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Techwarrior
2014-11-01, 02:13 PM
Fight Fire With Fire!

---

There is no magic like resurrection magic because resurrection magic is -- highly expensive.

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

Giant in the Playground PrC Contest XLVIII

The contest begins with the posting of this thread and will run through midnight of Sunday, November 16th.

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

Rules

1) You will be creating an 'original' prestige class based on using an opponent's strengths against them. Anything from masters of elemental magic that penetrate resistances to specialists of the Setting Sun to witch hunters that use their opponents magic against them is allowed. The sky 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
2014-11-01, 02:18 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
:
:
:
:
:

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

Hit Dice: dx



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

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+X
Class Ability



8th

+X

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+X

+X
Class Ability



9th

+X

+X

+X

+X
Class Ability



10th

+X

+X

+X

+X
Class Ability



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

Jormengand
2014-11-08, 03:49 PM
THE RETALIATOR

http://img6.illyriad.co.uk/img/research/DispelMagic.jpg

"I know that I can't kill you. But I know that you can't kill me either. And I know that as long as you can't kill me, you can't move an inch past me."
- Saint Kara

The retaliator is neither a hunter of magi, nor a mage hell-bent on rising above the warriors of the world. Instead, the retaliator uses each to fight the same, parrying attacks with a weapon and dispelling magic with other spells. First, the retaliator learns to defend against these attacks, and then to deflect them back upon the attacker.

BECOMING A RETALIATOR
Becoming a retaliator is not something that one simply does, but nor is it some long-forgotten art known only to a few magi. One can teach, and learn, to counter attacks with a blade, and practice with magic allows for more powerful counterspells to be devised. What is necessary, however, is effort, and to many the combination of practicing the exact same physical maneuvers over and again and using imagination and creativity to devise new spells is not one that comes easily. To those to whom it does come, however, it can be a powerful boon.

Most retaliators are Clerics, as they are the ones for whom it is easiest, and in many ways most efficient, to become one.

ENTRY REQUIREMENTS
Base Attack Bonus: 5+
Weapon proficiency: Must be proficient with all simple and martial weapons.
Spellcasting: Able to cast the spell Dispel Magic or Greater Dispel Magic
Feats: Combat Reflexes or/and Improved Counterspell

Class Skills
The retaliator's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nature) (Int) Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d8

LevelBABFortRefWillSpecial
Spellcasting
1st+0+2+0+2Close Defence, Psycounter
-
2nd+1+3+0+3Sudden Counterspell, Spelltouched Feat
+1 level of existing spellcasting class
3rd+2+3+1+3Long Defence
+1 level of existing spellcasting class
4th+3+4+1+4Turnspell, Spelltouched Feat
+1 level of existing spellcasting class
5th+3+4+1+4Close Counter
-
6th+4+5+2+5Immediate Counterspell, Spelltouched Feat
+1 level of existing spellcasting class
7th+5+5+2+5Long Counter
+1 level of existing spellcasting class
8th+6+6+2+6Spell Drain, Spelltouched Feat
+1 level of existing spellcasting class
9th+6+6+3+6Protector
-
10th+7+7+3+7Immortal Coil, Spelltouched Feat
+1 level of existing spellcasting class



Weapon and Armour Proficiency: A retaliator gains no proficiency in any kind of weapon or armour.

Put all the different class abilities in here!

Close Defence (Ex)
From first level, the retaliator may defend against attacks directed against her from within her reach by using her melee weapon (including a reach weapon or unarmed strike). Touch attacks, excluding touch spells, are also subject to this effect. She can only defend herself against a certain number of attacks each round, which is equal to the number of attacks she can make in a full attack action, plus the number of attacks of opportunity she can make each round.

For each attack against which she wishes to defend herself, she makes an attack roll. This attack roll is used as a substitute for her AC if it is higher (otherwise her AC is used as normal).

Psycounter
Retaliators can counter psionic powers with dispel magic. This works just like countering a spell.

Spellcasting
At the indicated levels, a retaliator gains new spells per day as if she had also gained a level in a spellcasting class with which she could cast Dispel Magic or Greater Dispel Magic before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one such spellcasting class before becoming a retaliator, she must decide to which class she adds the new level for purposes of determining spells per day.

