level he must choose to advance paladin spellcasting; if he does not possess any levels in paladin then he gains no benefit at that level.
This ability may be used to increase your effective paladin level for spellcasting even if you cannot yet cast paladin spells.

Blessed Synergy: Your levels in paladin, soulknife and blessed soulwright stack for determining the enchantments of your mind blade, your effective cleric level for turning undead (if any) and the damage bonus of your Smite Evil ability.

Devoted Strike: When a blessed soulwright uses their Psychic Strike ability against an evil creature, it is not considered a mind-affecting effect. This allows the soulwright to deal Psychic Strike damage even to creatures normally immune to mind-affecting effects, such as undead.

Divine Blade: Whenever he conjures or shapes a temporary magic weapon (such as a mind blade), a blessed soulwright may choose for it to take a form resembling his deity's favored weapon. If it is of the same type (melee/projectile/thrown) and weight category (light/one-handed/two-handed) as his deity's favored weapon then it actually gains the base stats of a weapon of that kind, otherwise it merely gains cosmetic traits of that weapon (eg. a weapon transformed to resemble a greatclub would become bulkier, while one themed after a morningstar would sprout ornamental spikes). While in this form the weapon radiates light as a torch, may be used as a holy symbol of your deity, and is treated as cold iron for overcoming damage reduction.

Holy Shroud (Sp): At 2nd level the energy of a blessed soulwright's weapon extends across his body, wreathing it in luminous armor. As long as he holds a weapon to which he has applied his Divine Blade class feature, the soulwright gains the benefits of a continuous protection from evil effect. If he wears actual armor, then it is considered one category lighter whenever that would be beneficial (e.g. for determining his movement speed and whether he may use the Evasion ability).

Holy Blade: At 3rd level any weapon under the effects of your Divine Blade class feature also gains the holy property, dealing +2d6 damage to evil targets and overcoming DR/evil. This does not count against your normal limit on enchantments the weapon may possess (if any).

Greater Holy Shroud (Sp): At 4th level, the blessed soulwright's Holy Shroud improves to replicate magic circle against evil, except that you and allies within range also gain Spell Resistance equal to 11 + your character level.

Blade of Evil's Bane (Su): At 5th level any weapon under the effects of your Divine Blade class feature has an effective enhancement bonus of +2 higher when used to attack an evil creature. This stacks with the bonus provided by a bane weapon, if your weapon has that property.

Spellbreaker (Su): At 5th level a blessed soulwright may create a greater dispel magic effect as a standard action at will, with a bonus on the dispel check equal to the sum of his paladin, soulknife and blessed soulwright levels. While he may use the area dispel option at any time, he must expend his psionic focus to perform a targeted dispel or counterspell. The soulwright must be holding a weapon under the effects of his Divine Blade class feature to use this ability.

Multiclass Note: A paladin who becomes a blessed soulwright may continue advancing as a paladin. His soulknife levels no longer prevent him from advancing as a paladin.

PLAYING A BLESSED SOULWRIGHT
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.

BLESSED SOULWRIGHTS 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).
In the world of Eberron, ? (LG Kalashtar Paladin 2/Soulknife 3/SoulbowCP 1/Blessed soulwright 3) is a champion of the Silver Flame.
Organizations: Blessed soulwrights can be found in any organisation which contains paladins, though the self-derived nature of their powers gives them a slight preference for secular or interfaith orders over those devoted to a specific deity.

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.

BLESSED SOULWRIGHTS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: Blessed soulwrights make use of psionic mechanics, which may clash with how psionics are treated in your setting. While the soulknife class can be purged of psionic elements simply by removing or replacing its Wild Talent and Speed of Thought feats, Greater Holy Shroud and Spellbreaker could be modified to work while you hold/expend the charge for Psychic Strike rather than psionic focus.
If you make use of evil paladin variants, then this class could be converted to an evil PrC by inverting all alignment references in its abilities and prerequisites.
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

zhdarkstar
2013-05-25, 01:51 AM
MECHA SENSHI

https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn2/970688_10151922498013625_1345416378_n.jpg

"They thought I was crazy making them all look like lions..."
-High Commander Kogane of the Arusian National Guard

Sometimes Iron Men receive the gift of the power of Justice in their journeys. Other times Sentai discover the knowledge of the power of Repulsors. The adventurers who learn how to blend these two powerful forces are known as the Mecha Senshi


BECOMING A MECHA SENSHI
Mecha Senshi are exclusively made of adventurers who have completed the most basic training in the ways of the Iron Man (http://www.giantitp.com/forums/showthread.php?t=258113) and Sentai (http://www.giantitp.com/forums/showthread.php?t=264677).

ENTRY REQUIREMENTS
Skills: Craft(armorer) 15 ranks, Knowledge(engineering) 13 ranks, Disguise 10 ranks, Diplomacy or Intimidate 10 ranks, Tumble 10 ranks, Martial Lore 10 ranks
Feats: Battery-Powered Senshi, Extra Armor Modification, Martial Study
Maneuvers: Must be able to initiate maneuvers of 7th level, must know at least 2 maneuvers or stances from the Golem Heart (http://dnd-wiki.org/wiki/Golem_Heart_(3.5e_Martial_Discipline)) discipline of 2nd level or higher
Special: Henshin class feature, Quickened Henshin class feature, Armor Modifications class feature, Repulsor class feature, Construct Armor class feature


Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Listen (Wis), Martial Lore (Int), Perform (any) (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special|
Maneuvers Known|
Maneuvers Readied|
Stances|
Armor Modifications

1st|
+0|
+0|
+2|
+0|Battery, Sentai Progression, Hero Armor Suits, Sentai Ability|1|0|0|+1 Iron Man Level

2nd|
+1|
+0|
+3|
+0|Mecha Ability|0|1|0|+1 Iron Man Level

3rd|
+2|
+1|
+3|
+1|Sentai Ability|1|0|1|+1 Iron Man Level

4th|
+3|
+1|
+4|
+1|Mecha Ability|0|0|0|+1 Iron Man Level

5th|
+3|
+1|
+4|
+1|Extra Suit|1|0|0|+1 Iron Man Level

6th|
+4|
+2|
+5|
+2|Mecha Zord Armor, Mecha Ability|0|1|0|+1 Iron Man Level
[/table]

Weapon Proficiencies: A Mecha Senshi gains no new proficiencies.

Maneuvers: At 1st level, and every two levels thereafter, you learn a new maneuver from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal. In addition, at 2nd level and every 4 levels thereafter, you can ready an additional maneuver.

Stances: At 3rd level, you learn a new stance from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal.

Iron Man Progression: At each level, you gain new modifications as if you had also gained a Iron Man level, including any level required modifications. You may add your Mecha Senshi levels to your Iron Man levels to determine your effective Iron Man level for your Iron Man class features whose effects depend on your level, except for Repulsors.
Special: This also applies to abilities gained from archetypes which advance by character level, such as War Machine's Ballistic Training and Natural Forger's Natural Surge.

Battery: At each level, your battery pool increases by two points.

Sentai Progression: You may count all of your levels in Mecha Senshi as Sentai levels for determining your effective Sentai level.

Sentai Ability: At 1st level and 3rd level, you gain a new Sentai Ability for which you meet the prerequisites.

Mecha Ability: At 2nd level and every two levels thereafter, you gain a new Mecha Ability for which meet the prerequisites.

Hero Armor Suits (Su): Starting at 1st level, Battery-Powered Senshi now applies to all of your Armor Suits, with the Armor Suit originally enhanced by Battery-Powered Senshi being your primary suit and all other suits secondary. While in Henshin, as the same action you took to enter Henshin, you may spend 1 battery point to change suits. Upon gaining a level, you may exchange one [Suit] ability gained from class levels for another for which you meet the prerequisites, to a maximum number of changed abilities equal to your Intelligence modifier per secondary Armor Suit. You gain Extra Suit as a bonus feat at 5th level. Whenever you gain a new [Suit] ability for your primary suit, all secondary suits gain a [Suit] ability for which you meet the prerequisites if that suit hasn't reached the maximum amount of changed abilities. Otherwise, your secondary suits gain the same ability as the primary suit.
Special: If you have access to all three Sentai Weapon options, you may choose which two options are given up for each secondary suit.
Special: You may add your Rider's Steed bonus to any suit while wearing it.

Mecha Zord Armor (Su): At 6th level, you gain the ability to combine three of your Hero Armor Suits into a suit of untold power as a full-round action. The character's size increases by one category (with the summary benefits and penalties of this size increase) while this Mecha Zord Armor is in effect, and gains a +8 size bonus to Strength, a -2 size penalty to Dexterity. Choose a suit to be considered the base suit. The Mecha Zord Armor's armor bonus to AC is equal to the base suit's armor bonus plus half of the combined armor bonus of the other component suits, enhancement bonuses not included in the calculation. Temporary hit points are calculated in the same manner as the armor bonus. While Mecha Zord Armor is being worn, the character has access to any wondrous items, suit abilities, or armor mods, except for Powerful Build, that the component suits have access to. Unarmed strikes and repulsors use the Strike of Justice damage type of the base and component suits, respectively. The Mecha Zord Armor's battery pool is double the normal battery pool for Hero Armor Suits. Additionally, the strain of using Mecha Zord Armor drains the character's battery reserve, costing the character ten points of battery power to fuel the armor's abilities once donned, and the character may use Mecha Zord Armor for a number of hours equal to his Constitution modifier, beyond that he is fatigued and must remove the Mecha Zord Armor. Even though this is an extension of Henshin, your normal Henshin duration (rounds or minutes) is considered suspended while you are operating the Mecha Zord Armor. The Mecha Senshi may not operate the Mecha Zord Armor again until he has rested for an hour. You may use this ability once per day.
Special: If more than one of the component suits has the Combat Theme ability, only the base suit can make use of its Combat Theme.
Special: You may only summon the Sentai Weapons of the base suit when in Mecha Zord Armor. Any Sentai Weapons summoned while in Mecha Zord Armor are summoned in the appropriate size and wielded without penalty.
Special: If Mecha Zord Armor results in multiple wondrous items occupying the same magic item slot, only one item (or two rings) of your choice will be active at time of combination. You may spend 1 battery point as a swift action to change an active magic item.
Special: The enhancement bonus to AC of the Mecha Zord Armor is based on the base suit. You also have a pool of enhancement bonus equal to half of your Sentai level. This pool can only be spent on magical armor abilities that your suits already have. These chosen abilities are applied to the Mecha Zord Armor

Mecha Abilities:
Adaptable Sentai Weapon System [Mecha]
Requirements: Power Matrix, all 3 Sentai Weapon options
Benefit: Upon taking this feat, you may change the Strike of Justice damage type for any Sentai Weapon option not given up for Battery-Power Senshi for your secondary suits. Your choices cannot be changed later. You may spend 1 battery point as a free action to augment your Sentai Weapon, adding your repulsor damage to weapon damage until the end of your turn.
Special: You may switch the base suit of your Mecha Zord Armor as a move action by spending 1 battery point. Adjust your AC and Temporary HP accordingly, however your Temporary HP cannot increase as a result of this change, only decrease.
Special: When you gain a new suit via Extra Suit or Iron Man class levels, you may choose what Strike of Justice element it uses. This choice cannot be changed later.
Special: You may add the attack bonus granted by Targeting Matrix to ranged attacks made with Sentai Weapons.

Crushing Blows [Mecha]
Requirements: Knuckle Bombs, Enhanced Weapon
Benefit: Your unarmed strikes while in your Hero Armor Suit use your Superior Unarmed Strike damage increased by one die step.


Repulsors of Justice [Mecha]
Requirements: Elemental Repulsors, Strike of Justice
Benefit: Add acid and force to the type options for Elemental Repulsors. Changing the damage type of your Repulsors is now a free action. As a swift action, you may spend 1 battery point as an augmentation to change the Strike of Justice damage to the same type of damage as your Repulsors for 1 round per Effective Sentai Level.

Repulsor Bolts [Mecha]
Requirements: Targeting Matrix, Bolt of Justice
Benefit: You may add your unarmed strike damage to your Repulsor damage for attacks within 10 feet. As a swift action, you may spend 1 battery point as an augmentation to add it regardless of range for 1 round per Effective Sentai Level.
Special: This damage counts as the same type as the Repulsors if Elemental Repulsors are installed. This damage is also added to Repulsor Blades.
Special: Mecha Senshi with Repulsor Lord levels gain Knuckle Bombs as a bonus modification known.

Mecha Senshi Knight [Mecha]
Requirements: Force Shields, Sentai Knight, Enhanced Shield
Benefit: Your shield bonuses from Force Shields and Sentai Knight stack with each other. You may add the shield's enhancement bonus to AC to attack and damage rolls made to shield bash.

Sentai Weapon Integration [Mecha]
Requirements: Enhanced Weapon, Power Matrix
Benefit: As a swift action, you may spend 1 battery point as an augmentation to summon any of the Sentai Weapons that were given up for Battery-Powered Senshi for the duration of Henshin. It retains any magic weapon abilities it had. Use your effective sentai level to determine its enhancement bonus.
Special: If you have Powerful Build installed, you may summon the weapon as one size bigger without penalty.

