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Techwarrior
2013-09-05, 10:56 AM
It was Destiny

---

None can escape their fate.

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

Giant in the Playground PrC Contest XLIII

The contest begins with the posting of this thread and will run through midnight of October 6th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of October 13th.

Rules

1) You will be creating an 'original' prestige class based on fate. Anything from druids calculating conjunctions of the stars to fuel divinations to barbarians angry enough to change fate to thieves that dodge inevitables. The stars are the limit (feel free to use any of the above) and anything that is official Wizards of the Coast or Paizo Pathfinder material is allowed for source material. Homebrew material as a base is allowed by permission (just ask).

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

3) Entries must be 3.5 or Pathfinder, 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.

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)

Techwarrior
2013-09-05, 10:57 AM
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|
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+x|Class Ability

7th|
+x|
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8th|
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9th|
+x|
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+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|
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6th|
+x|
+x|
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+x|Class Ability

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

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

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

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

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

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

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

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

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

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

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


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

Xaotiq1
2013-09-05, 11:12 AM
CODENAME BAD-PENNY

Zaydos
2013-09-05, 03:10 PM
Monarch

http://Picture URL

Quote of Some Kind by a member of the class!

Some men are born with the destiny to lead men, the Monarch is one of them. The heroic king, or the conquering warlord, the monarch draws men in numbers to his side. The class is meant to portray destined leaders, rulers, and kings such as Charlemagne, Arthur, but could even be used for the likes of Conan or Kull when they became kings of their respective lands. It is simply a man who is destined to rule, and to whose side humanity (or whatever races exist in their world) flock to.

BECOMING A MONARCH
Some Monarchs are born into royalty or nobility. Some Monarchs are lost princes(ses) orphaned at birth when a usurper killed their family. Some Monarchs are simply common folk who through a combination of charisma, strategy, and cunning wit manage to rally the people to them to form a new dynasty.

In part a Monarch is born, a man of rare ability to gather people and bind them to him. In part a Monarch is forged. A Monarch is a man who has proven his ability to lead, both on and off the battlefield, a man of steel as much as of gold. To become a Monarch one must gather people around them, a band of heroes, an army of the common folk.

ENTRY REQUIREMENTS
Alignment: Any Lawful or Good.
Skills: Diplomacy 5 ranks, Sense Motive 5 ranks
Feats: Leadership
Special: Proficiency in at least one martial weapon.

Class Skills
The Monarch's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Ride (Dex), Sense Motive (Wis), Speak Language (n/a).
Skills Points at Each Level: 4 + int

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+2|Improved Leadership, Initiator, Inspire Action 1/encounter|+1 level paladin casting

2nd|
+2|
+3|
+0|
+3|Divine Grace, Inspiring Presence +1|+1 level paladin casting

3rd|
+3|
+3|
+1|
+3|Kingly Eloquence|+1 level paladin casting

4th|
+4|
+4|
+1|
+4|Inspiring Presence +2, Sway the Heart|+1 level paladin casting

5th|
+5|
+4|
+1|
+4|Prophetic Dreaming, Inspire Action 2/encounter|+1 level paladin casting

6th|
+6|
+5|
+2|
+6|King's Will, Inspiring Presence +3|+1 level paladin casting

7th|
+7|
+5|
+2|
+5|Domain|+1 level paladin casting[/table]

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

Paladins and Monarchs: A Paladin that takes levels in Monarch may freely return to the Paladin class despite multiclassing into Monarch.

Spellcasting: A Monarch with Paladin levels (including paladin of tyranny or freedom) may have their Monarch levels stack with Paladin levels for determining spells per day and maximum spell level.

Improved Leadership (Ex): A Monarch gains twice as many followers from the Leadership feat and they may have a cohort with a level 1 less than theirs if their leadership score is sufficient.

Initiator (Ex): A Monarch is a king first and a warrior second, even so they still have the heart of a warrior. Monarch levels count fully (instead of 1/2) for the purposes of determining your Initiator level of Devoted Spirit, Iron Heart, and/or White Raven maneuvers.