Sudden Counterspell
From second level, the retaliator can counter a spell (in any way in which she might have done so anyway - such as with dispel magic, or a higher-level spell with improved counterspell, as well as the same spell or a spell designated as countering that spell) even if she didn't ready an action to do so. If she doesn't have an action readied, she loses the next action of the same type as would be used to cast the counterspell, so she can't counter a spell this way if she can't take that type of action.

Spelltouched Feat
Every second level, the retaliator may gain one of the following feats as a bonus feat, even if she doesn't meet the prerequisites:

Conductivity (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#conductivity), Controlled Immolation (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#controlledImmolation), Eyes to the Sky (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#eyestotheSky), False Pretenses (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#falsePretenses), Ineluctable Echo (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#ineluctableEcho), Live My Nightmare (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#liveMyNightmare), or Residual Rebound (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#residualRebound).

Long Defence (Ex)
From third level, the retaliator can defend against attacks regardless of whether or not they originated within her threatened area.

Turnspell (Su)
From fourth level, whenever the retaliator counters a spell, she can instead turn the spell back on the user as with the spell Spell Turning, only it still works on touch attacks and effect and area spells (which are centred back on the caster). If the caster has Spell Turning or uses a successful Turnspell too, refer to the table in the Spell Turning spell description.

A retaliator can turn a spell with beneficial effects if she likes.

Close Counter (Ex)
From fifth level, when she successfully defends herself against an attack originating from within her threatened area, the retaliator may attack her attacker immediately, without requiring any action to do so. She uses her own weapon to retaliate against attacks.

She can't counter an attack unless her first attack roll was higher than the attack roll used to attack her, even if her foe's attack simply missed.

Immediate Counterspell
From sixth level, the retaliator can counter a spell as an immediate action. She can still use Ready and Sudden Counterspell as normal.

Long Counter (Ex)
From seventh level, the retaliator may counter attacks from outside her threatened area as well as within it. If she does, she fires the attacker's ammunition back at them, using any magical properties of her own weapon and the ammunition, treating her own weapon as a projectile weapon. Therefore, a retaliator who counters an attack made with a +3 arrow and +2 shortbow, herself using a flaming greatsword, does 2d6+3 damage and 1d6 fire damage.

If an attack is made from outside her threatened area, but with a non-ranged weapon, she simply uses the weapon that is being used on her.

She may choose to Long Counter any attack she could Close Counter, so she can use the target's weapon against them.

Spell Drain
From eighth level, when the retaliator counters a spell, she also causes the caster to lose any other copies of the spell they had prepared. Spontaneous casters instead lose a single extra spell of the same level if they have one, or the highest level below that one that they have a spell of if they don't have a spell of that level.

Psionic casters instead lose as many power points as they would have had they manifested the same power again. Users of Spell- or Psi-like abilities lose the use of that ability for the rest of the day.

Protector
From ninth level, the retaliator can defend against, and counter, attacks made against anyone in her threatened area, not just her.

Immortal Coil (Su)
Allies in the retaliator's threatened area can't fall unconscious or die, even if they are on negative hit points, unless the retaliator herself falls unconscious. However, any effect that would kill such an ally takes effect as soon as the retaliator falls unconscious, dies, or doesn't threaten that ally's square. These effects can't be dispelled, though anyone can make the target immune to them using any measure that would prevent death through death magic. However, the spell and the casting of the spell have already occurred, so Spell Turning and Antimagic Field won't stop the death effect. Only the effect of the spell is suspended.

The retaliator doesn't affect herself or anyone else who is using Immortal Coil. She can choose to turn the effect on or off as a free action. Immortal Coil doesn't wake up unconscious creatures or resurrect dead ones.