Emergency Protocols [Mecha]
Requirements: Power Matrix, Heroic Endurance, Escape Artist 10 ranks
Benefit: Henshin no longer ends due to a failed augmentation or battery pool reaching 0 points. Upon a failed augmentation, you may either let the suit restart as normal or dismiss it as a free action. If your suit's battery pool reaches 0 points, it is dismissed. When your suit is dismissed, you may summon your original Hero Suit and weapons as a free action or summon a new suit by spending 1 battery point from the summoned suit as an immediate action. Your original suit and weapons retain any magical abilities they had and use your effective sentai level to determine enhancement bonus. Alternatively, if your Henshin duration expires before your suit's battery pool reaches 0 points, you may stay in your suit until your battery pool runs out or you suffer a failed augmentation. In this state, your armor loses access to any sentai abilities and determines its enhancement based the Armor class feature.

Ultra Mecha Zord Armor [Mecha]
Requirements: Powerful Build, Mecha Zord Armor, At least 4 Hero Armor Suits
Benefit: If installed on the base suit, the size increase from Powerful Build carries through when in Mecha Zord Armor, being treated as two sizes larger than the base creature. When forming Mecha Zord Armor, you may combine an additional number of suits up to your Intelligence modifier. Each additional suit increases the combined battery pool by half of the normal battery pool. For each two suits combined beyond the original three, increase your size category by one, increase your size bonus to Strength by 2, and decrease the size penalty to Dexterity by -1. For every size increase above Large, your repulsor damage die increases in size, with a limit of d12 at Colossal.
Special: You may now use your Modular Armor as the base suit, which counts as two suits for the purposes of Ultra Mecha Zord Armor.

Enhanced Combat Theme Protocols [Mecha]
Requirements: Power Matrix, Combat Theme
Benefit: Increase the morale bonus to AC by 1, in addition to the listed effect or ability:

Beast - Enemies that fail the opposed Intimidate check are now shaken for 1d4 rounds. Shaken enemies that fail are frightened for 1d4 rounds plus 1 round per 4 effective sentai levels. Frightened enemies that fail are panicked a number of rounds equal to half of your effective sentai level.

Draconic - Increase your breath weapon damage die to d8. The Reflex save increases to DC 10 + Effective Sentai Level + Charisma modifier. Increase the range of cones and line by 10 feet and 20 feet, respectively. You may spend 1 battery point as an augmentation to add your repulsor damage to your breath weapon.

Insect - The natural armor bonus to AC increases by 2. The bonus to saves is now equal to half of your effective sentai level.

Ninja - Sneak Attack now progresses as a rogue equal to half of your effective Sentai level. You gain Evasion and Uncanny Dodge, as a rogue.

Military - The chosen Sentai Weapon can be mounted as a slotless armor modification that can be drawn as a free action. Switching forms is now a free action and no longer provokes attacks of opportunity. If the weapon was one of the options given up by Battery-Powered Senshi, then its enhancement bonus is the same as it was when given up. You may spend 1 battery point to increase its enhancement bonus to that based on your effective Sentai level for a number of rounds equal to half of your effective Sentai level. You also gain a fighter bonus feat.
Special:You may now use the Combat Theme of all suits while in Mecha Zord Armor.

New Feats:
Battery-Powered Senshi [General, Multiclass]
Prerequisites: Armor class feature, Battery, Henshin class feature, Sentai Weapon taken as a Sentai Ability at least once
Benefit: Your Iron Man levels and Sentai levels stack for determining effective Sentai level, qualifying for Extra Suit, and the effects of your Battery class feature. You may use your Charisma to determine your Iron Man class abilities instead of your Intelligence. Upon taking this feat, you may replace your Hero Suit and two Sentai Weapon options (Single Weapon, Two Weapons/Double Weapon, Unarmed) gained from Sentai levels with an Armor Suit gained from Iron Man levels. It is now treated as a Hero Suit, maintaining access to all [Suit] abilities and using the Henshin class feature instead of the Armor class feature for enhancements. The chosen suit is removed from your inventory and summoned when you enter Henshin. Modifications and components that are removable can be be summoned out of Henshin in a nonfunctional state for enchanting and maintenance purposes. While in your chosen suit, your repulsors and unarmed strikes are treated as Sentai Weapons, with repulsors following the rules for two ranged weapons. Your choice may not be changed at a later point. Henshin also now ends if the chosen suit's battery pool reaches 0 points or shorts out due to a failed augmentation, in addition to the normal duration mechanic.
Special: If you have taken the Magician Archetype, you may add your Iron Man level to your Sentai level to determine your Shaper level for spellshaping effects and your Initiator level for armor modification effects.
Special: Half of your character level (rounded down) is used to determine your Superior Unarmed Strike damage while in your Armor Suit. Knuckle Bombs increase the damage die by one step instead of their listed unarmed strike damage.
Special: If Repulsor Blades are installed, use the rules for two weapons of different types instead.
Special: You may add half of your Sentai level to your effective Iron Man level for the purpose of determining Construct Armor HP.
Special: You may add the bonus from Targeting Matrix to any ranged Sentai Weapons.

Extra Mecha Ability [General]
Prerequisites: Extra Sentai Ability, one [Mecha] ability
Benefit: You gain an extra [Mecha] ability for which you meet the prerequisites.
Special: You may take this feat up to two times before character level 20, choosing a new [Mecha] ability each time. After character level 20, you may take this feat two more times, up to four times total.

EX-MECHA SENSHI
If a Mecha Senshi's focus is destroyed in some manner, or his source of power removed, he loses all Suit abilities and supernatural class feature until he gains access to a new focus or power source. His Armor Suits no longer function as Hero Suits and resume using the Armor class feature for enhancement. If the new focus comes from a different power source, he may reassign the Suit abilities they have gained from class levels to different abilities. They must meet all prerequisites of the new abilities.

PLAYING A MECHA SENSHI
While it takes a certain path to become one, the Mecha Senshi are as varied in design as their Iron Man and Sentai counterparts.
Combat: Mecha Senshi use the synergy of their Armor Modifications and Sentai Abilities to optimize their Maneuvers.
Advancement: The combination of Repulsor, Strike of Justice, and Superior Unarmed Strike damage makes Knuckle Bombs a devastating option for melee users. Repulsor Bolts and Repulsors of Justice are the key abilities to ranged repulsor offense. Adaptable Sentai Weapon System is for those who prefer to stick with colorful Sentai Weapons.
Resources: A Mecha Senshi might not need as much money as an Iron Man due to the power of Justice covering a portion of his maintenance costs, but that doesn't change the price of his expensive armory.

MECHA SENSHI IN THE WORLD
"The last person who insulted the design of his armor was reduced to a pile of ashes..."
-Arusian commoner talking about High Commander Kogane's colorful array of beastly-shaped Hero Armor Suits.

The Mecha Senshi is a technological mystery wrapped in a supernatural enigma. As the intersection of two classes who are rare as it is, the small number of Mecha Senshi in the world are viewed as those who wield a great power capable of changing the world.

Most Mecha Senshi use their gifts for the betterment of society by protecting those who cannot protect themselves; however, a select few see their strength as means of destruction and acquiring power.
Daily Life: When he isn't out saving the world, the Mecha Senshi can likely be found in his workshop. Every last moment of free time is usually devoted to tinkering and researching new ways to imbue his suits with the power of Justice.
Notables: The first Mecha Senshi was actually the accidental result of the early Modular Armor experiments, a warforged named Voltron. Voltron, who exhibited the strange ability to change his plating's appearance and power, surprised researchers when the Armor Suit merged with his enhanced form. When the Modular Armor protoype was applied, Voltron absorbed that one as well. By the end of the experiment, he had become a massive sentient combination of five Armor Suits. Disassembly of Voltron led to the discovery that his creator, an extradimensional wizard who could weave Justice into his creations, could be responsible for the powers and equipment Sentai wield. When the drow King Lotor of the Kingdom of Doom led the siege of Castle Stark, he found the Voltron experiment files in the private lab of Antonius the Invincible. Lotor used this knowledge to create a Mecha Zord Armor named Lotron. Lotron allowed Lotor to traverse the Drule Continent quickly to launch a surprise attack on the nation of Arus, nestled deeply in The Grove of Angels. The Occupation of Arus lasted for decades until an explorer named Thomas Oliver Kogane discovered the broken remains of Voltron and rebuilt him as a Mecha Zord Armor. Kogane's victory over Lotor and the Doom Army earned him the title of High Commander of the Arusian National Guard.
Organizations: The Arusian National Guard's Central Command Center also doubles as the world's foremost Mecha Senshi research facility; there they train the Sentai from all walks of life how to use science to enhance their supernatural abilities and teach Iron Men how to integrate the power of Justice into their suits. There are rumors that King Lotor still lives, recruiting Psycho Sentai to serve as test subjects for his experiments with Haggarium.

NPC Reaction
Unless the Mecha Senshi's true identity is public knowledge, most NPCs will see him as whoever his alter ego is trying to be. NPCs are typically in awe when they see a Mecha Senshi's Hero Armor Suit. Unscrupulous NPCs who discover the true identity of the Mecha Senshi may sell that knowledge to the highest bidder.

MECHA SENSHI IN THE GAME
The Mecha Senshi is designed as a 15th level entry late-game PrC. As such, you may run into MAD issues until you have Construct Armor and Battery-Powered Senshi. The sudden rise in power over 6 levels makes up for starting on the lower end of the spectrum. Starting as an Iron Man is preferred as it alleviates physical MAD by 8th level, provides a means of stable offense and defense while out of Henshin, and raises your Initiator Level before gaining any martial maneuvers.
Adaptation: This class needs to be in a campaign setting where science and the supernatural have begun to intersect. It also works really well in a story with a superhero feel to the team. A Psycho-based Mecha Senshi would be a dynamo of raw destructive power in an evil campaign. This is considered a dual-progression PrC for gestalt rules. If this is used in a game that goes into epic level play, there are sections below explaining how certain class features interact with those gained from other related PrCs or further progression of the base classes.
3.5 Adaptation: As the Iron Man class was designed for Pathfinder, the following adjustments are made to the base class:
Class Skills: Iron Men have access to the following skills: Appraise (Int), Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Intelligence modifier) x 4.
Skill Points at Each Level: 4 + Intelligence modifier.
Bonus Feat: At 4th level, and again at 11th and 18th level, the Iron Man gets a fighter bonus feat of his choice. He must meet all prerequisites for this feat to select it.
Extra Armor Modification/Extra Suit/Flight Mastery: Increase the skill requirements 3 ranks for each feat. For Flight Mastery, replace Fly with Balance as the required skill.
Repulsor Lord: Replace Acrobatics with Tumble (Dex) and Jump (Str).
The Steel Shadow: Replace Stealth with Hide (Dex) and Move Silently (Dex).
Pathfinder Adaptation: The following adjustments are made to the class for Pathfinder:
Replace Tumble with Acrobatics as an entry requirement skill.

Reduce all skill entry requirements by 3 ranks.

Class Skills: The Class Name's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Martial Lore (Int), Perception (Wis), Perform (any) (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), Use Magic Device (Cha)

Magician-based Mecha Senshi do not gain Concentration as a class skill. He may make concentration checks using the key ability for his spellshapes + his shaper level.
Magician Sentai: Magician Sentai entering the class apply these alternate entry requirements and class features to the Mecha Sentai:
Replace the Martial Lore, Martial Study, and Maneuvers entry requirements and class features with:
Skills: Spellcraft 10 ranks
Feats: Formula Study
Spellshaping: Must be able to shape formulae of 7th level, must know at least 2 formulae from the Unseen Impetus (http://www.minmaxboards.com/index.php?topic=873.msg5320#msg5320) spellshaping circle of 2nd level or higher

Replace Martial Lore (Int) as a class skill with Concentration (Con) and Spellcraft (Int)