Inspire Action (Ex): Once per encounter as a swift action a Monarch may inspire one ally, other than themselves to action. The ally must be able to see or hear the Monarch to be affected by this action, but may immediately take a full round's worth of actions during the Monarch's turn.

Beginning at 5th level a Monarch may use this ability twice per encounter.

Divine Grace (Ex): A Monarch is protected by their destined right, protecting them much as the gods protect their chosen paladins. A Monarch gains Divine Grace, as the paladin ability except that theirs is supernatural in nature, or if they already have Divine Grace treat their Charisma as 4 points higher for the purposes of Divine Grace.

Inspiring Presence (Ex): A Monarch's presence inspires allies nearby. Beginning at 2nd level any ally, other than yourself, within 60-ft who can see or hear a Monarch gains a +1 morale bonus to attack rolls, Will saves, and weapon damage rolls. A Monarch's followers from the Leadership feat gain double this bonus. In addition a Monarch is always protected from Charm and Compulsion effects as if under the effect of a Protection from Evil spell and may spend a standard action to allow another creature a second saving throw against such an effect; this ability may only be used on a single creature once each day and requires that the creature and the Monarch share a common language and the creature is able to hear the Monarch speak.

At 4th level these bonuses becomes +2, and at 6th level they becomes +3.

Kingly Eloquence (Ex): A king's words must be fluently and hold power over the hearts of men. Beginning at 3rd level a Monarch adds their class level to all Charisma checks and Charisma-based skill checks other than Use Magic Device or Use Psionic Device and to Truespeak checks.

Sway the Heart (Ex): A Monarch's destiny is to lead, and those in his presence slowly fall in with this destiny. Beginning at 4th level any creature which spends a full minute in the presence of a Monarch outside of combat must make a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or be affected as if by a Charm Monster spell with a duration of 1 day per class level and a caster level equal to the Monarch's character level (if it comes up for a non-duration reason), Protection from Evil has no effect against this ability. This is a mind-affecting effect, but is not a magical charm effect, it is simply the force of the Monarch's charismatic presence. Any creature with an alignment subtype that does not match the Monarch's alignment is immune to this effect.

Twice per day a Monarch may spend a Standard action talking to bring this ability into play inside or outside of combat targeting a single creature within 30-ft.

Finally a Monarch gains Wild Empathy as a druid of his class level, and may add his Monarch levels to those in other classes which grant Wild Empathy for the purposes of Wild Empathy.

Prophetic Dreaming (Su): Sometimes a king's dreams are disturbed by portents and visions of the future, strange fragments that tell of danger which may befall. Beginning at 5th level whenever a Monarch sleeps for 4 or more hours they may dream a prophetic dream. This functions as a Divination spell cast by a cleric of the Monarch's Character Level, but requires no components other than their sleep.

King's Will (Ex): A King's own will is inviolate, unable to be breached by dark sorcery or the harrowing effects of fear. Beginning at 6th level a Monarch becomes immune to Mind-Affecting effects and Fear effects, but may still choose to allow any Morale bonuses they might receive. If an ability or effect penetrates this immunity the Monarch gains a +5 bonus to any saving throw allowed against that effect in addition to any bonus it might give to creatures with immunity. This bonus increases to +10 for any fear effect that manages to bypass both immunities.

Domain (Ex): While a Monarch may lead his select brothers at arms into battle, a Monarch's true position is leading the masses. At 7th level a Monarch now gains 10 times the regular number of followers (this supersedes Improved Leadership's doubling) and gains a weekly revenue of 10 gold pieces per character level for his personal use and 100 gold pieces per character level for the purposes of building or improving a stronghold or his lands and holdings.