PLAYING A RETALIATOR
Retaliators rely on counterspells, so using a large number of spell slots to prepare Dispel Magic, as well as some of the more common spells such as Invisibility and Dimension Door allows a Retaliator to be ready for most spells. Spontaneous Retaliators should make similar choices when learning spells.
Combat: The Retaliator's main power comes outside of her own round, but even so she remains a competent spellcaster and fighter. Spell Turning and similar effects allow a fail-safe in case her own counter spells fail, and Divine Power allows her to hit with most of her attacks.
Advancement: When there are no more Retaliator levels to take, Abjurant Champion allows the Retaliator to increase any arcane spellcasting potential, as well as her swordplay abilities. Cleric Retaliators are usually best returning to their Cleric levels to increase their spellcasting power. For example, six levels of Cleric (preferably with the spontaneous variant to allow on-the-spot countering of any spell) followed by a level of Fighter and then ten levels of Retaliator followed by three more cleric levels allows for sixteen levels of spellcasting and a base attack bonus of fourteen, allowing three strong attacks and penultimate spellcasting power.

An arcane Retaliator might wish to take six levels of Sorcerer (possibly Battle Sorcerer) and two of Paladin, allowing her to protect herself with powerful saving throws and a few points of healing to which she would not otherwise have access. She could then take Retailator levels and continue into Abjurant Champion, which would net her eighth level spells and either fourteen or fifteen points of base attack bonus.
Resources: Retaliators must be mindful of less common spells. The retaliator's unique ability to dispel spells such as Celerity as fast as they can be cast is an important one, but the retaliator also has uses for many less common spells. Ways to increase the number of attacks of opportunity a Retaliator can make should also be sought out, as they allow her to counter more attacks.

RETALIATORS IN THE WORLD
"She moves her blade about her head, deflecting arrows and swords almost lazily, and her foes howl both in frustration, and at the pain of being struck with their own blades."
-Imperator Morcah, on Saint Kara

Counterspells and self-defence are important, and those who master both are capable of protecting themselves from almost anything. This ability confounds most of their foes, and inspires many to take up the same role.
Daily Life: Retaliators' daily lives are much like those of their brethren who chose to stay on a single course - they worship their deities if clerics, and study magic if wizards. There is no single lifestyle attributable to a Retaliator.
Notables: Saint Kara was a Cleric retaliator of some renown, who taught of peace and an end to suffering to those who approached her. She eventually died fighting the armies of the tyrannical Imperator Morcah.

Lionel Spear is a Druid retaliator who wished to devote his life to nature, but was constantly distracted by the fighting of those around him. It is said that Lionel lazily swings his eponymous weapon to deflect attacks without looking, and dispels spells while he sleeps.

Jon the Joker is a Bard retaliator, who uses many of his spells to manipulate other people, while protecting himself from the consequences of his actions with daring blade maneuvers and quick counterspells.
Organizations: There are not enough retaliators in the world to form any particular organisations, although some of them travel with the intent of teaching others in their ways.

NPC Reaction
NPCs react to retaliators much as they might to anyone else of their calibre, until their powers are demonstrated. At that point, rumours start to take form - Kara can kill you without attacking you; Lionel counters spells in his sleep; anyone who attacks Jon dies. Some of these rumours may be true, but they begin to get more and more outlandish as time goes by. That said, in societies with a lot of spellcasters, retaliators are treated as interesting but not especially special.

RETALIATORS IN THE GAME
Retaliators bring unmatched dispelling and attack-countering powers to the table. While this is nothing that a strong enough spellcaster or warrior can't deal with, it can be very powerful if the retaliator is more prepared than her opponent.
Adaptation: The idea of someone who retaliates against attacks is not one specific to any setting. However, consider allowing a truenamer to use Reversed Spell Rebirth as a counterspell - if you do, effect the following changes:

Entry Requirements: Change to "Able to utter Spell Rebirth" and "Combat reflexes"; ignore the other requirements. Alternatively, if using the Worldspeaker, keep the base attack bonus and weapon proficiency requirements.
Class Skills: Replace Knowledge (Religion) with Truespeak.
Class Features: Replace "Psycounter" with the following:

Word of dispulsion
Truename retaliatiors can use Reversed Spell Rebirth to dispel spells and psionic powers, and can also use it to end psychic powers just as they would end spells. To do this, they must use the ready action to ready the Reversed Spell Rebirth utterance. Whenever a spell is cast, the truename retaliator may use Reversed Spell Rebirth to dispel it, by uttering it on the spell, rather than a creature under its effects. The difficulty class of this truespeak check is equal to 10, plus twice the spell or power's level, plus the caster or manifester level.