Replace Maneuvers and Stances with:
Spellshaping: At 1st level, and every two levels thereafter, you learn a new formula from any spellshaping circle that you had access to from Sentai levels. You must meet all prerequisites as normal. In addition, at 2nd level and every 4 levels thereafter, you can ready an additional formula.
Rider Archetype: The Rider archetype's class features interact with the Mecha Senshi's as listed.
Battery-Powered Senshi/Chivalrous Rider/Greater Steed: If you have taken the Rider Archetype, you may treat your primary suit as your Rider's Steed via Chivalrous Rider, except you only take one set of actions per turn and you only use the bonus HD to determine BAB and saves. Treat your armor modifications, repulsors, and unarmed strikes as the steed's natural weapons for the purpose of proficiency, feats, and abilities, but otherwise attack as normal including iterative attacks.
Battery-Powered Senshi/Chivalrous Rider/Intelligent Weapon: An Intelligent Armor Suit may act on its own if the Rider is unable to take action. The Rider has access to any feats the Intelligent Armor Suit has, provided that she has half (rounded up) of the prerequisite feats herself; she may ignore any other prerequisites.
Battery-Powered Senshi/Chivalrous Rider/Intelligent Weapon/Fight as One/Trampling Charge: The extra attacks granted by these maneuvers are made with weapons and armor modifications not used by the Rider during that turn. However, the Armor Suit must be Intelligent in order to make these attacks.
Emergency Protocols/Intelligent Weapon: An Intelligent Armor Suit may activate the Emergency Protocols to summon a new suit or eject the Rider if the Rider is unable to take actions.
Prism Ranger/Arcane Prism: If the Mecha Sentai has levels in either Prism PrC, certain class features interact in specific manners described below.
Hero Armor Suits/Form Gain: Without Advanced Sentai Weapon Systems, you may only change the Sentai Weapon and Strike of Justice damage type for as many suits as you have forms gained through Prism PrC levels. The chosen suits cannot be changed later.
Hero Armor Suits/Form Fuse: You may use Form Fuse with any Sentai Weapon summoned via Mecha Ability or Sentai Weapon option not given up.
Emergency Protocols/Form Gain: If you choose not to summon a new Hero Armor Suit, you assume the form associated with the last used Hero Armor Suit. If there is no form associated with the suit, you assume your default form.
Emergency Protocols/Form Fuse/Form Reshaping: If Emergency Protocols are activated, you may use Form Fuse/Form Reshaping when either summoning a new Hero Armor Suit or assuming a Sentai form.
Mecha Zord Armor/Form Reshaping: Form Reshaping uses the base suit's associated spellshaping circle as the one the reshaped formulae are treated as belonging to.
Super Senshi: These Super Senshi class features interacts with Mecha Senshi class features, as follows:
Powerful Build/Superior Weapon: A suit with both of these abilities summons and wields the Superior Weapon as a weapon two sizes larger than the base creature without penalty.
Repulsors/Superior Weapon: Repulsor damage die change from d6 to d8.
Magical Senshi: The following rules apply to Mecha Senshi with levels in Magical Senshi:
Hero Armor Suits/Sentai Staff: A wand built into a Hero Armor Suit cannot be used as a Sentai Staff.
Force Shield/Sentai Knight/Shielded Spell Combat: You only lose the shield AC bonus provided by the Sentai Knight shield. You still retain any shield bonus provided by Force Shield, if active.
Force Shield/Spellshield of Justice: The shield bonuses granted by these abilities stack completely. However, the rules for Sentai Knight still apply.
Mecha Zord Armor/Sentai Custom: The Eidolon has to be the same size as the Mecha Zord Armor in order to use Sentai Custom. The temporary HP are treated as temporary HP for the Mecha Zord Armor. Therefore, HP damage would affect the Mecha Senshi's HP totals in the following order: Eidolon HP -> Mecha Zord Armor HP -> Mecha Senshi HP.
Iron Man and its archetypes: Certain Iron Man class features interact with the Mecha Senshi class features in specific manners, as listed below:
Battery-Powered Senshi/Modular Armor/Extremis Armor: You must choose your primary suit as the favored suit for the Modular Armor and Extremis Armor class features. Your Modular Armor has all of the same [Suit] abilities as your primary suit
Battery-Powered Senshi/Extremis: The ability to don an armor suit as a full-round action only applies to armor suits not affected by Battery-Powered Senshi. This part of the ability effectively no longer matters after becoming a Mecha Senshi, unless the Mecha Senshi is borrowing an armor suit from another Iron Man with the Lend Armor feat.
Hero Armor Suits/Extremis Armor: Instead of the chosen armor suit being kept within the Mecha Senshi's body and summoned as move action, The Mecha Senshi gains Hastened Henshin as a bonus feat (even if he doesn't meet the prerequisites) but it only applies to the chosen suit.
Mecha Zord Armor/Modular Armor: The suit granted by Modular Armor cannot be used as either a base or component suit as it is not a true Hero Armor Suit.
Sentai Weapon/Powerful Build: Any Sentai Weapons summoned by a suit with Powerful Build modification can be summoned as one size larger without penalty.
Scrap Smith: Anything that applies to Repulsors uses the Scrap Shot damage instead.
Natural Forger/Enhanced Suit: If Enhanced Suit is taken twice, it allows one of the suits to be made of a special material, superceding the Natural Forger's restrictions for the chosen suit.
The Iron Titan/Sentai Knight/Perfect Sentai Knight: If Force Shields are active, you may bash with your shield as if it were a heavy steel shield, even though it is treated for all other purposes as a light steel shield or tower shield, respectively.
Archetype Combinations: The following Iron Man/Sentai archetype combinations may work well together:
Natural Forger/Magician
The Iron Titan/Mysterious Guardian
Repulsor Lord/Psycho Ranger
The War Machine/Rider
The Steel Shadow/Loner
Encounters: NPC Mecha Senshi are usually encountered by themselves as they range from CR 15-22 depending on gear and level. Multiple NPCs in a battle is typically reserved for mid-to-late-game encounters.

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
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Xallace
2013-05-25, 04:25 PM
THE IBIS KNIGHT

”Wow, I’m really impressed! That was a brilliantly executed strike. Mind if I give it a go?”

Ibis Knights are focused generalists; they spend all their time studying the Sublime Way, but they study everything there is to know about it. They are masters at piecing together maneuvers and stances from observation alone, and more than a few are known to hound martial artists who claim to possess “forbidden arts.”

BECOMING AN IBIS KNIGHT
All Ibis Knights are trained as warblades and factotums. How much focus an Ibis Knight places on each class is up to the initiator.

ENTRY REQUIREMENTS
Skills: Martial Lore 8 ranks
Feats: Adaptive Style
Special: Cunning Insight class feature
Special: Weapon Aptitude class feature, ability to initiate at least one martial stance

Class Skills
The Ibis Knight's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Martial Lore (Int), Profession (Wis), and Tumble (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+0|Inspiration, Observed Maneuvers (Struck), Dabbling

2nd|
+2|
+3|
+0|
+0|Blade Scholar

3rd|
+3|
+3|
+1|
+1|Brains Over Bronze

4th|
+4|
+4|
+1|
+1|Observed Maneuvers (Miss)

5th|
+5|
+4|
+1|
+1|Cunning Style

6th|
+6|
+5|
+2|
+2|Mirror Stance

7th|
+7|
+5|
+2|
+2|Inspired Aptitude

8th|
+8|
+6|
+2|
+2|Observed Maneuvers (Sight)

9th|
+9|
+6|
+3|
+3|Cunning Correction

10th|
+10|
+7|
+3|
+3|Radiant Cascade of All Knowledge[/table]

{table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known|Maneuvers Observed
1st|1|0|0|3|
2nd|1|1|0|4|
3rd|1|0|0|5|
4th|1|0|0|6|
5th|1|1|1|7|
6th|1|0|0|8|
7th|1|0|0|9|
8th|1|1|0|10|
9th|1|0|0|11|
10th|1|0|1|12|[/table]


Weapon Proficiencies: The Ibis Knight does not gain or lose any proficiencies.

Maneuvers: At each level, you gain a new maneuver known from any discipline. You must meet a maneuver’s prerequisite to learn it. You add your full eternal blade levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 2nd level, 5th level, and 8th level, you gain an additional maneuver readied per day.

Stances Known: At 5th and 10th level, you learn a new martial stance from any discipline. You must meet a stance’s prerequisite to learn it.

Inspiration (Ex): Your Ibis Knight levels stack with your factotum levels for the purpose of determining the size of your inspiration pool.

Dabbling (Ex): While their focus is on martial aptitude, the many studies of the Ibis Knights grant them knowledge of a wide array of skills. At 1st level, choose four skills that are not already on the Ibis Knight’s list of class skills. These skills become class skills for the Ibis Knight from then on.

Observed Maneuvers (Ex): The Ibis Knight is a master of analysis. Through rigorous observational training, long nights pouring over martial scrolls, and daily practice, the Ibis Knight can learn maneuvers from other martial artists - just by seeing them in action.

In addition to his maneuvers known, an Ibis Knight has a second pool of “maneuvers observed.” This pool represents maneuvers that the Ibis Knight has analyzed and figured out how they work, but has not formally practiced. An Ibis Knight may initiate any maneuver or stance in his list of observed maneuvers, but must spend a point of inspiration to do so - and he can only do so once per maneuver per encounter.

The Ibis Knight may only have up to a certain number of maneuvers observed, based on his class level, as shown on the chart above. If he wishes to add new maneuvers to the list when he has reached his current maximum, he may choose to remove an old maneuver and replace it with the new one. When an Ibis Knight gains a level that would allow him to learn a new maneuver (or stance), he may choose to learn an observed maneuver (or stance), removing it from the list of maneuvers observed and adding it to the list of maneuvers known. The Ibis Knight must meet the prerequisites for the maneuver (or stance) to learn it.

And Ibis Knight can only add maneuvers to his list of observed maneuvers through certain circumstances, which become progressively easier to initiate as the Ibis Knight gains levels. Initially, only way for the Ibis Knight to gain an observed maneuver is to experience it directly - he must take damage or otherwise be affected by the maneuver he wishes to observe.

When this happens, the Ibis Knight may choose to make a Martial Lore check immediately, at no action, by spending a point of inspiration. The DC of this check is 15 + twice the level of the maneuver to be observed. If the Ibis Knight succeeds on this check, the maneuver is added to his list of maneuvers observed. The maneuver must be of a level that the Ibis Knight can initiate, or the observation attempt fails automatically. If the Ibis Knight does not know any maneuvers of the school he is trying to observe, then the maneuver must be, at most, one less than he can normally initiate.

At 4th level and higher, the Ibis Knight may spend a point of inspiration to observe a maneuver that misses him or is otherwise ineffectual (such as not being able to get through damage reduction). The maneuver must still target the Ibis Knight. At 8th level, the Ibis Knight may attempt to observe any maneuver that he can perceive, regardless of who it targets.

Blade Scholar (Ex): They say that you can’t learn to fight from a book. They have never met an Ibis Knight. As of 2nd level, the Ibis Knight may learn a new maneuver from a martial script in half the usual time. Alternatively, the Ibis Knight may quickly skim a martial script as a full-round action. Doing so adds the maneuver contained within the script to his observed maneuvers for the next hour, at which point he will have to take another look.

Brains Over Bronze (Ex): The Ibis Knight is an intelligent warrior, a combatant who uses his mind as much as his steel. His lightning wit is sharper than any blade. When an Ibis Knight of 3rd-level or higher initiates a maneuver that allows a saving throw, he may use his Intelligence modifier to modify the saving throw DC in place of the usual ability, if his Intelligence is higher.

Cunning Style (Ex): At 5th level, the Ibis Knight can take a quick moment to scan the battlefield and prepare the best maneuver for the situation. He may use his Adaptive Style feat as a standard action by spending 1 point of inspiration.

Mirror Stance (Ex): An Ibis Knight of 6th level or higher can perfectly imitate any stance he sees... so long as he has something to go from. By spending a point of inspiration as an immediate action, the Ibis Knight can assume any stance that he can perceive someone else using. If his target changes stances, he must spend another point of inspiration to change with them, or he drops out of the stance entirely. If the target moves from the Ibis Knight’s range, he immediately drops out of the stance. The Ibis Knight does not need the stance among his list of known or observed stances to use this ability, and may drop out of the stance on his own at any time.

Inspired Aptitude (Ex): The Ibis Knight is a master of thinking on his feet. No matter what weapon he has at hand, he can feign skill in its use - or at least figure out how to leverage it properly. By spending 1 point of inspiration, an Ibis Knight of 7th level or higher may apply the effects of Weapon Aptitude to a single weapon he wields until the beginning of his next turn.

Cunning Correction (Ex): The best way to learn is to make mistakes, but so is the best way to die in a fight. The Ibis Knight has spent a long time practicing trial-and-error, so upon reaching 9th level, he is very capable of quickly correcting any flaws in his form. He may spend 1 point of inspiration to re-roll any attack roll when initiating a maneuver, or force an opponent to re-roll a saving throw from one of his maneuvers. This ability may be used only once per round.

Radiant Cascade of All Knowledge (Ex): The moment is perfect, the opening clear, the timing just so... and the Ibis Knight’s mind races to glue together the perfect attack. Upon reaching 10th level - the pinnacle of his craft - the Ibis Knight may call upon his experience in the Sublime Way to forge a new maneuver, if only to be used once.

Radiant Cascade of All Knowledge requires the Ibis Knight to spend 4 points of Inspiration as a standard action. When he does so, he may select three strikes from his lists of maneuvers known or maneuvers observed, but at least one must be readied. With stylistic grace, he fuses these maneuvers together for a single attack. Essentially, the Ibis Knight makes a single strike - he makes a single attack roll and he uses up the readied maneuver. Instead of the usual effects, however, the strike applies the effects of all three chosen strikes simultaneously.

The chosen maneuvers must be of 7th level of lower. Should any of the maneuvers attack multiple targets, the effects are applied to all targets struck by the attack. If any of the maneuvers allow a saving throw, targets make only a single saving throw, at the highest DC of any of the maneuvers that allow saving throws. If all of the maneuvers allow a saving throw instead of requiring an attack roll, then no attack roll is required.

The Ibis Knight may use Radiant Cascade of All Knowledge only once per encounter.