PLAYING A MONARCH
A Monarch is a ruler, leading men and women. Their powers help them lead from the front, giving them the ability to survive harmful magical effects and improving allies nearby.
Combat: A Monarch usually comes from a front-line combatant class, as their abilities synergize the most with those, and their good base attack bonus allows them to continue to fight on the front line. A Monarch works best when surrounded by allies, using his Inspire Action ability to allow casters to go through spells to destroy enemies more quickly or warriors to make extra full-attacks on their foes, and his Inspiring Presence to grant nearby allies a bonus to hit and damage. His power to sway the heart can also potentially end battles before they even begin.
Advancement: A Monarch that was formerly a paladin will often return to their holy route, sometimes seeking out another prestige class that would be of use to paladins. Others make use of their initiator ability and turn towards the Sublime Way learning powerful White Raven and Devoted Spirit or Iron Heart abilities.
Resources: A Monarch's first resource is people. They gather people around them with their Kingly Eloquence, Domain, and Sway the Heart which gives them a strong base of allies to draw upon. Wealth often follows rule, and many Monarch's can draw upon vast reserves of wealth and materials.

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

Monarchs draw people to them and even evil monarchs find themselves typically well received.
Daily Life: A Monarch lives much like anyone else. Wake up, put your pants on one leg at a time with the help of your personal valet, have your secretary inform you of your daily itinerary, help build a wall to prevent hobgoblin attacks, eat an early lunch, lead an expedition into hobgoblin territory to cut their supply lines, etc, nothing extraordinary.
Notables: Every Monarch is to some extent notable; for they are those who rule through personal magnificence. Emperor Varkus Karavin, founder of the Karavin Empire, who gathered the dwarf clans together creating an empire that stretched to the mists of history. Marikus the Black King who recently rose his small state of Larran to power leading hordes of infernally bolstered troops to sweep across the countryside. If you are reading this please send help to face his armies, he's holding me prisoner in the deepest cell in Castle Irivgor.
Organizations: There is only one organization for a Monarch, a monarchy. More seriously Monarchs usually find themselves at the head of organizations due to their natural ability to draw people to them. Sometimes there are organizations within kingdoms who are dedicated to seeking out a rightful or destined king and training them to rule well, these organizations could be said to be dedicated to training Monarchs as they are simply those on the way to fulfilling their own destiny to become king.

NPC Reaction

Due to their charisma and ability to draw people to them most see a Monarch as some sort of larger than life hero, or bastion of hope against the corrupt lesser rulers. Good Monarchs are perceived as heroes, giving hope to those they lead, and are seen as almost messianic figures. Evil Monarchs are still perceived as heroes by their people, promising them a richer life and a better tomorrow even if at the expense of others.

MONARCH IN THE GAME

Monarch provides a class for warrior kings which gives them the power to form an extremely loyal court. It also grants immunity to mind-affecting effects, allowing for an explanation for why the wizard does not simply take control of their mind.

Adaptation: By making more of a Monarch's powers supernatural and allowing evil alignments you could make a fiendishly empowered ruler who instead of relying on natural charm and wit uses black magic to control the populace. Monarch's could also be used for more simple warlords.

Encounters: PCs could encounter a Monarch and his entourage, or be sent to put down a rebellion led by one. A Monarch could also serve as the party's patron, or more easily as the big bad served by a loyal wizardly lieutenant and an elite force of soldiers.

malonkey1
2013-09-16, 06:05 PM
FATE SPURNER

"Destiny is for those too weak to choose their own future."

Fate Spurners are those who have found that the fates set out for them are not to their liking. They have sworn to deny the universe its prophecy at any cost. As a result of their quest, it is difficult to pin them down, and some even learn to break their prophecies, or even bend them to their wills.

BECOMING A FATE SPURNER

ENTRY REQUIREMENTS
Special: Must be the subject of a prophecy which demands the prospective Fatespurner's death.
Skills: Knowledge[History] 5, Knowledge[Planes] 5
Feats: Iron Will

Class Skills
The Class Name's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge[Arcana, History, Planes] (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skills Points at Each Level: 6+Int

Hit Dice: d8

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

1st|
+0|
+0|
+0|
+x|Class Ability|-

2nd|
+1|
+0|
+1|
+x|Class Ability|+1 level of spellcasting

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

4th|
+2|
+1|
+2|
+x|Class Ability|+1 level of spellcasting

5th|
+2|
+1|
+2|
+x|Class Ability|-

6th|
+3|
+2|
+3|
+x|Class Ability-

7th|
+3|
+2|
+3|
+x|Class Ability|+1 level of spellcasting

8th|
+4|
+2|
+4|
+x|Class Ability|+1 level of spellcasting

9th|
+4|
+3|
+4|
+x|Class Ability|+1 level of spellcasting

10th|
+5|
+3|
+5|
+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..