The truename retaliator can also counter other spells by uttering another utterance in this way. Word of Nurturing utterances will counter any spell or power which heals hit point damage and is of the same level. Reversed Word of Nurturing utterances will counter inflict spells and harm if they are of the same level. Temporal Twist can be used to counter Haste. Energy Negation counters Energy Resistance. Greater Energy negation counters energy immunity. Seek the Sky counters Fly, and Greater seek the sky counters Overland Flight.

Apart from this, any utterance which would counter a spell because it duplicates that spell, also does so. Analyze item therefore counters Identify and Conjunctive Gate will counter Gate.

Because utterances aren't actually spells, improved counterspell doesn't work.

Spelltouched Feat: Truename retaliators can still take spelltouched feats, and may substitute truename backlash for one of their spelltouched feats.

Encounters: Non-violent encounters with retaliators would be very similar to those with others of the same base class. Violent encounters usually involve the retaliator making great use of counterspells and the Close Defence and Long Defence abilities.

Sample Encounter

EL 12:

Sister Kara
Lawful Good Female Human Cleric 6 Fighter 1 Retaliator 5
Init +6, Senses: Listen +4, Spot +4,
Languages Common
------------------------------------------------
AC 23 (Mithral Full Plate +2 11, Dex 2), touch 12, flat-footed 21
hp 71 (12 HD)
Fort +10, Ref +6, Will +15
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Greatsword +3 +14/+9
Base Atk +8/+3, Grp +10
Spells Prepared 6 Detect Magic, 2 Magic Weapon, 2 Command, 2 Sanctuary, 2 Resist Energy, 1 Shield Other, 2 Hold Person, 1 identify, 5 dispel magic, 1 Death Ward, 2 Spell Immunity, 2 Divine Power, 1 Break Enchantment, 2 Spell Resistance
Supernatural Abilities Turn Undead, Magic Domain Powers, Protection Domain Powers
-----------------------------------------------
Abilities Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 10
SQ Close Defence, Psycounter, Sudden Counterspell, Long Defence, Turnspell, Close Counter
Feats Improved Initiative, Improved Counterspell, Combat Reflexes, Weapon Focus (Greatsword), Skill Focus (Spellcraft), Eyes to the Sky, Conductivity.
Skills Craft 15 (15), Spellcraft 18 (15), Knowledge (Arcana) 5 (5), Knowledge (Religion) 5 (5)
Possessions Greatsword +3, Mithral Full Plate +2

Zaydos
2014-11-08, 05:43 PM
Blooded Hunter

"The sins of the father are not my sins, but I will burn them from this world and all others." - Leostov Kran Aboleth Hunter

Dread cults, vile breeding experiments, and more have led to an infusion of the blood of creatures anathemic to normal existence into the bloodlines of mortals. Some of these mortals when their heritage is revealed go mad or join the forces of the aberrant masses. The Blooded Hunter, though, turns their heritage against the aberrations fighting against them with whatever force they can bring to bear, accepting the taint in their blood only enough to bring it to bear against their ancestors.

BECOMING A BLOODED HUNTER
A blooded hunter is typically a warrior before they discover their heritage. Becoming a blooded hunter is a matter of balancing the act of embracing and rejecting their aberrant heritage, turning it into a weapon against their most dread ancestors.

ENTRY REQUIREMENTS
Feats: At least 2 aberrant feats.
BAB: +5
Skills: Knowledge (Dungeoneering) 2 ranks.

Class Skills
The Blooded Hunter's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+2
Aberrant Feat, Favored Enemy (Aberrations) +2, Subtle Heritage



2nd

+2

+3

+0

+3
Aberration Blood, Hunter's Blood



3rd

+3

+3

+1

+3
Deepening Aberration



4th

+4

+4

+1

+4
Aberration Blood, Favored Enemy (Aberration) +4



5th

+5

+4

+1

+4
Aberrant Feat, Aberrant Form



6th

+6

+5

+2

+5
Aberrant Blood, Deepening Aberration



7th

+7

+5

+2

+5
Favored Enemy (Aberration) +6, Manifest Aberration



8th

+8

+6

+2

+6
Aberrant Blood, Sense Aberration



9th

+9

+6

+3

+6
Deepening Aberration, Manifest Aberration



10th

+10

+7

+3

+7
Aberration Feat, Favored Enemy (Aberration) +8, Aberration Blood



Weapon Proficiencies: A Blooded Hunter is proficient in all simple weapons and light and medium armor if they were not already.