PLAYING AN IBIS KNIGHT

You are at your best when you have other martial initiators in play. Seek them out - your greatest asset, the ability to observe maneuvers, is only as strong as the opponents you face.

Combat: With your wide variety of maneuvers, both learned and observed, combat goes how you want it to go. You might favor a particular style, but your true strength lies in your ability to switch it up as the situation dictates.
Advancement: After completing Ibis Knight, you may decide to continue on as a warblade and increase your martial prowess, or continue as a factotum to enhance your adaptability. Either is useful and acceptable in the life of an Ibis Knight.
Resources: You rely upon other initiators, whether they want you or not. If you are a member of the Order of the Ibis (see below), you can call upon your fellow students and teachers for boarding, food, and training. If you aren't, you may have befriended some fellow martial initiators, who can show you new moves and spar with you.

IBIS KNIGHTS IN THE WORLD
”Stop showing me up, jerk.”
- “Hundred-Handed” Hank, warblade, getting shown up again.

If you are an Ibis Knight, there is a better-than-even chance that you won’t respond to that title. Heck, you probably don’t even recognize it. The vast majority of Ibis Knights are independent pursuers of martial knowledge, gifted with a raw appetite for learning and a whole lot of talent.

Still, you may be a member of the official Order of the Ibis. This group of knight-scholars runs prestigious academy, where prospective students travel from far and wide to learn the order’s unique arts. The academy is equal parts martial arts dojo and academic schooling, wrapped together into a temple to Thoth, the patron god and supposed founding inspiration for the school.

Daily Life: Whether or not you are an actual member of the order, you spend your free time practicing the Sublime Way. What isn’t taken up by martial practice or theory is consumed by your favorite academic subjects. Ibis Knights are known to carry backpacks full of books, scrolls, and scripts, which often take up more weight than their armor.
Notables: Headmistress "Fire-Eyes" Fredricka, the founder of the Order of the Ibis, is certainly the most renowned Ibis Knight. Although she is getting on in years, she remains undefeated - though warriors come from far and wide to change that. She happily spars anyone who wishes to challenge her, and can often be found practicing with new students before they even realize who she is.
Organizations: The Order of the Ibis is the only known organization dedicated to the class. For an annual tuition fee, students receive room and board, training, advice, and access to a massive library of all subjects. Priests of Thoth also live at the academy, granting students and their compatriots access to healing, protection, and advice in divine matters.

NPC Reaction
Ibis Knights, even those who go to the academy, are not treated much differently than any other student of the Sublime Way. If an ibis Knight does come from the academy, he can expect some rivalry (fierce or friendly) from students of other martial schools.

IBIS KNIGHTS IN THE GAME

Ibis Knights are only as powerful as the storyteller lets them be. A DM must strike a careful balance between limiting the maneuvers for the Ibis Knight to observe and letting him get too powerful.

Adaptation: The Order of the Ibis can be plopped down in any campaign setting, or even removed entirely. In the latter case, "Ibis Knight" is an entirely meta-game term, with no word for such adaptive warriors.
Encounters: Fighting an Ibis Knight is likely to be surprising, to say the least. NPCs are just as likely as PCs, if not more so, to switch up readied maneuvers as they see fit and probe for weaknesses. It may come as quite a shock when the Ibis Knight observes one of the PC's maneuvers... and immediately turns it around on them!

smoke prism
2013-05-25, 05:20 PM
color=maroon]savage shadow[/color]

http://Picture URL


The worst thing to hear in a dark room

An uncommon hybrid of stealth and rage, the savage shadow

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

ENTRY REQUIREMENTS
:
:
:
:
:

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

Hit Dice: dx

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[i]Quote of Some Kind by a member of the class!

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
:
:
:
:
:

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

Hit Dice: dx

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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[/QUOTE]

boomwolf
2013-05-26, 03:55 AM
Shadow Sentinel

http://i81.photobucket.com/albums/j203/Dash44_photos/ThunderKnight_zps05a55840.png

There is only one certainty in life, and that is death. I am here to deliver your's.

The shadow sentinel is a mixture of two paths that do not tend to work together, one is an immovable guardian and blocks the path to his more fragile allies, while the other uses stealth an cunning to reach isolated enemies and dispatch of them.
The mixture of these paths creates an anomaly, one that defends by attacking, and attack by defending. he does not protect his team, nor does he seek opening to attack the other, he creates opening by isolating targets of choice, removing them from the battlefield, and rendering them unable to assist their own allies, by forcing them to focus on protecting themselves from his own lethal blows.

BECOMING A SHADOW SENTINEL
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Base Attack Bonus: +6
Feats:
Skills: Intimidate 8 ranks, Gather Information 4 ranks
Special: Sneak Attack +2d6, Knight's Challenge, Bulwark of Defense

Class Skills
The Shadow Sentinel's class skills (and the key ability for each skill) are....
Skills Points at Each Level: 4 + int

Hit Dice: d10

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+2|+0|Path of the Shadow Sentinel, Sneak Attack +1d6

2nd|+2|+3|+3|+0|Death Sentence

3rd|+3|+3|+3|+1|Sneak Attack +1d6

4th|+4|+4|+4|+1|No Escape

5th|+5|+4|+4|+1|Executioner's Calling

6th|+6|+5|+5|+2|Sneak Attack +1d6

7th|+7|+5|+5|+2|Unchained Mail

8th|+8|+6|+6|+2|Unshakable Duty

9th|+9|+6|+6|+3|Sneak Attack +1d6

10th|+10|+7|+7|+3|Sealed Fate

[/table]

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

PLAYING A SHADOW SENTINEL
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..

SHADOW SENTINEL IN THE WORLD
Some say there is no rest for the wicked, now that I've seen him I know why.

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.

SHADOW SNETINEL 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

Ra_Va
2013-05-30, 04:07 AM
Paart-Blad

http://fc04.deviantart.net/fs70/f/2011/314/2/e/ice_paladin_big_by_lugialegend-d4fqvi7.png
Image by TinyMushroom

Ostoria will rise again. - Malinki Grib, Paart-Blad of Hartvale

The Honor-Blades, or Paart-Blads in the Giantish Language, are a strange part of Giant and Giant-Kin Society. They are a Military force who uphold the Ordning, the Giantish interpretation of order, without having a true place in the Ordning itself. Made up of descendents of Giants and Giant-kin, along with a few Half-Giants, Paart-Blads are trained in the arts Giant Killing for the sake of the Giantish Race.



BECOMING A PAART-BLAD
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:Any Lawful
:Giant or Giant-kin Bloodline
:
:
:

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: d8

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

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

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

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

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

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

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

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

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

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

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

Weapon Proficiencies: Paart-Blads are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Put all the different class abilities in here!

PLAYING A PAART-BLAD
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..

PAART-BLADS IN THE WORLD
Sons of Giants are often follow bizarre codes, but I've never known one to lie to me or be untrustworthy. - Tilamen Stonehunter

The Descendents of Giants carry the same evil taint as their Ancestors, and be treated be treated no Different by the Blood Riders - Araus Dunforth

Paart-Blads are known as honorable Swordsmen and are generally treated by those who know what they are with some level of respect. However those with a deep hatred for Giants treat Paart-Blads no better.

Daily Life: Some general information about the typical day in the life of your class.
Notables:

Milinki Grib: The Paart-Blad who killed the Storm Giant who murdered Hartkiller. One of the most famous and recognizable Paart-Blads as Leader and Founder of the Cult of Hartkiller and considered Hartvales most dedicated protector. Her goal is to guide Hartvale into being a Superpower and with it restore the glory of Ostoria as Annam and Heartkiller intended.

Ultrin Sarg'tlin: A Drow Paart-Blad, Descendent of a Storm Giant. The Bodyguard and Assassin of Seron Dod'Magere, a Powerful Storm Giant Necromancer of a Powerful tribe, placing Seron nearly at the top of the Ordning.

Organizations:

Cult of Hartkiller: A group of Paart-Blads who worship Hartkiller as a Hero-Diety and protect his Kingdom of Hartvale.

Sons of Jötunheimr: A group of Paart-Blads who specialize in killing members of the Cult of Kostchtchie, a Demon Lord who has been stealing the worship of Frost Giants.

Eyes of Annam: A group of Paart-Blads that are considered the Elite. They specialize in killing Undead Giants. Well-known for only riding Spider-Horses.


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.

PAART-BLADS 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
2013-05-30, 10:11 AM
Hater of Evil

"Evil. Yes. A horrid thing, evil. At once I was content to fight it calmly. But there was one thing that I saw, that changed me. I was no longer content to just "fight" it. I hated it, with all the fury of the heavens..."

A curious mixture of Paladin and Barbarian, a Hater of Evil is not someone who fights evil, but decimates it with extreme prejudice. Taking satisfaction, if not outright pleasure, in the destruction of evil.

BECOMING A Hater of Evil

ENTRY REQUIREMENTS
BaB: +5
Feat: You must possess the Righteous Fury (http://www.giantitp.com/forums/showthread.php?p=12214915) feat
Alignment: Lawful Good or Chaotic Good


Class Skills
The Hater of Evil's class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str)

Skills Points at Each Level: 6 + int

Hit Dice: d12

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

1st|
+1|
+2|
+0|
+2|Holy Rage, Extra Spells|+1 Paladin Spellcasting

2nd|
+2|
+3|
+0|
+3|Divine Calm (1st level spells)|+1 Paladin Spellcasting

3rd|
+3|
+3|
+1|
+3|Damage Resistance 5|+1 Paladin Spellcasting

4th|
+4|
+4|
+1|
+4|Divine Calm (2nd level spells)|+1 Paladin Spellcasting

5th|
+5|
+4|
+1|
+4|Raging Smite|+1 Paladin Spellcasting

6th|
+6|
+5|
+2|
+5|Divine Calm (3rd level spells), Damage Resistance 10|+1 Paladin Spellcasting

7th|
+7|
+5|
+2|
+5|Class Ability|+1 Paladin Spellcasting

8th|
+8|
+6|
+2|
+6|Divine Calm (4th level spells)|+1 Paladin Spellcasting

9th|
+9|
+6|
+3|
+6|Damage Resistance 20|+1 Paladin Spellcasting

10th|
+10|
+7|
+3|
+7|Evil's Bane|+1 Paladin Spellcasting[/table]

Weapon Proficiencies: A Hater of Evil gains no new proficiencies. However, he is able to use his Barbarian abilities in Heavy Armour.

Spellcasting: At every level a Hater of Evil gains extra spells per day and higher level spells, but not Caster Level, as if he had taken a level in the Paladin Class. Instead, a Hater of Evil adds his full Hater of Evil level to his Caster Level.

Extra Spells: A Hater of Evil adds the following spells to his Paladin spell list:

1st: Calm Animals, Charm Animal, Endure Elements, Entangle, Goodberry, Longstrider, Speak with Animals, Summon Nature's Ally I

2nd: Animal Trance, Bear's Endurance, Cat's Grace, Fog Cloud, Gust of Wind, Hold Animal, Restoration (Lesser), Summon Nature's Ally II

3rd: Call Lightning, Dominate Animal, Plant Growth, Snare, Speak with Plants, Spike Growth, Summon Nature's Ally III

4th: Antiplant Shell, Blight (effects Plant creatures only), Command Plants, Freedom of Movement, Reincarnate, Repel Vermin, Summon Nature's Ally IV

As these spells are now added to your Paladin Spell list, they benefit from any ability that affects Paladin Spells, such as the Battle Blessing feat.

Holy Rage: Your Hater of Evil levels stack with your Paladin and Barbarian levels to determine the number of times you may rage and smite per day, as well as the bonuses your rage provides and the total damage of your smite ability.

Additionally, you may use your Constitution modifier, instead of your Charisma modifier, for your Paladin abilities, except for Turn Undead and Spells and you can use your Smite Evil and Detect Evil Paladin abilities whilst Raging.

Divine Calm (Ex): Even whilst in the middle of your Rage, you maintain a small connection to your god, keeping a small part of your mind calm. This enables you to cast Paladin Spells, even in the strongest Rage.

At 2nd level, you are able to cast 1st level Paladin Spells whilst Raging. At 4th level you can cast 2nd level Paladin Spells whilst Raging. At 6th, 3rd level Paladin Spells and at 8th, 4th level Paladin spells.

Damage Resistance (Su): Whilst fighting Evil creatures or creatures with the Evil Subtype, you gain DR/-, but only against attacks made by aforementioned creatures.

At level 3 you get DR 5, at level 6 you gain DR 10 and at level 9 you gain DR 20.

Raging Smite (Ex): Using your anger, you empower your Smite attacks with divine fury. If you hit with a Smite Evil attack whilst Raging, you deal extra damage equal to your Con mod X 1/2 your Hater of Evil Level, rounded up.

LEVEL 7 CLASS FEATURE

Evil's Bane (Su): Your rage is no longer just one person's hatred of evil, it is now Divine Fury, as if the power of good itself has channeled all of its hate through you.