Fatespurners IN THE WORLD
"Destiny is alie the weak tell themselves so they don't feel bad for failing."
Korvak, Fatespurner and warrior, before slaying the demon that was supposed to devour his soul.

Fatespurners live to deny the universe the satisfaction of having everything go as planned. If they can change their fate, even a little, then they are satified.
Daily Life: Most of the day, they go to the soothsayer, and then go out and make him look like an idiot. An adventurer Fatespurner usually acts as a sort of troubleshooter or spy-for-hire, using his unpredictability to his advantage.
Notables: The great trickster-hero, Ghelby, was fated to be slain in a battle with Rigel, the Living Star, but instead fooled the star into falling from the sky, killing itself. This infuriated the gods to no end, as they had promised him immortality should he succeed in his impossible task. His great-great grandson, Marvius, was prophesied to die at the hands of an Elven mage, in punishment for his Great-great grandfather's transgression, and in response, he severed the hands of every elven mage within a hundred miles of himself, and used their blood to shield himself from elven magic. He starved when he found he forgot to stock up on food before secluding himself, thus subverting the prophecy.
Organizations: Fatespurners rarely work in groups, but those that do usually join the Guild of Non-Determinists, a loose brotherhood of those that choose to defy fate.

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

Hamste
2013-09-17, 04:26 PM
FATE'S CHOSEN

http://Picture URL

Ooh, it seems I have a royal flush again. Make the deed to the tavern out to Pyrom Juror-Pyrom Juror

Some people just seem to have horrible luck. Nothing seems to go right for them. Fate's Chosen used to be those people... then Fate smiled on them. From then on they are blessed to not have to deal with bad days ever again.


BECOMING A FATE'S CHOSEN
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Special: Must have lost a total of 1000 gp in a game of chance in a single night. Must of lost a magic item worth at least 100 gp to bad luck (For example having it sundered or having it stolen).
Skills: Bluff 6 ranks, Diplomacy 6 ranks
Feats: Must have at least one luck feat


Class Skills
The Fate's Chosen's class skills (and the key ability for each skill) are.... Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Hide (Dex), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Sleight of hand (Dex)
Skills Points at Each Level: 6 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Fate's Life, Fate's Blessed
2nd|
+1|
+0|
+3|
+0| Luck of the Chosen (1)
3rd|
+2|
+1|
+3|
+1|Lucky streak
4th|
+3|
+1|
+4|
+1|Luck of the Chosen (2), Luck Feat
5th|
+3|
+1|
+4|
+1|Unluck
6th|
+4|
+2|
+5|
+2|Luck of the Chosen (3), Luck Feat
7th|
+5|
+2|
+5|
+2|Fate's Grace
8th|
+6/+1|
+2|
+6|
+2|Luck of the Chosen (4), Luck Feat
9th|
+6/+1|
+3|
+6|
+3| Fate's power [/table]

Weapon Proficiencies: Fate's Chosen gain no new proficiencies

Fate's Life: For every [Luck] feat you have you gain a hit point

Fate’s Blessed:
For every Fate’s chosen level you get an additional luck reroll to use for luck feats

Luck of The Chosen (Su): At second level Fate’s Chosen gains the ability to once per day reroll any dice that they had just rolled before the result of the roll is revealed. Every 2 levels after second they gain another use per day.

Lucky Streak (Sp): At 3rd level Fate’s Chosen gains the ability to use Lucky streak as a spell-like ability a number of times per day equal to their charisma bonus. Their Caster Level is equal to their levels in Fate’s Chosen.
Luck Feat: At 4th level and every 2 levels after that the Fate’s Chosen gains a [Luck] feat that they make the perquisites for.

Unluck (Sp): At 5th level the Fate’s Chosen gains the ability to use Unluck as a spell-like ability a number of times per day equal to their charisma bonus. Their Caster Level is equal to their levels in Fate’s Chosen

Fate’s Grace (Ex): At 7th level Fate’s Chosen gains their charisma bonus to their saves as a luck bonus.

