PDA

View Full Version : Contest Giant in the Playground PrC Contest XLVI: Kick in the Door!



Techwarrior
2014-02-23, 01:15 AM
Kick in the Door!

---

Why are we here again?

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

Giant in the Playground PrC Contest XLVI

The contest begins with the posting of this thread and will run through midnight of Sunday, March 23rd.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of Monday, April 7th.

Rules

1) You will be creating an 'original' prestige class based on the name of the game. Dungeons. Anything from dungeoncrasher fighters who take their skills a little too seriously, to dwarven rangers who've mastered Underdark hunting, to an order of swordsages who meditate on the Stone Dragon in it's natural setting. The Underdark is 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
2014-02-23, 01:16 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|
+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

Zaydos
2014-02-25, 02:39 PM
DUNGEON GUARD

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A DUNGEON GUARD
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Feats: Alertness
Skills: Spot 2 ranks, Listen 2 ranks
BAB: +5
Type or Subtype: Giant, Monstrous Humanoid or Humanoid with the Goblinoid, Orc, or Reptilian subtype.

Class Skills
The Dungeon Guard's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each Level: 4 + int

Hit Dice: d12
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2Guard the Passage, Furious Strike 1/encounter
2nd
+2
+3
+0
+3 Momma Didn’t Spawn no Fools, Stand Still
3rd
+3
+3
+1
+3 Blindsense, Uncanny Dodge
4th
+4
+4
+1
+4 Bloodied Fury , Slippery Mind, Tireless
5th
+5
+4
+1
+4 Furious Strike 2/encounter, Guardian’s Senses, Resolute
6th
+6
+5
+2
+5 Guard the Gate, Improved Uncanny Dodge
7th
+7
+5
+2
+5 Blindsight, Impassable
8th
+8
+6
+2
+6 Eye of Truth, Guardian’s Fury
9th
+9
+6
+3
+6 Anchoring Blows, Dungeon’s Resilience
10th
+10
+7
+3
+7Furious Strike 3/encounter, Guard the Way, Whirlwind of Steel

Weapon Proficiencies: A Dungeon Guard is proficient in all martial and simple weapons and medium and lighter armor.

Guard the Passage (Ex): A Dungeon Guard gains a bonus to Spot and Listen checks equal to ½ their class level +4.

Furious Strike (Ex): Once per encounter a Dungeon Guard can call upon a rush of fury and adrenaline as part of making a melee attack. Until the start of their next action the Dungeon Guard gains a bonus to melee attack rolls equal to one half their strength modifier (minimum +1) and their next successful attack in this period deals additional damage equal to the Dungeon Guard’s character level. Beginning at 5th level a Dungeon Guard can use this ability twice per encounter, and at 10th three times per encounter.

Momma Didn’t Spawn no Fools (Ex): Beginning at 2nd level a Dungeon Guard gains a bonus to Sense Motive checks equal to ½ their class level +4.

Standstill (Ex): At 2nd level a Dungeon Guard gains the StandstillXPH feat as a bonus feat. In addition when using this feat a Dungeon Guard does not have to choose between dealing damage or stopping movement but may do both with a single attack of opportunity.

Blindsense (Ex): At 3rd level a Dungeon Guard’s senses have been honed to such keenness they gain Blindsense out to 30-ft. The better to catch rogues and wizards.

Uncanny Dodge (Ex): At 3rd level a Dungeon Guard gains the Uncanny Dodge ability (as the rogue ability). If they already have Uncanny Dodge from another class (such as barbarian) they instead gain Improved Uncanny Dodge.

Bloodied Fury (Ex): Beginning at 4th level when a Dungeon Guard has less than ½ their maximum hit points they gain a +4 bonus to Strength, and a bonus to damage equal to 1/4th their Dungeon Guard level.

Slippery Mind (Ex): Beginning at 4th level a Dungeon Guard gains Slippery Mind as the rogue ability of the same name.