Whilst using your Rage ability, you gain the following abilities:

You gain an additional +4 Bonus to Strength and Constitution and a +2 bonus to Will Saves. The Will Save Bonus, including any you previously possessed, becomes Sacred, rather than Morale, and stacks with Divine Grace. These bonuses stack, rather than overlap, with your normal bonuses, so you still gain the benefits of Mighty and Greater Rage. (So Mighty Rage grants a +10 bonus to Strength and Con and a +5 Sacred bonus to Will Saves. Greater Rage provides a +12 bonus to Strength and Con and a +6 Sacred Bonus to Will Saves)
You gain the Lawful/Chaotic (Depending on your Alignment) and Good subtypes
You gain the Frightful Presence ability (Save DC = 10 + Hater of Evil level + Con mod), that functions only on Evil creatures, or creatures with the Evil Subtype. This ability functions regardless of whether or not the Evil creature is immune to fear.
You gain Spell and Power Resistance equal to 11 + Your HD against Spells, Spell-Like abilities, Psionic powers and Psi-like abilities cast/manifested by an Evil creature or a creature with the Evil Subtype
Every strike is also a Smite Evil attack. If you spend a use of Smite Evil, a single attack deals double damage, after Raging Smite bonus damage is applied.


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.

sirpercival
2013-06-07, 01:05 PM
GLYPHCHANTER

Image! (http://s.cghub.com/files/Image/230001-231000/230326/470_max.jpg)

Iao barbathiaoth ablanathanalba, motas uaeta daries dardares astaries dissunapiter!

A Glyphchanter is a ritual tracer who has learned the sacred chants, and is now able to unlock the magic of rituals without drawing symbols of any kind.

BECOMING A GLYPHCHANTER
A Glyphchanter begins life with some bardic training, and learns ritual tracing (http://www.giantitp.com/forums/showthread.php?t=253475) in one of a variety of ways (either from feats or classes).

ENTRY REQUIREMENTS
Skills: Perform (oratory or singing) 8 ranks, Spellcraft 8 ranks
Feats: Ritual Shorthand
Rituals: Ability to trace a Least ritual; knowledge of Circle of Good Hope (any), Crawling Glyph (any), and Sonorous Chant (any)
Special: Bardic Music class feature*

*Note: abilities which are functionally similar to Bardic Music, such as a Virtuoso's Virtuoso Performance or a Jongleur's Soul Music, may be used to meet this requirement, and in place of Bardic Music for the purposes of Glyphchanter class features.


Class Skills
The Glyphchanter's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), 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|Ritual Tracing
1st |+0|+0|+2|+2|Bardic music, chant glyph, songtrace (minor)|—
2nd |+1|+0|+3|+3|Sonorous song|+1 level of existing class
3rd |+2|+0|+3|+3|Crawling chant|+1 level of existing class
4th |+3|+1|+4|+4|Ritual tracing (lesser), songtrace (least)|+1 level of existing class
5th |+3|+1|+4|+4|Song of great hope|+1 level of existing class
6th |+4|+1|+5|+5|Improved chant glyph|+1 level of existing class
7th |+5|+2|+5|+5|Songtrace (lesser)|+1 level of existing class
8th |+6|+2|+6|+6|Improved sonorous song, ritual tracing (greater)|+1 level of existing class
9th |+6|+2|+6|+6|Improved song of great hope|+1 level of existing class
10th|+7|+3|+7|+7|Final chant, songtrace (greater)|+1 level of existing class
[/table]

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

Ritual tracing: At each level after 1st, a Glyphchanter gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if she gained a level in a ritual tracing class she had levels in before entering this prestige class. She does not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If she has levels in more than one ritual-tracing class, she must choose which class to apply these levels to for the increases described above. At 4th level, she gains access to lesser rituals, and at 8th level she gains access to greater rituals, if she did not have such access already; this access functions exactly as if she had gained the ability from her original ritual tracing class, including which class rituals she learns.

Bardic music: A Glyphchanter adds her class level to her bard level to determine the number of times per day she can use her bardic music, the bardic music abilities she can employ, and the power of those abilities.

Chant glyph (Su): Upon entering this class, a Glyphchanter learns to avoid physically producing the glyphs required for tracing rituals, instead substituting an arcane chant. She no longer needs trace any diagrams, though her rituals still cannot be traced while silenced.

Songtrace (Su): A Glyphchanter learns to use the intrinsic magic of her music, melding the melodies with the arcane power of her rituals. By spending a use of her Bardic Music ability as a standard action, the Glyphchanter can replicate the effect of a minor ritual she knows, even if she does not have it charged. She gains the benefit of the ritual for as long as she continues playing, up to a maximum number of rounds equal to the normal duration of a ritual she discharges; when she finishes playing, the effect ends immediately. At 4th level, and every 3 levels after, the Glyphchanter can use this ability to replicate the effect of a ritual of a higher tier, as shown on the table above. This counts as a Bardic Music effect.

Sonorous song (Su): Beginning at 2nd level, a Glyphchanter learns to temporarily transform herself into a being of sonorous energy. As a standard action, she may discharge a charged Sonorous Chant ritual that she has charged and expend a use of her Bardic Music ability at the same time to grant herself the Sonorous (http://www.giantitp.com/forums/showthread.php?p=13770344#post13770344) template for a number of rounds equal to her Charisma modifier. The sensory abilities of the template are determined by the tier of ritual the Glypchanter discharges when she activates this ability. This counts as a Bardic Music effect.

Crawling chant (Su): At 3rd level, a Glyphchanter's command of music and rituals teaches her to combine them in interesting ways. Whenever the Glyphchanter activates her Bardic Music ability, she may discharge a Crawling Ritual ritual she has charged as part of the same action to incarnate the music as a crawling glyph (http://www.giantitp.com/forums/showthread.php?p=13770344#post13770344). Rather than being associated with a ritual, the crawling glyph is associated with the Bardic Music effect the Glyphchanter used; in addition, all of the Glypchanter's allies gain the benefit of the Bardic Music effect (if appropriate) whenever they are within 30 feet of the crawling glyph.

Song of great hope (Su): By the time she achieves 5th level, a Glyphchanter understands the magic inherent in her music, and how to use that to influence the minds and hearts of her allies. Whenever the Glyphchanter uses her Bardic Music ability to grant a morale bonus to her allies, she may discharge a Circle of Good Hope ritual that she has charged to increase the morale bonus by an amount dependent on the strength of the ritual, as shown in the table below.
{table=head]Ritual Strength|Bonus
Minor|+1
Least|+2
Lesser|+3
Greater|+4
Advanced|+6[/table]

Improved chant glyph (Su): Starting at 6th level, a Glyphchanter's command of chanted rituals has reached the level of mastery. She can trace rituals through chanting alone, and no longer needs to supply blood.

Improved sonorous song (Su): Upon reaching 8th level, the beautiful, haunting sonority of a Glypchanter's song is contagious. The Glyphchanter may have her Sonorous Song ability target a willing ally within 30 feet instead of herself.

Improved song of great hope (Su): At 9th level, a Glyphchanter learns to infuse the bolstering music she knows into her rituals. Whenever she discharges a Circle of Good Hope ritual that she has charged, the morale bonus granted by the ritual (if any) is increased by +1 per 5 ranks in Perform the Glyphchanter has.

Final chant (Su): When a Glyphchanter achieves 10th level, she is a true master of arcane chant. She has internalized the rhythms and cadences so completely that she need only audiate the chant in her mind, without needing to produce physical sound. The Glypchanter no longer needs to chant when tracing rituals -- simply meditating for the required time is enough, and she can trace rituals while silenced.

In addition, the Glyphchanter can allow the magic of the chant to overwhelm her physical essence. As long as she has a Sonorous Chant ritual charged, and at least one Bardic Music daily use remaining, she may assume or shed the Sonorous template at will as an immediate action, without needing to discharge the charged ritual or expend a Bardic Music use. The sensory abilities of the template are determined by the highest strength of Sonorous Chant she has charged at the time.

PLAYING A GLYPHCHANTER
As a Glyphchanter, your lilting voice carries the weight of magic and tradition. The arcane and archaic patterns you intone are infused with the power of ritual magic.
Combat: As a ritual tracer, you have a large number of options in combat. In particular, you are excellent at buffing yourself and others with both rituals and bardic music; you also have a number of BFC or debuffing options from your rituals.
Advancement: Classes which increase your ritual prowess (such as Ritual Chandler (http://www.giantitp.com/forums/showthread.php?p=13770197#post13770197) or Ritual Prophet (http://www.giantitp.com/forums/showthread.php?p=13770283#post13770283)) play heavily on your strengths.
Resources: What resources might a member of this PrC be able to draw on..

GLYPHCHANTER IN THE WORLD
And then Sameon came to the stone, and spoke words in arcane rhythm, and the stone opened upon him, revealing its riches for all to see.

While bards are well known, the art of ritual tracing is quite obscure, and so there is no real general perception of Glyphchanters. If there was, however, it would be of a group of amateur bardic sages who spend years locked away in forgotten libraries, and can produce bizarre and amazing effects.
Daily Life: A glyphchanter spends much of her time in study, perusing dusty tomes and practicing chants. 10 minutes of vocal warmup precede a long session of ritual tracing, charging herself with magical energy.
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.

GLYPHCHANTER IN THE GAME
Ritual tracers are quite versatile, being able to contribute with buffs (both personal and party), battlefield control, or utility powers. A glyphchanter in particular is an excellent buffer, using her bardic music to complement her rituals.
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.

ErrantX
2013-06-13, 05:18 PM
Bump for great justice!

-X

Glimbur
2013-06-13, 05:56 PM
Celestial Seed

I was once called Robert of Vinedown. I shed my old name when I outgrew my old body. I could not find any coherent accounts of what happened to me, so I have written a guide in order to help other people like me. Other Celestial Seeds.

Becoming a Celestial Seed
The propensity to be a Celestial Seed is inborn. After slaying some goblins to defend a village, I found the spells granted to me by Hieronius to be insufficient.. Frustrated with my limited skills in hand-to-hand combat, I studied martial combat with a renowned man at arms. This seemed to awaken something within me, and as I became more proficient at combat I felt something begin to change within me.
A Celestial Seed is, essentially, a Favored Soul which is brought to full bloom by the detailed study of combat in its many forms. Despite the name, they can be of any alignment.

ENTRY REQUIREMENTS
Spellcasting: Must be able to spontaneously cast at least seven different divine spells (the limited spontaneous casting abilities of clerics and druids do not count for this requirement)
Feat: Weapon Specialization (Any)

Class Skills
The Celestial Seed's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Sense Motive (Wis), Swim (Str) and Spellcraft (Int)
Skills Points at Each Level: 6 + Int mod

Hit Dice: d8

LevelBABFortRefWillSpecial
Spells
1st+1+2+2+2Detachment, Martial Training, Inner Sprout
+1 level
2nd+2+3+3+3Bonus Feat, Least Defense
+1 level
3rd+3+3+3+3Least Attack, Voice from Above

4th+4+4+4+4Lesser Magical Augmentation
+1 level
5th+5+4+4+4Lesser Defense, Bonus Feat

6th+6+5+5+5Lesser Attack, Flight
+1 level
7th+7+5+5+5Greater Magical Augmentation
+1 level
8th+8+6+6+6Bonus Feat, Greater Defense
+1 level
9th+9+6+6+6Greater Attack

10th+10+7+7+7Full Bloom
+1 level


Weapon Proficiencies: A Celestial Seed is proficient in all martial and simple weapons.

Spellcasting: Possibly I had given up too quickly on wielding Hieronius’s power through spells. As my awakening continued, my magic strengthened.
When a new Celestial Seed level is gained, the character (sometimes) gains new spells per day, spells known, and Caster Level as if he had also gained a level in Favored Soul. This gain only occurs at levels indicated by the chart, so by level 10 a Celestial seed has gained 7 effective levels of spellcasting. If the Celestial Seed has no levels of Favored Soul, he gains no benefit from this class feature.

Detachment (Su): One of the first changes in myself was not visible at all. I found myself to be less distracted by emotion, and more detached from the world. This helped me when I had to identify the killer in the orphanage of Overton.
The Celestial Seed gains an insight bonus to Sense Motive rolls equal to his class level.

Inner Sprout(Su): The detachment I felt did not only help me watch others. A small part of me was watching myself.
A Celestial Seed knows when his actions will affect his alignment, identical to the effect of a Phylactery of Faithfulness.
In addition, some of his class features predict whether his full bloom will be a harvest of Evil or of Good. For some of the abilities he chooses, he moves towards Evil or Good; this has no effect until level 10.

Martial Training (Ex): Throughout my transformation I continued my study of war.
Levels in Celestial Seed stack with levels in Fighter for qualification for feats. For example, a Fighter 4/ Favored Soul 1/ Celestial Seed 4 is allowed to take Greater Weapon Focus.

Bonus Feat(Ex): My martial practice seemed to trigger the change. As it progressed, I found myself waking up knowing new techniques and tactics.
A Celestial Seed gains a [fighter] bonus feat at levels 2, 5, and 8.

Least Defense(Su): Soon after I gained new perspective, I found that winters no longer bothered me.
At second level, a Celestial Seed gains 10 resistance to an element of his choice. If he chooses acid, he gains one Evil point. If he chooses Electricity or Sonic, he gains one Good point. If he chooses cold or fire, he does not move towards either alignment.