Fate’s Power (Ex): At 9th level Fate’s Chosen gains a luck bonus equal to their charisma bonus to their AC, Attack rolls, Damage rolls and to all their dexterity based skills.



PLAYING A FATE'S CHOSEN
Fate's Chosen are scouts and tricksters. Using their superior luck to overcome obstacles and to defeat enemies.
Combat: Fate’s Chosen tend to be flankers. Not exceptionally good at combat they rely on their luck to get them through. They use fate’s blessing to change a natural 1 to a hit or to make a low damage roll high enough to kill their target. When they run out of the ability to reroll they fall back onto their high number of luck feats and luck rerolls.
Advancement: They tend to go into classes that focus on sneak attacks. The ability to reroll hide checks and having several important rogue skills on their list helps a lot. The bonus to dex based skill also helps quite a lot.
Resources: What resources might a member of this PrC be able to draw on..

FATE’S CHOSEN 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
It is not immediately obvious that one is a Fate’s Chosen, however it is quite common for people to notice how lucky they are. If they find out that someone is a Chosen the natural response tends towards jealousy. They are often viewed as lazy or undeserving of the luck they have.

FATE’S CHOSEN 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

VoodooPaladin
2013-09-29, 03:24 PM
MOIRACANT


http://s22.postimg.org/l8vu2x3bl/Moirae.jpg

Respice post te. Hominem te esse memento. Memento Mori.

While many diviners and necromancers find themselves drawn to study fate, or the soul, or even death itself, the Moiracant is beyond them by virtue of scale. She seeks to unify these theories and processes under one guiding principle: mortality and fate as death. Hers is the mastery over what many would call absolute power, the final destiny of all beings from fruit flies to godlike demon kings.

BECOMING A MOIRACANT
Becoming a Moiracant requires mastering both divination and necromancy. But it takes more than that: the Moiracant must be touched by both fate and death on a personal level, beyond even her mystic arts. Only then can she begin to understand the deepest secrets of fate and death.

ENTRY REQUIREMENTS
Feats: Necropolis Born, at least one Luck feat
Spells: Must be able to cast at least 4th-level arcane spells
Spells: Must be able to cast at least 13 different spells from the Divination and Necromancy schools
Special: An Undead creature may waive the Necropolis Born prerequisite.

Class Skills
The Moiracant's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Cha), Disable Device (Cha), Disguise (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level: 4 + int

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|Bent Fate, Necrofortune|+1 level of arcane casting class

2nd|
+1|
+0|
+0|
+3|Doomsayer|+1 level of arcane casting class

3rd|
+1|
+1|
+1|
+3|Fatal Decree|+1 level of arcane casting class

4th|
+2|
+1|
+1|
+4|Greater Doomsayer|+1 level of arcane casting class

5th|
+2|
+1|
+1|
+4|Predestined Demise|+1 level of arcane casting class[/table]

Weapon Proficiencies: A Moiracant gains no new proficiencies.

Spellcasting: At each level, the Moiracant gains new spells known and spells per day as though she had gained a level in a previously-possessed arcane spellcasting class. If she has more than one arcane spellcasting class, she chooses which one is advanced at each level.

Bent Fate: Though she is a skilled magician, the Moiracant draws power from deeper sources than even the Arcana: fate and death. Their ineffable nature warps her own fate considerably, but at the expense of her traditional studies. At each odd level of Moiracant, she learns one fewer spell than she normally would at that level, to a minimum of none. Instead, she gains one Luck feat she does not already possess as a bonus feat.

Necrofortune (Su): Luck is fickle; death is absolute. The Moiracant may expend a Luck reroll to force one creature she affects with a spell from the Necromancy school to reroll any one saving throw against it, taking the lower of both results. She may do this after the result of the die roll is known.

Doomsayer (Su): The Moiracant knows the tapestry of fate like a fish knows water: how else could she know which threads are best cut short? When making a Profession (soothsayer) check, she may use 4 times her Moiracant level in place of her Profession (soothsayer) ranks or her actual ranks in Profession (soothsayer), whichever is higher.