Tireless (Ex): Beginning at 4th level a Dungeon Guard never tires. They no longer need to sleep (although they still need to rest to regain spells if they have them), automatically pass checks to force march, suffer no damage from hustling, are immune to fatigue and exhaustion, and gain the Endurance feat as a bonus feat.

Guardian’s Senses (Su): Beginning at 5th level a Dungeon Guard’s senses are heightened when guarding a location. A Dungeon Guard may declare an area up to 5 ft in radius per class level that they have been within for the entirety of the last 5 minutes as a Guarded Area; doing so requires a full round action and if they leave the area for more than 1 minute it ceases to be a Guarded Area. They gain the ability to detect creatures moving through the ground or in conterminous planes within 20-ft per class level of a Guarded Area. A Dungeon Guard may only have one Guarded Area at a time.

Resolute (Ex): At 5th level a Dungeon Guard becomes immune to fear and gains a +2 bonus on saving throws against mind-affecting effects, death effects, and poison.

Guard the Gate (Ex): A Dungeon Guard is experienced in dealing with magical trickery. Beginning at 6th level they automatically are allowed a save against an illusion (for interacting with it) if they see or hear it, and gain a bonus on Sense Motive checks made to oppose Bluff checks equal to the total bonus granted to their opponent’s Bluff check by spell effects (including spell-like abilities) or magic items (but not extraordinary or supernatural abilities), and a bonus on Spot made to oppose Disguise checks equal to the total bonus granted to their opponent’s Disguise check by spell effects or magic items.

Improved Uncanny Dodge (Ex): At 6th level a Dungeon Guard gains the Improved Uncanny Dodge ability (as the rogue ability). If they already have Improved Uncanny Dodge they instead are never treated as flat-footed.

Blindsight (Ex): A Dungeon Guard’s senses are almost to the physical limit. Beginning at 7th level a Dungeon Guard gains Blindsight out to 15 feet.

Impassable (Ex): It is almost impossible to pass by a Dungeon Guard if they do not want you to. Beginning at 6th level, as long as a Dungeon Guard has not moved more than 5 ft since the beginning of their most recent turn, a Dungeon Guard gains a host of benefits. They gain a +10 bonus on checks and saves to resist forced movement (including bull rush and trip as well as wind effects, explosive spells, Grease spells, etc). Tumble checks to move through their threatened area are increased by their character level and all other movement, including 5-ft steps, swift action movement, immediate action movement, provokes attacks of opportunity from a Dungeon Guard and the withdraw action does not exempt the initial square from being threatened by the Dungeon Guard. In addition any teleportation or planar travel (including the appearing in the case of a summoned creature) into or out of a Dungeon Guard’s threatened area provokes an attack of opportunity.

Eye of Truth (Su): A Dungeon Guard’s senses are beyond what most mortals can dream of. Beginning at 8th level a Dungeon Guard continuously benefits from a True Seeing effect except that as a supernatural ability it cannot be dispelled.

Guardian’s Fury (Ex): A Dungeon Guard standing their ground is a fearsome foe. Beginning at 8th level a Dungeon Guard gains a +2 to all saving throws and AC in their Guarded Area (see Guardian’s Senses) and gains DR X/- equal to ½ their class level within one. In addition when within a Guarded Area a Dungeon Guard gains their full Strength bonus as a bonus to attacks made as part of a Furious Strike instead of ½ their Strength bonus and a bonus equal to ½ their class level to all melee damage (even not made as part of a Furious Strike).

Anchoring Blow (Su): A foe that can run past you is a foe that you have not guarded against, and a foe that can retreat is a foe that will whittle you away until you are defeated, a true Dungeon Guard can allow none to escape them. Beginning at 9th level whenever a Dungeon Guard successfully strikes a creature in melee they are affected as if by a Dimensional Anchor spell for 1 round and must make a Fortitude save (DC 10 + Dungeon Guard class level + Strength modifier) or be immobilized (unable to move from their current square) for 1 round. A creature that successfully saves against this ability does not need to make another save against it for 1 round regardless of how many times you strike it.