Least Attack(Su): The first time I realized these changes were bringing me closer to the ideal servant of Hieronius was when I reached out my hand and fired a beam of purity at a demon. It was not pleased.
The Celestial Seed has a number of options at this level. He may only select one.

Lantern Archon Ray: The Celestial Seed may, as a standard action, fire a ray of light. This is a ranged touch attack with a range of 60’. It does 5d6 damage and ignores DR. He gains one Good point for selecting this ability.
Shiradi Slam: The Celestial Seed gains a slam attack with a cloud of light shards that spring from his body. This attack does 2d6 damage (for a medium sized Celestial Seed). As a standard action, the Celestial Seed may use this attack and if it hits it also casts a targeted Dispel Magic on the target with a caster level equal to the Celestial Seed’s character level. At level 7, this improves to Greater Dispel Magic. Selecting this ability grants one Good point to the Celestial Seed.
Achaierai Cloud: The Celestial Seed may, as a standard action, emit a toxic black cloud. This cloud has a range of 10’ and it does 2d6 damage to everyone caught in it. In additon, creatures in the cloud must make a Fort save (DC 10+Celestial Seed level+Cha Mod) or be Insane, as the spell, for 2d3 rounds. The Celestial Seed, and all devils, are immune to this ability. He gains one Evil point for selecting this ability.
Babau Slime: All weapons which strike the Celestial Seed take 1d8 acid damage which ignores hardness. Attacks with a natural weapon or other weaponless attacks which require touching instead deal the damage to the creature. This damage can be avoided with a Reflex save, DC 10+class level+Cha mod. This damage is dealt with no save each round to any creature grappling the Celestial Seed. Selecting this ability grants one Evil point.
Bebilith Web: The Celestial Seed gains the ability to create and throw a net as a standard action. This net can affect creatures up to Huge size, and immobilizes the creature. The net has a number of hit points equal to the Celestial Seed’s class level times two, and hardness equal to his Charisma modifier. It can be escaped with an Escape Artist check, DC 10+class level+Cha mod, or burst with a Strength check of the same DC. There is a 75% chance the net will not be affected by fire damage. At level 7, the net can hold creatures up to Gargantuan. The Celestial Seed gains an Evil point for selecting this ability.
Touch of the Azer: All melee weapons, including unarmed strikes, used by the Celestial Seed do an additional 2d6 of fire damage. This may also be delivered as a touch attack, but it may be suppressed or resumed as a free action that can be taken out of turn. At class level 7, this damage increases to 4d6, and at class level 10 it increases to 6d6. This does not grant any Good or Evil points.


Voice from Above(Su): Almost as a parlor trick, I found myself able to speak with creatures in any tongue. I was no longer speaking in language, but directly in meaning.
The Celestial seed has a choice of three abilities

Tongues: He is constantly under the effect of a Tongues spell, with a caster level equal to his character level. If the spell is removed, it returns on his next turn as a free action.If you use this to power an Energy Transformation Field I will find you. And I will be irate. He gains one Good point.
Telepathy: He gains Telepathy with a 100’ range. He also gains one Evil point.
Magical Insight: He is constantly under the effect of a Read Magic spell, with a caster level equal to his character level. If the spell is removed, it returns on his next turn as a free action.If you use this to power an Energy Transformation Field I will find you. And I will be irate. He gains no Good or Evil points.

Lesser Magical Augmentation (Ex): As my awareness continued to change, I found myself better able to sculpt the magic that Hieronius blessed me with. I could augment or restore myself with great alacrity, though I did spill some power when I did so.
The Celestial Seed can cast any of his spells which require a full round or less normally as a swift action, with some limits. The spell can only affect and target him, regardless of the normal area or amount of targets. For example, if he cast Prayer using this ability, only he would gain the bonuses to attack, damage, saves, and skill checks. The other limitation is that the spell is cast at a caster level penalty of -3. This means that a Celestial Seed cannot normally cast his highest level spells with this ability, because his caster level is too low.

Lesser Defense: Some of the changes were surprises. One day I felt especially vital and alive, but I did not realize what improvement I had gone through until I found it necessary to stare down a fiendish Basilisk. He blinked.
At fifth level, the Celestial Seed gains a protection of his choice from the following list, or he may choose a second resistance from the Least Defense class feature.

Immunity to Petrification. This ability grants one Good point.
Immunity to poison. This ability grants one Evil point.
Aura of Menace: All enemies within 20’ of the Celestial Seed must make a Will save (DC 10+Class Level+Cha mod) or suffer a -2 penalty to hit, to AC, and to saving throws. This penalty lasts for 24 hours or until the opponent hits the Celestial Seed with an attack. If a creature makes the saving throw or breaks the effect with a successful attack, it is immune to the Aura for 24 hours. The Celestial Seed gains one Good point.
The ability to see normally in darkness, even magical darkness. This ability grants one Evil point.
Stench: Any creature within 10’ of the Celestial Seed must make a Fort save (DC 10+Class Level+Cha mod) or be nauseated as long as it remains within the area of this ability. If a creature succeeds at the save it is immune to this ability for 24 hours. The Celestial Seed gains one Evil point.
Barbs: Any melee attack against the Celestial Seed causes 2d6 points of piercing damage to the creature that performed the attack, unless the attack is made with a reach weapon. This damage is done every round automatically to any creature grappling the Celestial Seed. The Celestial Seed gains one Evil point.
Eyes of the Tojanida: The Celestial Seed cannot be flanked. In addition, he gains a bonus to Spot checks equal to his class level.


Lesser Attack: As I continued to grow into something more than human, my attacks gained the force of Good itself. Opponents found themselves unable to act as the weight of their sins pressed down on them.
The Celestial Seed gains one ability from the following list, or he may choose an ability from the Least Attack class feature.

Stunning Strike: As a swift action, the Celestial Seed may imbue his next melee attack with stunning force. His target, if the attack hits, must make a Fort save (DC 10+class level+Cha mod) or be stunned for one round. The Celestial Seed may use this ability a number of times per encounter equal to his charisma modifier. He gains no alignment points from choosing this ability; both devils and angels can stun.
Trumpet of Light: As a standard action, the Celestial Seed may make a trumpeting noise which tears at the consciousness of Evil. All non-good creatures within 100’ must make a Fort save (DC 10+class level+Cha mod) or be paralyzed for 1d4 rounds. This ability may only be used once per encounter. Choosing this ability grants the Celestial Seed one Good point.
Spores: As a free action, the Celestial Seed may shake out demonic spores. These spores attach to every creature within 10’. The spores automatically deal 1d8 points of damage to all creatures adjacent to the Celestial Seed. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water. The Celestial Seed may use this ability a number of times per day equal to his Charisma modifier. He gains one Evil point for selecting this ability.
Beard: The Celestial Seed grows a wicked beard. In any round where he strikes the same target twice, the beard lashes out as well. It does 2d6 slashing damage and the target must make a Fortitude save (DC 10+Class level+Cha mod) or contract devil chills, a disease detailed in the SRD and DMG. Further saves against devil chills are made at the same DC. The beard automatically hits but does not benefit from sneak attack, power attack, bard song, or any other source of bonus damage. The Celestial Seed gains one Evil point for selecting this ability.
Chilling Blow: Any creature hit by the Celestial Seed must succeed on a fortitude save (DC 10+class level+cha mod) or be Slowed, as the spell, with a caster level equal to the Celestial Seed’s character level. The Celestial Seed gains one Evil point for selecting this ability.
Fists of Thunder and Lighting: The Celestial Seed gains a pair of slam attacks that require the use of his arms. Each slam does 1d6 damage (for a medium sized Celestial Seed). One slam (the right hand) also deals 3d6 sonic damage and requires the target to make a Fort save DC 10+class level+cha mod) or be deafened for 2d6 rounds. The other slam (the left hand) also deals 3d6 lightning damage and requires the target to make a Fort save (DC 10+class level+cha mod) or be blinded for 1d4 rounds.


Flight (Su) I had already surmised I was turning into a celestial, so I was not shocked when one morning I awakened with angel wings.
The Celestial seed gains a flight speed of 60’ with Good maneuverability. He also grows a pair of either bat wings or feathered wings (his choice), but these wings are not actually required for flight. This ability does not add any Good or Evil points.

Greater Magical Augmentation (Ex): My earlier experiments with casting magics more rapidly now remind me of a child’s first steps: necessary and educational, but clumsy.
The Celestial Seed may cast two of his spells, each of which require a full round action or less normally, as part of the same swift action, with some restrictions. He may only target and affect himself with these spells regardless of their normal area. The first of these two spells is cast at a caster level penalty of -3, and the second is cast at a caster level penalty of -5.

Greater Defense(Su) I found myself shielded by the glory of the Upper Planes.
At eight level, the Celestial Seed gains one ability from the following list, or an ability from the Lesser Defense or Least Defense lists.

Immunity to fire
Immunity to electricity
Immunity to acid. This ability grants one Good point.
Protective Aura, as the angel subtype. Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Celestial Seed. Otherwise, it functions as amagic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Celestial Seed’s character level). This aura can be dispelled, but the Celestial Seed can create it again as a free action on its next turn. The Celestial Seed can suppress the aura as a free action. Choosing this ability grants one Good point.
Invisible in Light: the Celestial Seed is invisible in any light bright enough for a human to see in. In mundane darkness, he glows slightly and is visible from 30’ away (60’ if the viewer has low light vision). Magical darkness smothers this glow and conceals the outline. Any attempt to see the Celestial Seed with See Invisible or similar magics requires a caster level check with a DC of 10+character level. Unusual senses, such as tremorsense or blindsight, are not affected by this ability. The Celestial Seed gains one Evil point for selecting this ability.


Greater Attack(Su): I gained the legendary ability of the Solar angels to slay any target with one attack. Well, almost.
The Celestial Seed gains one ability from the following list, or an ability from the Lesser Attack or Least Attack lists.

Feed: As a full round action, the Celestial Seed may devour the corpse of a creature. This has a number of effects. First, there is a 50% chance the creature can ever be raised by using a True Resurrection, Wish, or Miracle. Otherwise it cannot be raised by mortal magic. Second, the Celestial Seed gains temporary hit points, or healing, equal to twice the hit dice of the creature that was consumed. As usual, these temporary hit points do not stack with each other (so eating a hundred rabbits each morning is evil but useless) and they disappear after one day. Finally, the Celestial Seed gains an untyped bonus to his Strength and Constitution scores equal to twice the bonus to respective ability scores of the corpse that was consumed. For example, eating a Great Wyrm gold dragon (Str 47 (+18 bonus), Con 33 (+11)) grants a +18 to the Celestial Seed’s strength score and a +11 to his con score. This bonus lasts for one day, and does not stack with itself (so eating a tribe of orcs is no better than eating the strongest and toughest orcs). The Celestial Seed gains one Evil point for selecting this ability, and use of this ability is an Evil act.
Corporeal Instability: Any creature struck by a melee attack from the Celestial Seed must make a Fortitude save (DC 10+Cha mod+Class level) or become unstable. An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the victim spends in an amorphous state causes 1d4 points of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast. If this occurs, the victim cannot be raised from the dead until the Chaos Beast is slain.
A victim can regain its own shape by taking a standard action to attempt a DC 18 Charisma check (this check DC does not vary for a Celestial Seed with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful. This instability lasts for a number of minutes equal to the Celestial Seed’s charisma modifier; this includes time where the victim is stable due to a successful charisma check. The instability can be paused by a Flesh to Stone or Shapechange spell, and cured by a Restoration, Heal, or Greater Restoration spell. The Celestial Seed does not gain any Good or Evil points for selecting this ability.
Smite: As a standard action, the Celestial Seed may activate this ability. Rainbow colored lights play around his body but there are no obvious effects until his next turn. At the start of his next turn, a bright flash of multicolored light shows every nearby creature their worst fears. Every creature within 600’ must make a Will save (DC 10+Cha mod+Class level) or be dazed for 1d6 rounds (roll duration separately for each creature affected). The Celestial Seed and any demons are not affected by this ability. This ability is not fear based, so immunity to fear provides no protection. The Celestial Seed may use this a number of times per day equal to his charisma modifier. He gains an Evil point for selecting this ability.
Slaying: Any weapon (or natural weapon) used by a Celestial Seed is treated as having the correct Bane property to affect whatever creature he is attacking. This typically means a +2 bonus to the enhancement bonus of the weapon as well as an additional +2d6 damage. The Celestial Seed gains one Good point for selecting this ability.


Full Bloom(Ex): I shed my old name when the last vestiges of my old body were transformed. Unfortunately, my new name cannot be written.
The Celestial Seed’s type changes to Outsider, with the [native] subtype. He gains a +4 bonus to his Charisma modifier. And his appearance (and possibly alignment) shift. If he has more Good points than Evil points, he becomes Good and retains his current alignment on the Law-Chaos axis. Similarly, a Celestial Seed with more Evil than Good points becomes Evil and retains the other part of his alignment. A Celestial Seed with an equal number of Good and Evil points retains the rest of his alignment. In any of these cases, the Celestial Seed takes on the appearance of the outsider of the correct alignment on the following table.