Fatal Decree (Su): Everything dies eventually, even gods and stars. Nothing is truly immortal. When the Moiracant casts a spell from the Necromancy school, she may sacrifice a second spell slot or spell prepared of the Divination school of equal or higher level. If she does, the spell cast ignores immunity to death effects, ability drain, energy drain, ability damage, fatigue, exhaustion, and effects that do not work on objects.

Greater Doomsayer (Su): Portents and prophecy are signature to the Moiracant, and she is substantially better at them than most. When casting a spell from the Divination school that has expensive material components, she may use substandard materials costing as little as 50% the normal price to receive the same effect. Additionally, she may attempt to cast any spell with material components from the Divination school without using material components, though there is a 25% chance for any spell cast this way to fail outright, expending the spell slot or prepared spell as though it were successfully cast.

Predestined Demise (Su): The Moiracant knows when she will die, for she has seen it with her own eyes. Dying before then is an unlikely prospect. The Moiracant is immune to critical hits, and gains a Luck bonus to AC and saving throws equal to the number of Luck feats she has, but only if the attack or effect would bring her to 0 or fewer hit points or would kill her outright.

PLAYING A MOIRACANT
A Moiracant is a versatile and deadly spellcaster specialized in two powerful schools of magic. She is almost never without something of value to do, whether in a social, exploratory, or military setting.
Combat: When in battle, the Moiracant uses some of her vast library of Necromancy spells to end combat as quickly and decisively as possible. Though she is a bit more survivable than normal due to her Luck rerolls, her good fortune won't hold out forever in a pitch battle.
Advancement: A master Moiracant is quite capable of creating a phylactery and becoming a Lich. Those without an Evil bent often return to their studies, becoming Loremasters.
Resources: Moiracants do not have any major organization. However, their skills are useful to anyone, so constructing a web of favors and finding a powerful benefactor are not difficult tasks.

MOIRACANTS IN THE WORLD
All I know is the old gypsy scares me. She talks like a madwoman, but she's always right.

While the Moiracant does not visibly differ from any other spellcasters of her type, she has a slightly unhinged air about her that makes company uneasy. When she displays her powers, whether of divination or death, is when people start to get scared.
Daily Life: Moiracants spend large amounts of time in meditative trances to prepare their minds to better retain the information they receive while divining. Time not spent divining the future is often spent pondering it and circulating chosen theories about future events.
Notables: For millenia, the tapestry of fate has been contemplated by a coven of 3 Moiracant witches and sorceresses. Though they were once neutral, their studies have brought them to the conclusion that life is worthless, and thus they have become senseless, remorseless killing machines bound forever to the Grey Wastes of Hades. Only one treatise exists detailing the philosophy of the Moiracant, written in an obscure dialect of a centuries-dead language. When it was discovered by a young witch named White, she dedicated her life to decoding its secrets and sharing the fruits of her labor with her beloved hometown. Her prescient counsel has turned it into the most beautiful jewel of her kingdom.
Organizations: Moiracants are masters of magic, but find themselves ill-suited to a life of teaching. Rather, they prefer positions of indirect influence ranging from imperial advisor to gypsy soothsayer. In practice they normally find themselves sticking with any group that can stomach their constant condescension and devil-may-care attitude.

NPC Reaction
Most people see Moiracants as another form of spellcaster; powerful, but probably concerned with other things. Maybe they'll recognize her as a Necromancy-specialist, in which case they'll be a lot more scared because necromancers are a nasty bunch. Once they know what she does, that's when they tend to get intrigued, as everyone wants to know what the future holds and no one wants to die before they have to. Once they've had their fates fortold, they always trundle off, likely more confused than they came in. Only children and the elderly choose to spend more time with her than needed for her services, and it is to these that she imparts what wisdom and succor she has to offer.

MOIRACANTS IN THE GAME
Moiracants are really good at crippling enemies, so she prefers to fight creatures with weak saving throws and few immunities, such as giants and aberrations. She casts divinations often and at a much cheaper rate than normal, so gathering information and careful strategy becomes easier and more affordable with her around.
Adaptation: It's very easy to change the Moiracant into a member of an evil organization of scheming psychopaths, either in service to a dark power or otherwise. By adding an alignment requirement, it can also become a volunteer arm of the Inevitables, aiding Marut in the executions of those who would cheat death.
Encounters: Moiracants are often found as agents of plot relevance, like most seers. They also serve as excellent wizard overlords, due to their Necromancy focus and plentiful Luck rerolls.

