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Peregrine
2006-12-28, 01:51 PM
Et voila, my contest entry. Learning from past mistakes, I've sat on this until it's (almost) finished, rather than risk another abortive entry; hopefully nobody's posted a similar idea in the meantime! (I've been at this almost since the contest was announced, honest!) 'The Gift' itself is not the prestige class, but the means of entering it and its major feature. The 'surprise' theme is explored in the randomness of the gifts.

Giver of Gifts
Hit die
d6

Requirements
To qualify to become a giver of gifts, a character must fulfill all the following criteria.

Skills
Craft (any) 8 ranks, Use Magic Device 4 ranks

Special
Must be given 'the Gift' by another giver of gifts.

Class Skills
The giver of gifts' class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Use Magic Device (Cha)

Skill points at each level
2 + Int modifier.

Class Features
All of the following are features of the giver of gifts prestige class.

Weapon and Armour Proficiency
Givers of gifts gain no proficiency with any weapon or armor.

The Gift of Gifts
Every giver of gifts possesses a sack, bag, chest, or other receptacle, from which he pulls his gifts. This source of gifts is commonly referred to as the Gift, or the Gift of Gifts, by givers of gifts. All givers of gifts started down their path when another giver of gifts pulled this receptacle from their own source of gifts. The giver of gifts cannot be separated from his sack (or other receptacle) for long -- if they are kept apart for more than one minute, the giver of gifts will find the sack within 30ft of his location.

Pulling a gift from the sack requires a Use Magic Device check (DC 20) to obtain a desired gift. The giver of gifts gains a bonus to this check equal to his class level. If he succeeds, he can pull from the sack practically any item he chooses, within limits. If he fails the check, roll for a random gift on Table: Random Gifts. A natural 1 is an automatic failure, as is any attempt that would exceed the giver of gifts' gift limits; the giver of gifts may also choose to fail the check. If the giver of gifts was attempting to draw a gift for a particular recipient, and fails, he must give the recipient the random gift, and cannot draw again for that person for 24 hours.

The gifts that a giver of gifts may give are subject to certain restrictions. The giver of gifts must be able to envision or describe the item in some detail. The gift must be intended for, and given to, someone other than the giver of gifts himself; any items the giver of gifts draws out for his own use are random, as if he failed the Use Magic Device check. The giver of gifts cannot give gifts with values totalling in excess of a certain amount per year; this amount increases as the giver of gifts rises in level. The giver of gifts cannot give gifts with values exceeding a certain amount to a single individual; this amount is absolute, not per year, although it too rises with the giver of gifts' class level. These limits are shown on Table: Gift Limits.

A recipient of a gift may give it away, and the gift then counts in full towards the limit of its new owner; however, a gift from a giver of gifts is a very personal thing, so one tenth of its value will still count against its original recipient's allowance. Consumable or perishable gifts count against the allowance of their user, even after they are used up or expired. (In cases where a consumable gift is given to another character for their use, it can be difficult to determine against whose allowance the gift should count. In general, if the gift is passed on to be used immediately, it counts against the giver, not the recipient. If it is given away to be used at the recipient's later discretion, it will count against the recipient.)

Random gifts (those drawn from the sack on a failed Use Magic Device check) do not count towards either gift limit. However, such gifts are impermanent; they will crumble, break, spoil, be lost, or otherwise fail (irreversibly) after a period of time given on Table: Gift Expiry Times. Roll 1d10 and add half the giver of gifts' class level to find the appropriate time limit.

Gifts that exceed an individual's allowance, through being passed on by a previous recipient, will also fail in this manner, as will gifts that are abandoned. Roll 1d10, without benefit of the giver of gifts' class levels. (Note that gifts lost in this way still count against the original recipient's allowance, at one tenth of their value.)

The one exception is the Gift itself: if a giver of gifts rolls 100 for a random gift, they must bestow a new Gift of Gifts on their intended recipient (or reroll, if they had no recipient in mind), enabling that character to later become a giver of gifts.