LawfulNeutralChaotic
GoodTrumpet Archon (MM I) Leonal(MM I)Djinni(MM I)
NeutralMarut(MM I)Cuprilach (Fiend Folio) Death Slaad (MM I)
EvilIce Devil(MM I)Arcanaloth (MM II)Hezrou (MM I)

A Celestial Seed that has gained no Good or Evil points has additional options. He may choose to take on the appearance and alignment of any outsider from the previous table, or he may choose to remain himself... almost. His eyes become pure white, his alignment remains unchanged, and he gains immunity to the Holy Word line of spells.

Playing a Celestial Seed
I found myself in melee combat in order to best use the gifts that my celestial transformation provided. The magic I had once discarded provided a valuable support to my efforts.
Combat: My approach to combat would make my old teacher proud... and confused. I am more than competent with any weapon except the most obscure, and I wield them with powers most mortals do not possess. I have inhuman resistance to many of Evil’s most common tools. I typically charge the largest evil-doer in the room.
Advancement: After my apotheosis, I pursued the path of the Sacred Exorcist in order to improve both my combat ability and my spellcasting. Other Celestial Seeds might feel more drawn to the way of the Divine Oracle, the Contemplative, or the Church Inquisitor.
Resources: Hieronius provides me with a network of like-minded crusaders. I am also able to rely on my adventuring companions and their diverse talents.

Celestial Seeds in the world
”I always thought there was something different about that boy. I never realized there was an angel inside him, though.” - one of my childhood friends


Daily Life: I find evil. I strike down evil. Sometimes I do this with the sword, and sometimes I use the more subtle weapons of diplomacy, craft, and good lawmaking.
Notables: I have heard rumours of an evil counterpart to myself. He was once a man, but wears the face of a demon now. Someday we will meet and see whose faith is greater. And on that day I will strike down A’vwuxszz, as he calls himself.
Organizations: Linked as we are with the Outer Planes, we Celestial Seeds will often find ourselves associated with churches. Whether we are pawns or leaders is variable.

NPC Reaction
I typically first see awe and fear. Who does not have some secret shame, some hidden sin, that makes ashamed when an angel appears?

Celestial Seeds in the Game
Partial casting, swift action self buffing, and a variety of unusual abilities and resistances.
Adaptation: These guys slip effortlessly into any campaign where outsiders exist. It would be possible to make a similar transformational class for elementals or magical beasts, but at that point it is a whole new class.
Encounters: If the PC’s have been very naughty, they might meet a group of Celestial Seeds who are bringing them to justice.

sengmeng
2013-06-15, 12:36 PM
Shadow Champion




Fallen no more!

--Cass Tennebrai, former paladin and Shadow Champion

Paladins fall. Sometimes it is a mistake. Sometimes they atone. Sometimes it is a rejection of good, of oaths, of selflessness and righteousness. Rarely, it marks the realization that the paladin's code is too rooted in law. Rarer still, these individuals find redemption in the most unlikely places: in the gutter, from the whispers of gods of chaos and trickery. The Shadow Champion still fights for good, but she fights from the shadows, using ambush, stealth, and subterfuge. She may long for her time in the sun, when she could ride forth in glory, but the teachings of her new god show her another path.

BECOMING A SHADOW CHAMPION

A Shadow Champion is usually a fallen paladin who had to accept at some point that dishonorable tactics are the only viable ones, and rather than uphold law over good, they chose good. Either in one sudden outburst or gradually over time, the paladin becomes disillusioned with her code and loses her lawful alignment. However it happens, once she loses the favor of her god, another one may whisper in her head, asking her to become a new kind of champion.

ENTRY REQUIREMENTS

FEAT: Sacred Strike (BoED)

CLASS ABILITY: Sneak attack +1d6

SKILLS: Hide 6 ranks, Knowledge (religion) 2 ranks

Base Attack Bonus: +5

SPECIAL: Must be a fallen paladin with a neutral good or chaotic good alignment.


Class Skills

The Shadow Champion's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Heal (Wis), Intimidate (Cha), Jump (Dex), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)

Skills Points at Each Level: 6 + int

Hit Dice: d8

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

1|+1|+2|+2|+2| Shadow Oath, Shadow Devotion, Shadow mount

2|+2|+3|+3|+3| shadow strike +1d6

3|+3|+3|+3|+3| Tactical Calling, Night’s Grace

4|+4|+4|+4|+4| shadow strike +2d6

5|+5|+4|+4|+4| Surprise the Dead, Uncanny Dodge

6|+6|+5|+5|+5| shadow strike +3d6

7|+7|+5|+5|+5| Holy Strike, Evasion

8|+8|+6|+6|+6| shadow strike +4d6

9|+9|+6|+6|+6| Slay Evil

10|+10|+7|+7|+7| shadow strike +5d6[/table]


Weapon Proficiencies: The Shadow Champion gains no new weapon or armor proficiencies.

Shadow Oath: Although the strict code of conduct of a paladin is a reflection of their lawful nature, the Shadow Champion also makes a promise to her new deity. This dedication takes the training and power that was lost and reforms and rebuilds it into something new. The Shadow Champion’s redemption represents a second chance with a new patron; there is no third chance. Although the Shadow Champion’s code is far less restrictive, even allowing evil acts and evil associates if they ultimately serve good, if the Shadow Champion falls, i.e., her alignment becomes non-good, there is no other redemption. A fallen Shadow Champion loses all of her Shadow Champion extraordinary and supernatural abilities, including her regained spellcasting, cannot gain levels in paladin or Shadow Champion, and cannot regain her abilities even with the atonement spell. Hereafter, whenever it says “character level” in the Shadow Champion’s description, it refers to the sum of her rogue, paladin, and Shadow Champion levels. The Shadow Champion is explicitly NOT a paladin, though her Smite Evil ability qualifies her for any feat or prestige class that requires it, unless it also has alignment requirement that she does not meet. A character can change her alignment back to lawful good and still advance as a Shadow Champion, but this still does not allow her to advance as a paladin.

Shadow Devotion (Su): The Shadow Champion gains the ability to cast spells, smite evil, and turn undead as a paladin of her character level. She also adds a number of spells to her spell list that are not normally paladin spells: 1st level: Obscuring Mist, Nystul’s Magical Aura, Disguise Self. 2nd level: Invisibility, Charm Person, Cat’s Grace. 3rd level: Spider Climb, Nondetection, Invisibility Sphere. 4th level: Dimension Door, Confusion, Freedom of Movement.

The Shadow Champion can no longer cast Protection from Chaos, Magic Circle Against Chaos, and Dispel Chaos unless or until they regain a lawful good alignment.

Shadow Mount (Su): The Shadow Champion gains a new special mount, a giant celestial panther.

Giant Celestial Panther:

Giant Celestial Panther: CR 2; Large Magical Beast (extraplanar); HD 3d8+12; hp 30; Init +1; Spd 40 ft., climb 20 ft; AC 16, Touch 12, Flat-footed 13 (+3 dex +4 natural -1 size); Base Atk +2; Grp +13; Atk +8 melee (1d8+7, bite); Full Atk bite +8 melee (1d8+7) and 2 claws +3 melee (1d4+3); Space/Reach 10 ft./5 ft.; SA Improved Grab, Pounce, Smite, Rake 1d4+3; SQ Darkvision 60 ft, scent; SV Fort +7, Ref +6, Will +2; Str 24, Dex 17, Con 19, Int 3, Wis 12, Cha 6.

Skills: Balance +11, Climb +15, Hide +6, Jump +15, Listen +6, Move Silently +9, Spot +6. Feats: Alertness, Stealthy

{table]character level|bonus HD|Nat. Armor|Str adjustment|Int|Special

5-7th|+2|+4|+1|6|Empathic link, improved evasion, share spells, share saving throws, resistances, DR 5 magic

8-10th|+4|+6|+2|7|Improved speed

11-14th|+6|+8|+3|8|Command creatures of its kind, increased resistances

15-20th|+8|+10|+4|9|Spell resistance[/table]



Shadow Strike (Ex): The Shadow Champion’s shadow strike ability is like a rogue’s sneak attack in most ways, however, the extra damage is not subject to any type of damage reduction when used against evil opponents. Additionally, evil outsiders or creatures with the corrupted template cannot heal the damage with magic or fast healing, instead healing at the rate of 1 hit point per hitdice per day of rest. It always counts as lethal damage against any evil creature with regeneration. Any sneak attack dice the Shadow Champion gained from other sources, such as levels in rogue, become shadow strike dice instead. Shadow strike is modified by any feats or abilities that modify sneak attack, and counts as sneak attack for the purposes of qualifying for feats or prestige classes. In addition to the shadow strike gained on their class table, a Shadow Champion also gains +1d6 shadow strike damage per two paladin levels she had before becoming a Shadow Champion.

Tactical Calling (Su): Instead of a full round action, the Shadow Champion can now call her special mount as a swift action and dismiss it as a free action. She may call her mount a number of times per day equal to her levels in Shadow Champion. Additionally, the mount may appear anywhere within thirty feet, instead of an adjacent square

Night’s Grace (Su): During the night, the Shadow Champion adds her charisma bonus to her saves, Hide and Move Silently skill checks, and AC as a perfection bonus.

Surprise the Dead (Su): Normally, the Shadow Champion turns undead as a cleric of three levels lower than the total of her paladin and Shadow Champion levels, but if she uses this ability when the undead in question are unaware of her or otherwise denied their dexterity bonus to AC, she rolls her turning check and damage as if she was a cleric of equal level to the total of her paladin and Shadow Champion levels, and any undead that would normally be turned are destroyed. Since the Shadow Champion’s effective cleric level would be different if some undead in her turning range were surprised and some were not, two turning checks are made in this case to determine if she can affect some or all of them, and the turning damage is applied to the surprised undead first.

Uncanny Dodge: As the rogue ability. If the Shadow Champion already has uncanny dodge, she gains improved uncanny dodge.

Holy Strike (Ex): This ability enhances the Shadow Champion’s Sacred Strike feat. Instead of rolling d8s for damage when shadow striking evil opponents, she now rolls d10s.

Evasion: As the rogue ability. If the Shadow Champion already has evasion, she gains improved evasion.

Slay Evil (Ex): If the Shadow Champion uses her smite evil ability on an evil opponent when it also qualifies to be shadow striked, all shadow strike dice deal maximum damage.

PLAYING A SHADOW CHAMPION

A Shadow Champion is often bitter over the loss of her first god's favor, and may struggle constantly to reconcile her old life with her new one.

Combat: The Shadow Champion relies on stealth and ambush, making good use of the spells added to her spell list and using the mobility of her new special mount to flank and dispatch foes, often dismissing it and calling it right behind her target in the same round. If she has mounted combat feats, she may occasionally return to the paladin's typical tactics.

Advancement: Fighter and ranger levels often help a Shadow Champion get better at some aspect of her chosen path, and some prestige classes meant for paladins are still accessible and helpful to her as well. Because it will continue to advance her spells, mount, shadow strike, and smite, it can be very difficult to find a better advancement path than more rogue levels. Shadowdancer levels can net her the improved versions of uncanny dodge and evasion quite early if she doesn't have them after finishing her Shadow Champion levels, and it fits quite well thematically and makes her more mobile and stealthy, as well as giving the same number of skill points.

Resources: Part of the Shadow Champion’s personal journey is learning the weaknesses of the paladin’s methods. A Shadow Champion often has a mentor, an older Shadow Champion, a cleric of a trickster god, or even the leader of a rogue’s guild. Unlike paladins, Shadow Champions will work with those who don’t necessarily share their ideals, even manipulating evil creatures into furthering their goals. They can amass quite a network of useful associates.

CLASS NAME IN THE WORLD

I remember her. Used to be a paladin. Now she’s a thief or something.

The changes in a Shadow Champion are so drastic that many may not believe that they are looking at the same person.

Daily Life: A Shadow Champion’s new god doesn’t grant her the ability to detect evil anymore, so she must use mundane methods to make sure that her targets are indeed evil. Therefore, a Shadow Champion spends most of her time spying, researching, and gathering information between missions. She may also seek out others like herself and redeem them as well.

Notables: Cass Lumine, who changed her name to Cass Tennebrai after her conversion. Cass was a powerful enforcer of the church of Pelor, but politically her temple was controlled by a less-than-honorable lord. Cass was sent as an escort for a diplomatic mission, only the “diplomat” was really an assassin, who killed the lord of a rival city. Cass executed the assassin, but found that she could not give herself up for trial, as honor demanded. She fled, and spent some time as an outlaw, but didn’t lose her paladin powers until she herself turned assassin, killing her former lord. Pelor no longer accepted her. Again, she lived as an outlaw, until she befriended a particularly devout thief, who explained to her the philosophy of Olidammara. She felt a calling, different from the one that led her to become a paladin, but with the same urgency.