Sample Encounter
The local goblin tribes have begun a campaign of raiding that is apparently random, which wouldn't be a problem were it not for the disturbingly high success rate those raids have. They always seem to strike at the right time, when defences are weak and hard to muster. Between word of a wizard taking cover some local goblin tribes and the recent assassination of a prominent team of caravan guards in their beds, the threat is clear and impossible to ignore. The PCs have been hired to bring in her head, though they will have to contend with all her minions and magic to do so.
EL 12: Green Candle specializes in divination and necromancy. She uses these to plot her attacks: for instance, she has some zombie birds she uses to scout unobtrusively, and her trademark is studying her foes through scrying several times before attacking. When in combat, she prefers to cast waves of fatigue and enervation quickly, saving eyebite for last. She is not stingy with the Luck re-rolls, and will almost always use them to re-roll a failed save or to force a foe to re-roll a successful save. She always re-rolls initiative rolls lower than 8, unless it would be her last, which she saves for Survivor's Luck. Green Candle is always accompanied by zombies or goblins, to protect her and to help her mop up after battle.


Green Candle
Lawful Evil Female Grey Elf 7th-level Diviner/5th-level Moiracant
Init +5, Senses: Listen +6, Spot +6, low-light vision
LanguagesCommon, Elven, Draconic, Gnoll, Sylvan
------------------------------------------------
AC 15, touch 11, flat-footed 14 (10 +1 Dex +4 Armor)
hp 71 (12 HD)
Fort +8, Ref +8, Will +12
------------------------------------------------
Speed 30 ft. (6 squares)
Melee quarterstaff +5, 1d6-1/1d6-1 bludgeoning, 20/x2 crit matrix
Base Atk +5, Grp +4
Atk Options see Spells Prepared below. Favored spells for combat include: web, stinking cloud, ray of exhaustion, enervation, and bestow curse.
Combat Gear see Possessions, below.
Spells Prepared
Cantrips (5/day): detect magic, mage hand, light, prestidigitation, prestidigitation

1st-level (7/day): protection from good, mage armor, mount, comprehend languages, true strike, disguise self, silent image, ray of enfeeblement

2nd-level (7/day): fog cloud, web, detect thoughts, detect thoughts, see invisibility, invisibility, mirror image

3rd-level (7/day): nondetection, stinking cloud, clairaudience/clairvoyance, tongues, ray of exhaustion, blink, fly

4th-level (5/day): arcane eye, scrying, animate dead, bestow curse, enervation

5th-level (5/day): teleport, wall of stone, contact other plane, magic jar, waves of fatigue

6th-level (4/day): greater dispel magic, true seeing, analyze dweomer, eyebite

Spellbook: Green Candle uses a spellbook to prepare her spells every day. Within this spellbook are a number of spells that she knows that she cannot necessarily cast at any one point: the spells she has prepared on a normal day are detailed above. It should be noted that as a diviner, she has banned the school of Enchantment and knows no spells from it.

Luck: Green Candle has several luck feats, granting her 6 luck re-rolls per day. Each of these may be expended to cause one of the following effects: re-roll an initiative check; re-roll a skill check for which she has at least one rank as an immediate action; re-roll a saving throw as an immediate action; ignore an amount of damage from an attack that would reduce her hit points from 1 or higher to -10 or lower such that she survives the attack with -9 hit points and is automatically stabilized as an immediate action; or force a creature that she affects with one of her Necromancy spells to re-roll their save after they have made it, taking the lower of both. As long as Green Candle has at least one Luck re-roll per day remaining, she has a +2 Luck bonus to Reflex saves (already figured into the statblock above).

Doomsayer: Green Candle has an effective 20 ranks in Profession (soothsayer).