Animal Friends
At 2nd level, the giver of gifts gains the services of up to two animals, with no more than 2HD between them. These limits increase by 2 for each level of the giver of gifts class, up to 18 animals of 18HD total at 10th level. The animals must all be of the same type, typical for members of their breed, except that they are of a size usable as mounts by the giver of gifts, and their type changes from Animal to Magical Beast. The giver of gifts has a link between himself and his animal friends, identical to the druid class feature pertaining to animal companions. If an animal friend is slain or released from service, it can be replaced after one month.

At 3rd level, and every second level thereafter, the giver of gifts may choose an improvement to his animal friends from the following list. Each feature has a minimum giver of gifts class level attached.

Speak (Su)
The giver of gifts can speak with his animal friends, similar to the speak with animals spell. If the animal friends are also subject to the awakening improvement, they can speak one language the giver of gifts knows, as an extraordinary ability.

Minimum class level: 3rd

Unhindered Stride (Ex)
The animal friends, and any load, character or vehicle they pull, can move through any terrain at full speed, including undergrowth, sand, mud or snow. They can even travel underwater, though they do not gain the ability to breathe underwater if they did not otherwise possess it. Magically controlled plant life or terrain will still hinder them.

Minimum class level: 3rd

Navigation (Su)
The animal friends can navigate unerringly to anywhere on their home plane. The giver of gifts must be able to specify the location well enough that his animal friends can identify it, but they are familiar with all destinations.

Minimum class level: 5th

Swimming (Su)
The animal friends, and any load, character or vehicle they pull, can move underwater at half the animals' base land speed (or at full speed, if also subject to the unhindered stride improvement). They gain the ability to breathe underwater, as do any characters they pull.

Minimum class level: 5th

Dimension Door (Sp)
The animal friends can use dimension door at will.

Minimum class level: 7th

Flight (Su)
The animal friends, and any load, character or vehicle they pull, can fly at the animals friends' base land speed, with poor manoeuvrability. (If the animal friends are aquatic, they gain flight at their base swim speed, and the ability to breathe air.)

Minimum class level: 7th

Apotheosis (Ex)
The animal friends are elevated to the status of spiritual beings. They make their homes in the outer planes, and their type changes to Outsider (Native). They can be summoned or called by the giver of gifts once per day. (If summoned, they cannot be killed permanently; if called, they are not subject to dispelling. A summoning lasts for up to 24 hours.) The animal friends can now use plane shift once per day as a spell-like ability, taking themselves and any load, character or vehicle they pull.

Minimum class level: 9th

Awakening (Ex)
The animal friends gain the benefits of the druid spell awaken (3d6 Intelligence, +1d3 Charisma, +2HD). The Hit Dice increase does not count against the giver of gifts' allowed number of animal friend Hit Dice.

Minimum class level: 9th

Giving Spree
At 10th level, the giver of gifts can expedite the delivery of gifts by manipulating time, similar to the time stop spell. Once per day, the giver of gifts can gain up to one minute of apparent time, encompassing himself, his animal friends, and any gifts he draws while the spree lasts.

If the giver of gifts does not use his giving spree on a particular day, he can save it and extend his next giving spree by one minute. Up to ten giving sprees may be stored up and used together in this way, for ten minutes of apparent time every ten days.

Table: The Giver of Gifts
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|The Gift of Gifts

2nd|
+1|
+0|
+3|
+0|Animal Friends

3rd|
+2|
+1|
+3|
+1|Improved Animal Friends

4th|
+3|
+1|
+4|
+1|

5th|
+3|
+1|
+4|
+1|Improved Animal Friends

6th|
+4|
+2|
+5|
+2|

7th|
+5|
+2|
+5|
+2|Improved Animal Friends

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

9th|
+6|
+3|
+6|
+3|Improved Animal Friends

10th|
+7|
+3|
+7|
+3|Giving Spree[/table]