Dungeon’s Resilience (Ex): A Dungeon Guard is the most resilient of all creatures of the dungeon. Beginning at 9th level the first time each encounter you need to make a save of a specific type (Fort, Ref, and Will) and would succeed on a 10 or lower you automatically succeed at the save and take no effect (as if you had Mettle and/or Evasion).

Guard the Way (Su): When a Dungeon Guard guards a site it stays guarded. Once you have obtained 10th level if all means of entry (doors, windows, any openings large enough to allow for line of effect) into a structure are within your Guarded Area, and you are conscious, then the entire structure becomes affected as if by a dimension lock spell except that the Dungeon Guard may allow a creature to travel in or out of the structure as a free action. In addition the Dungeon Guard automatically aware of the type, name, alignment, classes, level, and mental ability scores of any creature that attempts to enter or leave through teleportation or planar travel, as well as any creature in the structure.

Whirlwind of Steel (Ex): A Dungeon Guard must be able to stand alone against the horde. Once they have obtained 10th level whenever a Dungeon Guard strikes an opponent with a melee attack they may make another melee attack against another creature within their melee reach, that they have not already struck as part of this chain of attacks, at the same bonus. They may keep making these extra attacks until there is no creature they have not already struck as part of this attack or until they miss. A Dungeon Guard can do this with each attack in a full attack action, potentially striking every opponent in their melee reach once per attack they can make in a full attack. A Dungeon Guard may not move or take any actions, including free actions, between these attacks, even if they have an ability which allows them to move between attacks in a full attack (they may still move between the end of the Whirlwind of Steel and their next normal attack, though).

PLAYING A DUNGEON GUARD
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..

DUNGEON GUARD 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.

DUNGEON GUARD 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

Vaynor
2014-03-06, 06:41 AM
ROOT WALKER

http://static2.wikia.nocookie.net/__cb20070920215720/forgottenrealms/images/2/25/Vermin_Keeper.jpg

”In the dark, all men are equal. But I am no man.”
~Garthren, dwarf root walker~

A root walker is a druid with a particular affinity for underground locales. A root walker feels more at home among the vermin and fungi of dark caverns than with the wolves and trees of aboveground natural environments. A root walker's companion tend to be more alien compared to most druids, and they often have vermin cohorts or otherwise normal companions that seem especially at home in the darkness. The aberrant creatures so common in the darker corners of the world fear the root walker, who is warden of his domain in the same way that a druid is warden of the forest. As a root walker progresses in power, he becomes able to walk through earth as easily as one walks through air. While they are able to take care of themselves outside of it, a root walker is far more powerful when connected to the earth directly and dislikes being above the ground.

BECOMING A ROOT WALKER

A root walker forsakes the benefits of the average druid and instead seeks powers more suited for their environment. Any druid with the inclination can become a root walker, although root walkers are most common amongst the naturally cave-dwelling races or races of the dark and deep.

ENTRY REQUIREMENTS
Skills: Knowledge (dungeoneering) 8 ranks, Knowledge (nature) 8 ranks
Special: Root walker alternate class feature (Dungeonscape pg. 9)
Special: Wild shape class feature

Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + Int modifier.

Hit Dice: d8



Level
BAB
Fort
Ref
Will
Special
Tremorsense
Spellcasting


1st
+0
+2
+0
+2
Wild shape (vermin), vermin companion, aberrant bane +1
15 feet



2nd
+1
+3
+0
+3
Earthen stride
20 feet
+1 level of existing divine spellcasting class


3rd
+2
+3
+1
+3
Venom immunity, wild shape (+1/day)
25 feet
+1 level of existing divine spellcasting class


4th
+3
+4
+1
+4
Wild shape (large), aberrant bane +2
30 feet
+1 level of existing divine spellcasting class