Fatal Decree: Green Candle can allow her Necromancy spells to ignore immunity to death effects, ability drain, energy drain, ability damage, fatigue, exhaustion, and effects that do not work on objects. She must sacrifice a second daily spell prepared of the same level as the Necromancy spell for it to ignore immunities in this way.

Greater Doomsayer: Green Candle can use substandard material components costing as little as 50% the normal cost to get the same result when casting Divination spells. She may attempt to cast Divination spells with costly material components without paying the cost at all, but there is a 25% failure chance when doing so, and the spell slot is expended regardless of success or failure.

Predestined Demise: Green Candle is immune to critical hits and has a +5 Luck bonus to AC and all saving throws, but only if the attack or effect would reduce her to 0 or fewer hit points or would kill her outright.
-----------------------------------------------
Abilities Str 8, Dex 13, Con 16, Int 24, Wis 12, Cha 8
SQ Low-light vision, immunity to sleep effects, +2 racial bonus to saves vs. Enchantment effects
Feats Necropolis Born, Scribe Scroll, Lucky Start, Brew Potion, Unbelievable Luck, Make Your Own Luck, Improved Initiative, Survivor's Luck, Tempting Fate, Eschew Materials
Skills Concentration +18, Decipher Script +22, Knowledge (Arcana) +22, Knowledge (Dungeoneering) +22, Knowledge (Nature) +22, Knowledge (Nobility & Royalty) +22, Knowledge (Religion) +22, Knowledge (The planes) +22, Listen +8, Profession (soothsayer) +21, Search +9, Spot +8, Spellcraft +24
Possessions Cloak of Resistance +2 (4'000 gp), Amulet of Health +2 (4'000 gp), Headband of Intellect +4 (16'000 gp), 2 silver mirrors for scrying (1'000 gp), Brick of black onyx for animate dead (800 gp), 2 jars of Ointment for true seeing (250 gp), red gemstone for analyze dweomer (750 gp), crystal necklace for magic jar (100 gp), nonmagic quarterstaff (0 gp), spellbook (0 gp), clothing + pocket money (100 gp)

Ra_Va
2013-10-09, 07:08 AM
Crooked-Moon Eros

http://Picture URL

I was the first; I know more then most know the importance of the task I ask of you. - Bekx-Eyes-of-Cupid

Gobliniods and other tribal creatures do not think of love or courting, due to their lifestyle, but one or way or another most people even in the harshest of lifestyles, manage find mates, but they don't put much thought into how they fell in love in such a seemingly short time, such is the magic of the Eros' of the Crooked-Moon Clan.

Becoming a Crooked-Moon Eros
Every so often Tribal women will leave their deformed or otherwise unwanted children on the doorsteps of Temples. Crooked-Moon Eros' are chosen from those children to serve the parents who gave them up.

ENTRY REQUIREMENTS
5 ranks in Knowledge(Religion)
Bow Mastery
Weapon Focus (Composite Longbow)
:
5 Ranks of Ride

Class Skills
The Crooked-Moon Eros's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Ride (Dex), Search (Int), Spot (Wis), Knowledge (Religion), Survival (Wis), Swim (Str), Use Rope (Dex)
Skills Points at Each Level: 2 + int

Hit Dice: d8

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

1st|
+x|
+x|
+x|
+x|Eros' Bow

2nd|
+x|
+x|
+x|
+x|Summon Worg Steed

3rd|
+x|
+x|
+x|
+x|Close Range Shot

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!


Eros' Bow: A Crooked-Moon Eros is never without a weapon, using a signature magical ability of the original Crooked-Moon Goblin Tribe, the Crooked Moon Eros summons a 1d8 Composite Longbow +1 at will. The Longbow can only be used by the Crooked-Moon Eros and is incapable of lethal damage, when an enemy reaches 0 hp from damage done by Eros' Bow it becomes Unconscious not dead.

Summon Warg Steed:

Close Range Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Does not provoke an attack of opportunity.


PLAYING A CROOKED-MOON EROS
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..

CROOKED-MOON EROS 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: Bekx-Eyes-of-Cupid - A Blind Albino Goblin who is the last of the original Crooked-Moon Clan. The First of the Eros'.




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.

CROOKED-MOON EROS 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