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View Full Version : Emitters, they smell. (PrC)



Orzel
2007-01-26, 11:16 AM
The Emitters and their disease. People say a gnome created it. Others blame a dragon. And a few claim it to be natural. But everyone knows these gas spewing weirdos and their invincible disease means a waste of resources for all who wish to stop them. They train their bodies to hold, support, and contain more and more of their germs. “It’s like they swallowed a bunch of tiny novice wizards and gave them time to prepare spell.”


The Emitter

HD 1d12
Skill Points at Each Additional Level: 2 + Int modifier

Emitter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).


EMITTER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Breath Weapon, Vapor change 1/day,

2nd|
+1|
+3|
+0|
+3|Endurance

3rd|
+2|
+3|
+1|
+3|Vapor change 2/day, Damage Reduction 2/-

4th|
+3|
+4|
+1|
+4|Second Mind

5th|
+3|
+4|
+1|
+4|Diehard

6th|
+4|
+5|
+2|
+5|Vapor change 3/day

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

8th|
+6/+1|
+6|
+2|
+6|Germ Dominance, Damage Reduction 3/-

9th|
+6/+1|
+6|
+3|
+6|Vapor change 4/day

10th|
+7/+2|
+7|
+3|
+7|Air Supply

11th|
+8/+3|
+7|
+3|
+7|Helpful Contamination (4d10)

12th|
+9/+4|
+8|
+4|
+8|Vapor change 5/day

13th|
+9/+4|
+8|
+4|
+8| Damage Reduction 4/-

14th|
+10/+5|
+9|
+4|
+9|Helpful Contamination (3d10)

15th|
+11/+6/+1|
+9|
+5|
+9|Vapor change 6/day

16th|
+12/+7/+2|
+10|
+5|
+10|

17th|
+12/+7/+2|
+10|
+5|
+10|Helpful Contamination (2d10)

18th|
+13/+8/+3|
+11|
+6|
+11|Vapor change 7/day, Damage Reduction 5/-

19th|
+14/+9/+4|
+11|
+6|
+11|

20th|
+15/+10/+5|
+12|
+6|
+12|Helpful Contamination (1d10), Vapor form [/table]

Class features:

Weapon and Armor Proficiency
Emitters are proficient with all simple weapons, light armor, medium armor, and with shields (except tower shields).

Breath Weapon (Ex)
At 1st level, an emitter can release stored corrosive gases from her stomach via her mouth in the form of a breath weapon. The breath weapon deals 1d6 acid damage per emitter level. Reflex save for half damage.

An emitter can use their breath weapon twice a day per class level. The DC of the breath weapon is 10 + 1/2 class level + Con modifier. The emiitter's breath weapon be a line-shaped breath weapon that is 5 feet high, 5 feet wide, and 30 foot long.

Vapor change (Ex)
Once a day, as a full round action, an emitter can change the type of gas produced for his or her breath weapon for a short time. The breath weapon remains changed for 4 rounds and then returns to it's original type. At level 3 and every 3 levels there after, an emitter gains an additional usage of vapor change

Stinking gas: Target Nauseated for 1 round per emitter level. Fort save to negate
Flammable gas: Deals 1d6 fire damage per emitter level. Reflex save for half damage
Blinding gas: Target Blinded for 1 round per emitter level. Fortitude save to negate.
Freezing gas: Deals 1d6 cold damage per emitter level. Reflex save for half damage
Confusing gas: Target Confused for 1 round per emitter level. Will save to negate

Endurance (Ex)
At the 2nd level, The emitter gains Endurance as a bonus feat

Damage Reduction (Ex)
At the 3rd level, the emitter gains Damage Reduction. Subtract 2 from the damage the emitter takes each time he is dealt damage from a weapon or a natural attack. At 8th level, and every 5 emitter levels thereafter (13th and 18th), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0

Second Mind (Ex)
At the 4th level, the emitter can add his Constitution bonus if any to his will save.

Die Hard (Ex)
At the 5th level, The emitter gains Die Hard as a bonus feat

Germ Dominance (Ex)
At 8th level, an emitter gains immunity to all poisons and disease, including supernatural and magical poisons and diseases.