5th
+3
+4
+1
+4
Mold earth
30 feet
+1 level of existing divine spellcasting class


6th
+4
+5
+2
+5
Wild shape (+1/day)
35 feet



7th
+5
+5
+2
+5
Wild shape (tiny), aberrant bane +3
40 feet
+1 level of existing divine spellcasting class


8th
+6
+6
+2
+6
Earth walk
45 feet
+1 level of existing divine spellcasting class


9th
+6
+6
+3
+6
Wild shape (+1/day)
50 feet
+1 level of existing divine spellcasting class


10th
+7
+7
+3
+7
One with the earth, aberrant bane +4, wild shape (huge)
50 feet
+1 level of existing divine spellcasting class



Weapon Proficiencies: A root walker gains no proficiencies with weapons or armor.

Spells Per Day: Starting at level 2, when a new root walker level is gained (except level 6), the character gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of root walker to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before he became a root walker, he must decide to which class he adds each level of root walker for the purpose of determining spells per day.

Tremorsense (Ex): A root walker gains tremorsense, and is able to detect and pinpoint any creature or object within 15 feet in contact with the ground. The range of the root walker's tremorsense increases according to the table above, to a maximum of 50 feet at level 9.

Wild Shape (Su): A root walker's wild shape ability continues to improve, and the character's root walker and druid levels stack for the purposes of determining how long wild shape lasts and the maximum HD of the form the druid can assume.

At level 1, the root walker becomes able to wild shape into any creature of the vermin type with the same size restrictions as for the druid's animal forms.

At level 3, 6, and 9, the root walker may use his wild shape ability an additional time per day.

The root walker can assume animal (and vermin) forms of Large size at level 4, Tiny size at level 7, and Huge size at level 10.

Vermin Companion: The root walker can, instead of an animal, keep a vermin as an animal companion. A vermin companion replaces any existing animal companion, although the root walker can choose to revert to using an animal companion, following the normal rules for animal companions. The root walker's effective druid level for the purposes of determining the statistics of his vermin companion is equal to his druid level -2 plus root walker level.

The root walker can choose from the following vermin for his vermin companion: brine swimmer (SS)*, dire maggot (LM)*, giant ant (worker), giant ant (soldier), giant ant (queen), giant bee, giant bombardier beetle, giant fire beetle, giant leech (SW), giant praying mantis, giant termite (SS)(worker), giant termite (SS)(soldier), giant termite (SS)(queen), giant wasp, monstrous centipede (small), monstrous centipede (medium), monstrous centipede (large), monstrous scorpion (small), monstrous scorpion (medium), monstrous scorpion (large), monstrous divine spider (SW)(small), monstrous diving spider (SW)(medium), monstrous diving spider (SW)(large), monstrous spider (small), monstrous spider (medium), monstrous spider (large), snow spider (FB)*(small), snow spider (FB)(medium), snow spider (FB)(large)

Additionally, once the root walker reaches level 4, he can take on a more powerful vermin companion. The root walker reduces his effective druid level for the purposes of determining the statistics of his vermin companion is reduced by the amount stated when using one of these vermin.

3rd Level or Higher (Level -2): giant ant lion (SS), giant stag beetle.

5th Level or Higher (Level -4): chelicera (MMIII)*.

7th Level or Higher (Level -6): knell beetle (MMIII).

*Sandstorm (SS), Libris Mortis (LM), Stormwrack (SW), Frostburn (FB), Monster Manual 3 (MMIII).

Aberrant Bane (Ex): The root walker opposes all aberrations of nature, and due to his experience in fighting them has become especially adept at evading their attacks and striking them when they are weak. The root walker gains a +1 dodge bonus to Armor Class against creatures of the aberration type. Additionally, the root walker gains a +1 bonus to attack rolls versus aberrations. This bonus increases to +2 at level four, and an additional +1 every three levels thereafter.