Aberrant Feat (Ex): At 1st, 5th, and 10th level a Blooded Hunter gains a bonus Aberrant feat which they meet the prerequisites for.


Improved Aberrant Blood:
Prerequisites: Aberrant Blood.
Benefit: You skill bonus from each Aberrant Blood feat you possess is increased by 1 for every 2 Aberrant feat you possess.

Aberrant Telepathy:
Prerequisites: Aberrant Blood, Warped Mind
Benefit: You gain Telepathy out to 5-ft per Aberrant feat you possess.

Aberrant Scent:
Prerequisites: Aberrant Blood (Inhuman Snout), one other aberrant feat.
Benefit: You gain the Scent special quality.

Cavespawn:
Prerequisites: Aberrant Blood (Sticky Fingers), one other aberrant feat.
Benefit: You gain a climb speed equal to 1/2 your base land speed.

Acidic Glands:
Prerequisites: Aberrant Blood, one other aberrant feat, character level 3+.
Benefit: You gain acidic spit. Any bite attack you make deals +1 acid damage +1 per two aberrant feats you possess. In addition you gain the ability to make a ranged touch attack as a standard action to strike an opponent with your acidic spittle dealing 1d8 damage + 1d8 per 3 aberrant feats you possess. This attack has a range increment of 30-ft and can be used up to 5 range increments away.

Improved Acidic Spittle:
Prerequisites: Aberrant Blood, Acidic Glands.
Benefit: Your acidic spittle deals an additional +1d8 damage, this increases by another +1d8 if you are 11th level or higher.

Aberrant Companion:
Prerequisites: Aberrant Blood, ability to call a familiar, animal companion, special mount, or psicrystal.
Benefit: Your familiar, animal companion, special mount, and/or psicrystal gains the Pseudonatural creature template (Complete Arcane, or Lords of Madness version).

Alien Quickness
Prerequisites: Aberrant Blood, one other aberrant feat.
Benefit: A number of times per day equal to the number of aberrant feats you possess you may use a swift action as if it were a move action.

Inhuman Ambulation
Prerequisites: Aberrant Blood.
Benefit: Your base land speed increases by 5-ft, plus an additional 5-ft for every 2 Aberrant feats beyond the first that you possess.

Rage of the Outer Spheres
Prerequisites: Aberrant Blood, one other aberrant feat, the ability to Rage at least 1/day.
Benefits: When you rage you gain a variety of benefits based on what other Aberrant Feats you have.

Inhuman Reach: You do not suffer the penalty to melee attack rolls, and may make attacks during your turn at an additional +5-ft reach.
Deepspawn: The damage from your tentacle attacks increase as if you had gained 2 size categories.
Durable Form: You gain an additional hit point per aberrant feat you possess, these additional hit points go away at the end of your rage.
Starspawn: Rounds spent flying while raging do not count against the maximum number of consecutive rounds you can fly at a time.
Warped Mind: You may make Concentration checks to obtain a psionic focus when raging and may make them as a swift action.
Waterspawn: While raging rounds spent holding your breath do not count against the maximum number of rounds you can hold your breath.
Alien Quickness: When you use this feat you may instead you use it make an extra attack at your highest attack bonus as a swift action; this extra attack does not stack with those from Haste or similar effects.
Inhuman Ambulation: Your land speed increases by 10-ft.
Cavespawn: You gain a bonus to Climb checks equal to your Strength bonus.
Acidic Spittle: Your bonus acid damage to bite attacks is increased by your Constitution modifier (if positive) and you add your Constitution modifier to damage with your spit attack.


Otherworldly Ki
Prerequisites: Aberration Blood, Ki Power
Benefit: You gain 1 additional use of your ki powers each day. In addition you may expend a use of your ki powers as an immediate action to gain immunity to a single mind-affecting effect which would affect you from a specific source (for example Madgast the Tan's Charm Monster spell, or Umberhulk #3's confusing gaze). This immunity lasts for 1 hour.