Organizations: Shadow Champions will work together, usually only if they follow the same god, but they often keep their nature secret. They will try to redeem fallen paladins, especially if they came from the same order, but more often they fall in with other stealthy, devious types. If they can find an organization of thieves with benevolent goals, they wouldn’t hesitate to join them, but often they are forced to take less reputable groups and manipulate them into performing good deeds.

NPC Reaction

Shadow Champions are difficult to tell from rogues. Sometimes, if they have a little wilderness experience, they pretend to be rangers. If an NPC knows they used to be a paladin, they might view them even more unfavorably. A Shadow Champion is most effective when others don’t know of her true nature, abilities, and intentions, so she will often not disabuse people of the notion that she is an outlaw.

CLASS NAME IN THE GAME

Adaptation: Whatever god of trickery is found in your campaign will work as the Shadow Champion’s patron. If paladins don’t exist in the setting, it might not be really workable.

Encounters: Shadow Champions are a diverse lot. They usually look for good goals that require subterfuge and can’t be handled by working within the law, leaving conventional heroics to conventional heroes. Some can be found working to bring down evil empires from within, others are the shadowy protectors of whatever territory they decide is their responsibility, while others will be actively traveling and hunting down evil-doers. Good PCs will generally not have any trouble with them, but they might find themselves under close observation for a while. Evil PCs can expect to be attacked, though perhaps subtly. A Shadow Champion is expected to use the best tactics available, including pretending to ally with evil opponents for a time, or even manipulating evil factions into fighting one another.

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.


Cass Tennebrai

Chaotic Good Female Human Pal 5, Rog 1, ShR 4

Init +0, Senses: Listen +, Spot +,

Languages

------------------------------------------------

AC , touch , flat-footed ()

hp ( HD)

Fort +, Ref +, Will +

------------------------------------------------

Speed: 30 ft. (6 squares)

Melee:

Base Atk: +8/+3, Grp +9

Atk Options:

Combat Gear:

Spells Prepared:

Supernatural Abilities:

-----------------------------------------------

Abilities: Str 12, Dex 16, Con 12, Int 10, Wis 14, Cha 14

SQ:

Feats:

Skills:

Possessions:

Temotei
2013-06-17, 11:19 PM
Shadowfringe Sentinel

From light come shadows. From shadows come I.
-- Alvo Sour, shadowfringe sentinel

Through the mist, through the woods,
Through the darkness, and the shadows.
It's a nightmare but it's one exciting ride.

Paladins, the quintessential protectors, shed their light to banish evil and protect the innocent. But to protect someone fully, one must understand one's enemy. The paladins shed their light and cast shadows, wherein the shadowfringe sentinels lie in wait. They are the silent defenders, following the path of shield and shadow as one.

Hit Die: d10.

Requirements
To qualify to become a shadowfringe sentinel, a character must fulfill all of the following criteria.
Skills: Hide 7 ranks, Listen 4 ranks, Move Silently 7 ranks, Spot 4 ranks.
Special: Aegis of the legion (http://www.giantitp.com/forums/showpost.php?p=13196296&postcount=1), light absorption (http://www.giantitp.com/forums/showpost.php?p=8613452&postcount=1).

Class Skills: The shadowfringe sentinel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier

SHADOWFRINGE SENTINEL


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+2
+2
+0
Defender in the shadows, plated scoundrel


2nd
+1
+3
+3
+0
Rush (darkness), shadow strike +1d6


3rd
+2
+3
+3
+1
Aegis of shadows, shadowfringe strike


4th
+3
+4
+4
+1
Rush (shadow disc)


5th
+3
+4
+4
+1
Shadowfringe safeguard, shadow strike +2d6



Class Features
All of the following are class features of the shadowfringe sentinel.

Weapon and Armor Proficiency: Shadowfringe sentinels gain no additional weapon or armor proficiencies.

Defender in the Shadows: A shadowfringe sentinel defends her allies from the darkness. Every level of shadowfringe sentinel increases the range of light absorption by 5 feet as if she had taken a level in extinguisher. In addition, at 1st, 3rd, and 5th levels, the shadowfringe sentinel may have an additional shadow disc and the bonus gained when a shadow disc is broken increases by 1. Finally, each level of shadowfringe sentinel counts as a level of sentinel for the purposes of advancing aegis of the legion features.

Plated Scoundrel (Ex): Armored, but always silent. The shadowfringe sentinel's armor check penalty is halved when making Hide and Move Silently checks.

At 4th level, the armor check penalty is ignored entirely when making Hide and Move Silently checks.

Rush (Ex): At 2nd level, whenever the shadowfringe sentinel rushes, she leaves darkness in her previous location. The darkness is considered a supernatural effect.

At 4th level, whenever the shadowfringe sentinel rushes, she can break a shadow disc to rush again and regain her immediate action for that round. The effects of breaking a shadow disc are considered supernatural effects.

Shadow Strike (Su): This is exactly like the extinguisher ability of the same name. The extra damage dealt increases by +1d6 at 2nd and 5th level. If a shadowfringe sentinel gets a shadow strike bonus from another source the bonuses on damage stack.

Aegis of Shadows (Su): At 3rd level, any allies within the shadowfringe sentinel's aegis of the legion range emit shadowy illumination in the same range as the shadowfringe sentinel if they wish to.

Shadowfringe Strike (Su): A shadowfringe sentinel strikes always from the edge of the shadows, ready to leap out to defend an ally and at the same time shrouded in darkness. Once per round, when an ally within aegis of the legion range is attacked, the shadowfringe sentinel may break a shadow disc and make a single attack against the offender with shadow strike damage applied, regardless of light conditions.

Shadowfringe Safeguard (Su): At 5th level, the shadowfringe sentinel can break a shadow disc and dash up to 60 feet as an immediate action to a square adjacent to an ally once per encounter. The ally is protected from all damage for 1 round while the shadowfringe sentinel takes half of what the ally would take. This damage is reduced by aegis of the legion as if the ally had taken damage. Every square between the shadowfringe sentinel's original position and new position is covered in darkness for 1 round and for every 5 points of damage she takes in defending her ally, the shadowfringe sentinel can cover another square within 30 feet in darkness (minimum 1). This is considered a rush for the purposes of concurrent effects.



PLAYING A SHADOWFRINGE SENTINEL

The shadowfringe sentinel is the knight in the shadows, protector in the night. Sticking to the darkness, but ready to leap into the light to protect friends, the shadowfringe sentinel is a defender and a scoundrel concurrently.

Combat: A shadowfringe sentinel combines the usually mutually exclusive roles of assassin, taking out important targets, and defender, protecting allies and being tough to take down. Hiding in darkness and taking out powerful enemies while at the same time keeping everyone safe is a tough spot to fill, but one the shadowfringe sentinel was made for.

Advancement: Most shadowfringe sentinels will continue down the path of the extinguisher or of the sentinel, depending on what roles they want to focus on more. Some, however, will split their paths even further, ending up on a path right down the middle.

Resources: Shields and shadows are the shadowfringe sentinel's game. The element of surprise, darkness, and a healthy reserve of equipment are a shadowfringe sentinel's main resources. Some of them also join certain clandestine organizations, granting access to that organization's insider resources.


SHADOWFRINGE SENTINELS IN THE WORLD

My father was a knight. He stood with honor in an attempt to protect us from a great force and died for it, bringing our town down with him. This woman...has no honor. This fact...has saved us all.

Shadowfringe sentinels have tended to remain in darkness, concealed from the common eye. This keeps them safe, but constant in number, rather than rising or falling.

Daily Life: Some shadowfringe sentinels will work as guards (mostly at night) or even bodyguards in an elite force. It depends much on the shadowfringe sentinel herself, however. Many do not pursue standard careers, instead opting for adventuring, vigilantism, or some other odd job.

Notables: Not many shadowfringe sentinels have been well known throughout history. One, however--Oliver Astolpho--reveled in a hero's glory. Traveling the world, he worked to root out those who would exploit the innocent while seeking others to join his cause. He only stayed long enough in one place to leave his name and a token of protection (which would also act as a sort of magical compass, pointing in the direction of Oliver himself). Soon, he formed an organization of shadow knights, later becoming known as The Shadowfringe Sentinels. After Oliver's death many years later, the organization fell apart, but the members continued to call themselves shadowfringe sentinels. The name became a title for the people who acted in defense in shadows rather than for an organization, and so, went down in history.

Organizations: The old organization of The Shadowfringe Sentinels has inspired some to create mini-guilds of their own, mimicking the old one. Many do not follow such noble goals as the original, however, instead following their own codes. It's extremely rare for an organization to be officially recognized.


NPC REACTION

Many NPCs fear the shadowfringe sentinels if they ever encounter them. Some will write them off as myths, nightmares, or hallucinations. What an improbable thought, indeed! Still more hail them as heroes, defenders of common folk similar to paladins but with less holding them back.


SHADOWFRINGE SENTINELS IN THE GAME

Shadowfringe sentinels bring powerful extinguisher abilities to bear with a plated, defending frame. This gives both a powerful offense and defense, as well as great mobility.

Adaptation: It's not difficult to adapt the shadowfringe sentinel to a setting. A metropolis could have a vigilante organization hidden (perhaps in plain sight) or a lone defender could watch over a city like Batman. The shadowfringe sentinels could be an elite force protecting the stereotypical evil emperor or the equivalent in your setting. Or they could simply exist with little internal organization.

Encounters: The PCs could be set upon by thugs in an alleyway only to see a shadowfringe sentinel or multiple come out of the woodwork and stop the thugs before the PCs have a chance to even mouth off at them. Or perhaps the PCs are the thugs and shadowfringe sentinels will drop down to stop them from harassing poor folk.


Sample Encounter

Delving into the dungeon's depths after defeating a powerful sorcerer, obviously the leader of the groups you defeated even before facing him, you feel joy and elation as you see mountains of gold and the infinitely valuable amulet you came here for. Your hand nearly closes on the amulet, but just an inch away, a statue's hand closes around your wrist. No, not a statue, but a woman...drenched in shadows. She pushes you away and steps between you and the amulet, sword and shield raised and ready. Two more statues--no, defenders of the amulet again--step to her sides.

EL 13: Lana Geredun has been defender of this amulet for several years now. She will protect the treasury at any cost, including her own life, as will her two companion defenders, both of whom are lawful neutral female human sentinel 2/extinguisher 4/shadowfringe sentinel 1 with the same elite array and same feats, items, skills, etc. (where possible). All are clad in similar dark heavy plate armor with ancient symbols etched into the metal, Lana's being somewhat more elaborate. A leader. She voices that anyone who leaves shall not have to deal with her or her allies. "Come any closer, however, and you'll have three holes in you before you can say, 'No!'" Two nods from the other two defenders affirm this statement. Before the PCs can react, the torches lighting the room snuff out and the two sentinels to Lana's sides disappear into the darkness. They will attempt to attack any targets that appear easy to kill (lightly armored, few obvious magical defenses, etc.) while at least one stays within aegis of the legion range of Lana. Both of them will attempt to mitigate as much damage on her as possible unless it would be tactically unsound. All three defenders will drink their potions as soon as they hear the party coming (probably before they come into the chamber).


Lana Geredun
Lawful neutral female human sentinel 3/extinguisher 4/shadowfringe sentinel 5
Init +5, Senses darkvision 30 ft.; Listen +12, Spot +12
Languages Common
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AC 32, touch 21, flat-footed 31 (+1 Dex, +11 +3 full plate, +8 +5 heavy steel shield, +1 ring of protection, +1 dusty rose prism ioun stone)
hp 142 (3d12+4d8+5d10+72)
Fort +13, Ref +12, Will +8 (+1 on Will saves vs. magic)
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Speed 20 ft. (4 squares)
Melee +12 +1 collision (http://www.d20srd.org/srd/psionic/items/weapons.htm#collision) longsword (1d8+8/19-20/x2)
Base Atk +8, Grp +11
Atk Options Blind-Fight, Combat Reflexes, Mage Slayer, Pierce Magical Concealment, shadowfringe strike, shadow strike +4d6
Combat Gear +1 collision longsword, +3 full plate, +4 heavy steel shield
Supernatural Abilities Aegis of the legion, aegis of shadows, light absorption, shadowfringe safeguard, shadowfringe strike, shadow strike +4d6
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Abilities Str 14 (16), Dex 13, Con 18 (22), Int 10, Wis 12, Cha 8
Feats Blind-Fight, Combat Reflexes, Darkstalker, Improved Initiative, Mage Slayer, Pierce Magical Concealment, Shield Specialization (heavy), Shield Ward
Skills Balance +6, Bluff +4, Diplomacy +4, Hide +9, Intimidate +4, Listen +12, Move Silently +9, Sense Motive +7, Spellcraft +2, Spot +12
Possessions +1 collision longsword, +3 full plate, +5 heavy steel shield, amulet of health +4, anklet of translocation, bracers of opportunity, cloak of resistance +2, dusty rose prism ioun stone, gauntlets of ogre power, healing belt, potion of divine favor (CL 1), potion of heroism (CL 3), ring of protection +1, 200 gp

ErrantX
2013-06-25, 05:01 PM
Voting thread is up and this contest is closed! (http://www.giantitp.com/forums/showthread.php?t=289595)

-X