Earthen Stride (Ex): At level 2, the root walker's ability to move uninhibited by stone, rock, and earthen debris increases so that he is no longer inhibited by any type of earthen material, including magically altered surfaces. When touching a surface made of stone, rock, or earth, the root walker's base land speed is increased by 10 feet, and gains a 10 foot burrow speed. Additionally, if the root walker has a vermin companion, they gain a burrow speed equal to half their base land speed. If their vermin companion already has a burrow speed, it increases by 10 feet.

Venom Immunity (Ex): At level 3, the root walker gains immunity to all poisons.

Mold Earth (Ex): When the root walker touches earth, it molds to his touch. At level 5, the root walker gains a +1/2 levels bonus on Balance, Climb, Escape Artist, Hide, Jump, and Move Silently checks when walking on earth, climbing earth, bound by earth, hiding near earth, etc. For the purposes of this ability, “earth” refers to any surface made of stone, dirt, rock, minerals, or other earthen materials (not metal). The root walker may spend up to half of his movement walking on an earthen surface regardless of its angle, but if he is not on a surface he is able to stand on at the end of his turn he falls if he is unable to succeed on a Climb check to climb on the surface (with a +5 modifier to the DC of the Climb check).

Earth Walk (Ex): The root walker is so at home underground that he is able to pass through the earth as easily as an earth elemental. At level 8, the root walker gains earth glide as an earth elemental or xorn. A root walker can glide through stone, dirt, or any sort of earth except metal with ease and at his base land speed (although he can move in any direction). This ability leaves behind no tunnel or hole, or any other sign of its presence. A move earth spell cast on an area containing an earth walking root walker flings the root walker back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save. The root walker may move at half speed while earth walking and leave behind a tunnel of his size.

One With the Earth (Ex): The root walker is so in tune with the earth that he can travel great distances through it with ease. At level 10, the root walker may travel through the earth as if using a master earth spell. This ability is usable once per day.

PLAYING A ROOT WALKER
A root walker fills a similar role to a druid, relying on support and wild shape to help the party, but the root walker's skillset is more refined than the druid's. Root walkers excel in the darkness of a deep cavern, and often use their abilities for stealth and celerity. A cunning root walker can take down an unsuspecting opponent with ease.
Combat: When fighting underground, a root walker can use his vermin companion to flank an opponent by moving through the earth, or by using spells that affect his environment effectively. Even outside of caverns, the root walker's wild shape can be just as effective in giving advantages to the root walker, but they are definitely at a disadvantage in such an environment. A root walker prefers to engage in combat where he is close to the earth, preferably inside of it.
Advancement: A root walker is best suited to continuing into another druid prestige class that enhances the abilities they wish to focus on. A root walker has three main options: advancing his wild shaping ability, advancing his spellcasting ability, and advancing his overall combat ability.
Resources: Root walkers are not ones for organizations, but are friends to most non-aberration denizens of the deeps.

ROOT WALKERS IN THE WORLD

”He moved through the rubble as easily as if it were an open door!”
~Mardek, half-orc barbarian~

Root walkers are perceived similarly to any other druid, if someone manages to perceive them at all. Root walkers tend to be fairly reclusive, and not many know about them in the first place.
Daily Life: Root walkers will often spend their day forming new caverns underground, tending to their underground fungal gardens, clearing out any aberrant presences in their domain, or assisting other native inhabitants of their cavern.
Notables: The most famous of the root walkers, a drow named Chal'gloth, is famed for creating a cavern so large that an entire city fit inside of it. The second most famous root walker is another drow of a warring faction, Mer'uque, is known for destroying it.
Organizations: Root walkers can be part of organizations, but there is no organization of root walkers, at least not on a grand scale. Root walkers that share the same caves or nearby caves will often meet or group in order to deal with a threat or other problem, however.

NPC Reaction
Root walkers tend to be unassuming and introverted, and thus do not garner much attention. Most NPCs would regard a root walker as a simple man (likely covered in dirt), but might change their mind when they see the vermin companion towering over his shoulder. Root walkers command respect among those who know of them, for honoring their deeds or fearing their power.