Favored Enemy (Ex): At 1st level a Blooded Hunter gains Favored Enemy (as the ranger class feature) bonuses against Aberrations. This grants them a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against aberrations and a +2 bonus on weapon damage rolls against aberrations, or increases their existing Favored Enemy bonuses against aberrations by +2. At 4th, 7th, and 10th level these bonuses increase by an additional 2.

A Blooded Hunter does not gain a favored enemy bonus against new creature types or improve their bonuses against other creature types even if they have Favored Enemy from another source (such as Ranger).

Subtle Heritage (Ex): A Blooded Hunter suffers only half the normal penalty to Diplomacy, Disguise, Gather Information, and Handle Animal checks due to having Aberrant feats and never suffers more than a -3 penalty to Diplomacy or Gather Information checks due to their Aberrant feats.

Aberration Blood (Ex): At 2nd level, and every even level thereafter, a Blooded Hunter gains Aberration Blood as a bonus feat.

The following are new options for the Aberration Blood feat to facilitate the use of Blooded Hunter in games and give them a wider breadth of abilities and mutations to draw upon and develop.

Luminescent Blood: +3 to Use Magic Device check. Your blood appears to faintly glow beneath your skin making your veins and arteries more prominent and oddly colored.

Axillary Heart (Bulging chest): +3 to Concentration and Constitution checks. You have an extra heart within your chest cavity forcing your ribcage to be slightly larger than normal for your species.

Extra Leg Joints: +4 to Jump checks. Your leg possesses a single additional joint, similar to a second knee.

Squamous Hide: +3 to Hide. You have scales which can shift color slightly.

Telescoping Fingers: +4 to Sleight of Hand. Your fingers are abnormally long and capable of stretching out further.

Finger Cilia: +2 to Disable Device and Open Locks. Tiny hairs cover your fingers, able to reach into intricate machinery and manipulate it.

Emotionless Face: +3 to Bluff. Your face is half frozen in place making it harder for you to show emotion.

Inhuman Snout/Pheromone Receptor: +3 to Sense Motive. Your nose has an inhuman quality to it, unnaturally long and pronounced. It is also capable of picking up pheromones and identifying a wider range of scents.

Hunter's Blood (Ex): At 2nd level a Blooded Hunter gains an untyped bonus to Knowledge (Dungeoneering) checks equal to the number of Aberrant feats they possess as their aberrant heritage gives them an instinctual grasp of these forbidden secrets. In addition the Blooded Hunter adds half this bonus to Knowledge (Arcana) and Knowledge (the Planes) checks.

Deepening Aberration (Ex): At 3rd level and every 3rd level thereafter a Blooded Hunter's aberrant nature increases. Select one aberrant feat you possess from the list before and its benefit improves.