Air Supply (Ex)
At the 10 level, the emitter gains a + 4 bonus on Constitution checks made to hold your breath and Fortitude saves made to resist damage from suffocation. This stacks with the bonus from the Endurance feat.

Helpful Contamination (Ex)
At the 11th level, the emitter can pass on his disease to others, helping them. The emitter can grant their bonus with a touch either by their hands or an item. Contaminating an unarmed attack or natural weapon is a free action, contaminating an item or held weapon is a move action. Either way, contamination deals 4d10 nonlethal damage to the emitter. This damage is lessened to 3d10 at level 13, 2d10 at level17, and 1d10 at level 20.

Contaminated creatures gain an +2 alchemical bonus to Constitution and 2 temporary hit point for each emitter level of the contaminator. These effects last for a number of rounds equal to 5 + the character’s (newly improved) Constitution modifier.

Vapor form (Sp)
At the 20th level, the emitter can produce a gaseous form effect, as the spell, once per day with a caster level equal to ˝ his emitter levels. The emitter can only target himself with this effect.

Orzel
2007-01-26, 04:20 PM
Haha I forgot the feats.

Emitter's Disease [Gas]

Through concentration, you have learned to control the disease of the emitter.

Prerequisite: Knowledge (nature) 4 ranks, Con 13

Benefit: You get +3 bonus to Fortitude saving throws against poison and disease.


Emitter's Breath [Gas]

You can quickly produce a corrosive gas in your stomach and release it as weapon.

Prerequisite: Knowledge (nature) 4 ranks, Con 15, Emitter's Disease

Benefit: You gain a breath weapon usable three times per day. The breath weapon deals 2d8 points of acid damage. A successful Reflex save (DC 10 + ˝ your character level + Con modifier) reduces damage by half. The breath weapon is line shaped, 5 feet high, 5 feet wide, and 30 feet long.

Strong Emissions [Gas]

Your breath becomes more corrosive.

Prerequisite: Knowledge (nature) 6 ranks, Con 17, Emitter's Breath, Emitter's Disease

Benefit: Your breath weapon deals a 2d8 points of acid damage. In addition, you gain a +1 bonus on Intimidate checks.

Special: You can gain Strong Emissions multiple times. Its effects stack.


Emitter's Skin [Gas, Fighter]

Your hard training has taught you how to produce a lining of vapor that protects your body and harms enemies.

Prerequisite: Knowledge (nature) 4 ranks, Con 15, Emitter's Disease, base attack bonus +6

Benefit: You gain a +1 natural armor bonus. You also gain a +1d4 bonus on all damage rolls you make using an unarmed strike when wearing light or no armor.

Special:
The vapors from your body give away your presence, giving you a -2 penalty to Hide Checks.

You can gain Emitter's Skin multiple times. Its effects stack.

A fighter may select Emitter's Skin as one of his fighter bonus feats.


Vapor Strike [Gas]

You can transmit your disease through careful strike and order your germs to attack foes from within.

Prerequisite: Knowledge (nature) 4 ranks, Con 15, Emitter's Disease, Sneak Attack class feature

Benefit: An opponent damaged by one of your sneak attacks also takes 1 points of Constitution damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Creatures immune to disease are immune to this effect.


Gas Leak [Gas]

Your can increase your weapons fiery tendencies.

Prerequisite: Any 3 Gas feats

Benefit: You gain a +2 bonus on all damage rolls you make using a flaming weapon, a flaming burst weapon, or a torch. These weapons also deal an addition 2d6 points of fire damage.

Altharis
2007-01-26, 06:04 PM
A 20 level, non requirement-having PrC? Weird. But cool.

Orzel
2007-01-26, 06:22 PM
Ooops. I orginally meant to post the Smellthief PrC and Emitter feats but decided to post the Emitter base class instead. I didn't change all of the title. The Emitter's Disease is odorless so the title makes no sense.

The Smellthief was basically the first 5 levels of the emitter class with Hide and MS added to the skill list, 1 Sneak Attack die, a d8 HD, and 6+Int skill points. 2 Gas feats and Knowledge(nature) 8 ranks were prereq.

Altharis
2007-01-26, 08:01 PM
Ahkay, cool. I like it anyway.