ROOT WALKERS IN THE GAME
A root walker can easily take the place of a druid, providing healing and support as suits the party. In a campaign that takes place underground, in a dungeon, or any structure constructed from earthen materials, the root walker can provide a unique advantage in their ability to traverse the terrain and sense their surroundings.
Adaptation: A root walker would need little adaptation into a campaign setting, but would likely not be a reasonable option in a campaign that does not involve being inside or at least near the earth. A campaign that lacks the large vermin that the root walker relies on would need to be altered to maintain their power level while fitting the setting.
Encounters: Root walkers are mostly good, and often provide assistance to those in need of it under the earth. An evil root walker might be attempting to use his powers to cause a catastrophe or alter the earth in a way that negatively affects the local inhabitants.

Sian
2014-03-10, 02:51 AM
Dungeon Keeper

http://Picture URL

"Adventureous heroes in my lair? excellent"

A general description of whatever the class is!

BECOMING A DUNGEON KEEPER
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Alignment: Any Evil
Feats: Leadership
Spells: 4th level Spells OR 4th level Manifester powers
Spells: Able to cast Charm Monster and Charm Person spells OR the Charm, Psionic Power
Special: Must have the ability to communicate Telepathically
Special: Control all of a complex, such as a dungeon, a crypt or a tower or similar.

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: 2 + int

Hit Dice: d4

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day / Powers Known

1st|
+0|
+0|
+0|
+2|Dungeon Heart, Channel|

2nd|
+1|
+0|
+0|
+3|Power of the Throne|+1 of Existing Class

3rd|
+1|
+1|
+1|
+3|Class Ability|+1 of Existing Class

4th|
+2|
+1|
+1|
+4|Class Ability|+1 of Existing Class

5th|
+2|
+1|
+1|
+4|Power of the Throne|+1 of Existing Class

6th|
+3|
+2|
+2|
+5|Class Ability|+1 of Existing Class

7th|
+3|
+2|
+2|
+5|Class Ability|+1 of Existing Class

8th|
+4|
+2|
+2|
+6|Power of the Throne|+1 of Existing Class

9th|
+4|
+3|
+3|
+6|Class Ability|+1 of Existing Class

10th|
+5|
+3|
+3|
+7|Class Ability|+1 of Existing Class[/table]

Weapon Proficiencies: Dungeon Keepers gain no proficiencies in any weapon or armor.

Spells Per Day / Powers Known: Beginning at 2nd level, the Dungeon Keeper gains additional spells per day or powers known and power points as if he had also gained a level in whatever casting or manifesting class he belonged to before he added the prestige class. He does not however, gain any other benefit a character of that class would have gained.
If a character had more than one casting or manifesting class before he became a Dungeon Keeper. He must decide to which class he adds the new level of Dungeon Keeper for the purpose of determining casting level or manifesting level

Dungeon Heart: At 1st level the Dungeon Keeper binds himself to a throne-like object weighting at least 5,000lb, which supplies the Dungeon Keeper with Sustenance as per Ring of Sustenance in Dungeon Masters Guide. The Dungeon Keeper can't move from the throne, and is unable to move the throne himself, even by use of spells or powers.

Channel: at 1st level the Dungeon Keeper can use his spells or powers from any friendly or helpful target within range of his telepathy, Line of Sight and Line of Effect, counted from the target.

Power of the Throne: at 2nd level and beyond, the Dungeon keeper gains extended range of his Telepathy, by 100ft each at 2nd, 5th and 8th

PLAYING A DUNGEON KEEPER
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..

DUNGEON KEEPER 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.

DUNGEON KEEPER 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
2014-03-10, 10:50 AM
Delver Extraordinaire

"Now, this is what we call a 'J-Type' dungeon, characterized by gently sloping halls, large amounts of vegetation, and an abundance of- Oh, I see you've already encountered the stinging insects."