Table: Random Gifts
{table=head]d%|Gift|d%|Gift|d%|Gift|d%|Gift
1|Wooden spoon |26|Masterwork light armour |51|A thunderstone |76|A diamond ring
2|Wooden bowl, figurine, etc. |27|Masterwork medium armour |52|A whetstone |77|A loop of cotton
3|Iron pot, plate, fork, etc. |28|Masterwork heavy armour |53|A spyglass |78|A bouncy, rubbery ball
4|Stone marble, statuette, etc. |29|Masterwork shield |54|A flask of oil |79|A chair
5|Glass bead, goblet, etc. |30|Roll for minor magic armour |55|A flask of acid |80|A stout length of wood
6|Folded paper bird, etc. |31|Roll for medium magic armour |56|A vial of antitoxin |81|A Tiny stuffed toy
7|A set of mundane clothes |32|Roll for major magic armour |57|A potion of cure light wounds |82|A fistful of feathers
8|An hourglass, eggtimer, etc. |33|A pillow |58|An empty waterskin |83|A fancy hat
9|Musical instrument |34|Roll for coins at giver's level |59|A full waterskin |84|A set of footwear
10|Simple weapon |35|Roll for goods at giver's level |60|A full wineskin |85|A book
11|Martial weapon |36|A dozen pebbles* |61|A flask of holy water |86|A tasty baked treat
12|Exotic weapon |37|A dozen +5 holy shocking burst seeking pebbles*|62|A raincloud++ |87|A complicated clockwork item
13|Masterwork simple weapon |38|A razor** |63|A rainbow^ |88|A greeting card (or parchment)
14|Masterwork martial weapon |39|A +5 vorpal razor** |64|A smokestick |89|Food for one day's rations
15|Masterwork exotic weapon |40|A songbird, pigeon, etc. |65|A sunrod |90|A lump of coal
16|+1 simple weapon |41|A fluffy white rabbit |66|A small steel mirror |91|A bag of spices
17|+1 martial weapon |42|A kitten |67|A 10ft ladder |92|A pinecone
18|+1 exotic weapon |43|A puppy |68|A 10ft pole |93|Tinder or kindling
19|Roll for minor magic weapon |44|A candle |69|30ft of hempen rope |94|A birdcage
20|Roll for medium magic weapon |45|A tindertwig |70|30ft of silk rope |95|A mess of unidentified goo
21|Roll for major magic weapon |46|A firework+ |71|A bar of soap |96|A four-poster bed
22|Light armour |47|A flask of alchemist's fire |72|A tanglefoot bag |97|Directions to the best tavern on the continent
23|Medium armour |48|A torch |73|Roll for minor wondrous item |98|A parchment bearing a dirty joke in Orcish
24|Heavy armour |49|An everburning torch |74|Roll for medium wondrous item |99|Roll intelligent item^^
25|Shield |50|A bag of caltrops |75|Roll for major wondrous item |100|The Gift, or reroll[/table]

*Medium pebbles do 1 bludgeoning damage, 20/x2, range increment 20ft
**Medium razor does 1d4 slashing damage, 19-20/x2
+Firework detonates in 1d4 rounds, dealing 1 point of fire splash damage in a 5ft radius
++The raincloud positions itself where the recipient directs and remains there until the gift expiry time, drenching an area of 15ft radius in rain
^Dazzles the recipient for 1d4+1 rounds (Reflex save DC 12)
^^ Reroll on this chart to determine type, if desired (reroll again if given a single-use item)

Table: Gift Limits
{table=head]Giver of Gifts[br]Class Level|Annual Gift Limit|Individual Gift Limit

1st|12,000gp|3,000gp

2nd|16,000gp|4,000gp

3rd|22,000gp|5,500gp

4th|30,000gp|7,500gp

5th|40,000gp|10,000gp

6th|52,000gp|13,000gp

7th|66,000gp|16,500gp

8th|82,000gp|20,500gp

9th|100,000gp|25,000gp

10th|120,000gp|30,000gp[/table]

Table: Gift Expiry Times
{table=head]Roll|Time to expiry

1|Immediately

2|1 round

3|2 rounds

4|5 rounds

5|1 minute

6|2 minutes

7|6 minutes

8|20 minutes

9|1 hour

10|3 hours

11|8 hours

12|1 day

13|3 days

14|1 week

15|1 month[/table]