Delvers Extraordinaire are those Factota who have devoted their live to the ancient tradition of crawling in dark places. Even more so than the Factotum, Delvers are uniquely suited to dungeoneering.

BECOMING A DELVER EXTRAORDINAIRE

ENTRY REQUIREMENTS
Skills: Knowledge (Dungeoneering) 11, Climb 8, Jump 8, Swim 8, Survival 8
Feats: Trap Engineer
Special: Inspiration Point pool of 5 or more

Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge[All, taken separately] (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).
While still multitalented, a Delver's skillset is more specialized for dungeon crawling.
Skills Points at Each Level: 6 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Inspiration Points|Spellcasting
1st|
+0|
+2|
+2|
+0|Superior Dilettante, Cunning Stonecunning|+1|+1 to arcane class
2nd|
+1|
+3|
+3|
+0|Cunning Camouflage|+2|+1 to arcane class
3rd|
+2|
+3|
+3|
+1|Dungeon Knowledge, Hunter's Snare|+3|+1 to arcane class
4th|
+3|
+4|
+4|
+1|Doormaster, Dungeon Native|+4|+1 to arcane class
5th|
+3|
+4|
+4|
+1|One With the Dungeon|+5|+1 to arcane class[/table]

Spellcasting: At each level, your arcane spellcasting ability (spells known, spells per day, and caster level) in a single class as if you had gained a level in that class. You can choose to advance your spellcasting via the arcane dilettante class feature in this manner, or apply it to other arcane classes if you so choose.

Inspiration Points: At each level, you gain an extra Inspiration point in addition to those you posses from Factotum levels and the Font of Inspiration feat. Additionally, any Factotum class features that are based on level instead use the sum of your Factotum and Delver Extraordinaire levels.

Superior Dilettante (Ex): When preparing spells via the arcane dilettante class feature, you may also choose spells from the Bard, Beguiler, Dread Necromancer or Warmage lists alongside the Sorcerer/Wizard list. If a spell appears on multiple lists, it is always prepared as if it were the level on the Wizard/Sorcerer list if applicable, otherwise at its lowest possible level from the above lists.

Cunning Stonecunning (Ex): Delvers are uncannily good at noticing flaws and oddities in dungeon stone, granting them Stonecunning. Additionally, by spending 2 Inspiration points, you may make a Search or Spot check in any primarily stony environment as a free action, adding your class level to the check. If you already possessed Stonecunning before gaining this class feature, this only costs 1 Inpiration point to use.

Cunning Camouflage (Su): You have begun to become a part of your surroundings. By spending 3 Inspiration points, you can gain the benefits of the invisibility spell for a number of rounds equal to your Intelligence bonus. You can instead spend 5 points to gain the effects of greater invisbility for half that time (minimum 1 round). This is a move action, and can only be used underground or otherwise in a dungeon.

Dungeon Knowledge (Ex): You have acquired a greater understanding of how dungeons are put together. You add your class level to all Knowledge[Dungeoneering] checks. Additionally, having 5 or more ranks in Knowledge[Dungeoneering] grants a +2 synergy bonus to Knowledge[History] checks pertaining to dungeons, Knowledge[Nature] checks pertaining to subjects commonly found in dungeons (e.g. assassin vines, dire rats, etc.), and Knowledge[Architecture and Engineering] checks.

Hunter's Snare (Ex): While normally your line of work involves disabling or avoiding traps, you've also learned to set up a few when you must. By spending 2 Inspiration points, you can set up a snare trap that immobilizes whoever triggers it (Reflex negates, DC 15 + class level + Int bonus), a hazardous trap that deals 1d8 damage per class level (Reflex half, DC 15 + class level + Int bonus), or a gas trap (DC equal to the gas used). In order to make this trap, you must have materials at hand to make the trap (examples include vines or ropes for a snare trap, a log and some ropes for a damaging trap, etc.). This is a full action.

Door Master (Ex and Su): You have mastered the use of doors. As silly and mundane as that sounds, it's true. You can take 10 on any open lock checks, even under duress. Additionally, you can bypass hold portal at will, and if a teleportation spell of a level up to 1 level below the maximum level you can prepare via arcane dilettante has been used any time in the last minute, you can expend one of your prepared arcane dilettante spells to teleport to the location targeted by that spell as per greater teleport. This takes 1 minute of relative calm and is a supernatural ability.

Dungeon Native (Ex): You are most at home in the dungeons you explore. You can take 10 on Survival checks underground or otherwise in a dungeon. Additionally, you are immune to non-magical disease.

One With the Dungeon (Ex): You are a part of the dungeon. Creatures native to dungeons with an intelligence score below 3 will not attack you unless you attack them first. You never set off traps in a dungeon except when critically failing on Disable Device checks to do so. Additionally, you can spend a 24 hours in a dungeon to attune yourself to it. During this time, you must do nothing either than eating, sleeping, and exploring the dungeon. When so attuned, you receive a +10 competence bonus on Hide, Move Silently, Spot, Search and Listen checks in the dungeon until you leave. If you leave the dungeon and return, you do not need to reattune yourself to it unless you have been gone for more than a month or the dungeon's layout or native life have undergone significant changes (as determined by the DM). You can spend 4 Inspiration points to reroll a check any of the above skills when in a dungeon, regardless of whether you're attuned to it.

PLAYING A DELVER EXTRAORDINAIRE
Delvers Extraordinaire are at their best in dungeons. If there's a choice between working above or below ground, a Delver will always choose underground.
Combat: You do best when you can set up an ambush. Use your traps to disable and injure your enemies, before taking them on in combat with arcane dilettante and whatever martial prowess you possess.
Advancement: Resuming advancement in Factotum is often a good choice, as is taking levels in ExemplarCoAdv or ChameleonRoD. Those who prefer combat may be well served by dipping into WarbladeToB, as it relies on intelligence and has many useful techniques.
Resources: Delvers Extraordinaire often hold high-ranking positions in adventuring companies, archaeological societies, and the like, due to their impressive skills in navigating dangerous dungeons. They will often offer their services as guides to dangerous places like the Underdark.

CLASS NAME IN THE WORLD
"Well, I wanted to get my lute back from him, but I'm too scared to go near his place. He calls it a home, I call it a Beholder's warren."

Delvers Extraordinaire often fill many of the same roles as Factota, although they are even more prone to adventuring.
Daily Life: Another day, another dungeon. Delvers will explore dungeons almost compulsively, and a few very wealthy ones have been known to actually maintain "artificial dungeons" stocked with deadly beasts and enchanted so that their rooms randomly shift.
Notables: The most famous Delver Extraordinaire is one Indaynus Jonus, who single-handedly prevented a cult of Vecna worshipers from awakening the power of the Ark of the Celestials to destroy the world, saved the world from Lolth's cult activating three ancient stones of unimaginable power, found the lost Grail of Pelor, and unlocked the mysteries of the crystal skulls.

NPC Reaction
Delvers are often looked upon with confusion by most, seeing as they willingly go for fun where most people would never dare to tread if their life depended on it. They are considered to be very valuable whenever a nearby dungeon causes problems.

DELVERS EXTRAORDINAIRE IN THE GAME
Adaptation: This class's class features could be easily adapted to other settings as needed, mostly by changing where they work.
Encounters: Perhaps the party is exploring a dungeon and runs across a Delver. Or, well, dungeons are really their thing. You're unlikely to find them elsewhere.

Sample Encounter
EL 13:


Jergy the Delver
CG/Male/Gnome
Factotum 10/Delver Extraordinaire 5
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
2014-03-31, 10:59 AM
Due to the Forum shut down, I'm extending the contest until the morning of April 7th.

Techwarrior
2014-04-08, 07:05 AM
The contest is now closed. Voting will commence shortly.