Aberrant Companion: You may add your Blooded Hunter levels to your levels in classes (other than Blooded Hunter) which grant familiars, animal companions, special mounts, and/or psicrystals for the purposes of familiars, animal companions, special mounts, and/or psicrystals
Aberrant Scent: You are capable of smelling the very souls of creatures. Your scent ability can be used to determine a creature's alignment with a DC 10 Wisdom check and the strength of their alignment aura (as per Detect Evil) with a DC 15. In addition you automatically know if the source of a scent is alive, dead, undead, animate but not alive or undead, or inanimate.
Aberrant Telepathy: You gain Mindsight as a bonus feat.
Aberration Blood: The bonus to checks provided by your aberration blood doubles (+2 becomes +4, +3 becomes +6, +4 becomes +8), this applies to the bonuses from each instance of Aberration Blood you possess. This does not apply to the additional bonus granted by Improved Aberration Blood.
Acidic Glands: The bonus to bite damage is increased by +4 and the range increment of your acid spit is increased by 30-ft. In addition you ignore 5 points of acid resistance or hardness with the damage granted by this feat.
Bestial Hide: You gain DR 1/- per 2 Aberrant Feats you possess.
Cavespawn: Your climb speed increases to equal your base land speed.
Deepspawn: You gain two additional tentacle attacks. In addition you gain a +4 bonus to grapple checks.
Durable Form: You gain a bonus on Fortitude saves equal to 1/2 the number of Aberrant feats you possess, and a 5% chance of ignoring the extra damage from a critical hit or precision damage per Aberrant feat you possess.
Inhuman Reach: You gain an additional +5-ft melee reach and no longer suffer a -1 penalty to melee attacks.
Inhuman Vision: You gain Blindsense 30-ft + 5-ft per 2 Aberrant Feats you possess. If you have Blindsense at least 60-ft due to this effect you gain Blindsight out to half that distance (rounded down to the nearest 5-ft increment).
Otherworldly Ki: You gain an additional daily use of your ki powers for every 3 Blooded Hunter levels you possess.
Rage of the Outer Spheres: When raging your Strength and Constitution both are increased by an additional +2.
Scavenging Gullet: You can gain nourishment even from inorganic materials (rocks, metal, anything you can swallow). In addition you gain a bonus to saves versus Disease and Poison equal to the number of aberrant feats you possess (this stacks with the bonus granted by Scavenging Gullet and/or Durable Form) and total immunity to ingested poisons.
Starspawn: You may now use your fly speed for any duration without landing and your fly speed increases to equal your base land speed. You may fly while carrying a medium load.
Warped Mind: You gain immunity to confusion and insanity, in addition whenever you successfully make a Will save against a mind-affecting spell or supernatural effect the effect's source must make a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or be confused for a number of rounds equal to the number of aberrant feats you possess. You gain an additional number of power points equal to the number of aberrant feats you possess.
Waterspawn: You gain the ability to breathe water as easily as air and may move through the water as if under the effects of a Freedom of Movement spell.


Aberrant Form (Ex): At 5th level a Blooded Hunter's aberrant blood has laid enough claim to their form that they can no longer be considered humanoid. Their type changes to Aberration, with the Augmented subtype for their previous type. They gain a racial 60-ft darkvision if they did not already have racial darkvision, and gain a +4 racial bonus to one skill of choice.

Manifest Aberration: At 7th and 9th level a Blooded Hunter's aberrant blood begins to manifest more heavily showing a certain link to one species of iconic aberration, usually but not always a species from which they draw their aberrant blood. When this ability is gained a Blooded Hunter must select one aberration from the list below and gains the associated benefit and physical transformation.


Aboleth (Sp): You gain the ability to use Minor Image as a spell-like ability a number of times per day equal to your Blooded Hunter level and Persistent Image three times per day.
Beholder (Su): Three times per day you may, as an immediate action, generate an anti-magic field. This effect lasts for 1 round and extends 10-ft from you.
Carrion Crawler (Ex): You gain the Scent ability and two times per day, as a standard action, you can exude a single dose of contact poison which has initial and secondary damage of 1 minute of paralysis and a Fortitude DC of 10 + your Blooded Hunter level + your Constitution modifier.
Choker (Ex): A number of times per day equal to one-half your Blooded Hunter level you may take an additional move action during a round.
Chuul (Ex): You grow a mass of paralytic tentacles from your face. These tentacles may be used to make a melee touch attack as a single secondary natural weapon. These tentacles deal no damage but the target must make a Fortitude save (DC 10 + your Blooded Hunter level + your Constitution modifier) or be paralyzed for 1 round, a successful Fortitude save renders a creature immune to your tentacles for 1 hour.
Cloaker (Ex): 3 times per day you may release a subsonic moan. This functions like the Cloaker ability Moan except as noted here. The Unnerve effect can be maintained for up to 1 minute per class level while all others are only used for 1 round at a time. The Will save DC is 10 + your Blooded Hunter level + your Charisma modifier instead of 15.
Grell (Ex): You gain electroreceptive blindsight as a grell out to 60-ft and electricity immunity.
Illithid (Su): You gain the ability to perform a mind blast 3 times per day. All creatures within a 30-ft cone must make a Will save (DC 10 + your Blooded Hunter level + your Charisma modifier) or be stunned for 2d4 rounds; this is a mind-affecting, supernatural ability.
Neogi (Sp): You gain the ability to use Charm Monster as a spell-like ability three times per day with a caster level of twice your Blooded Hunter level.
Umber Hulk (Su): You gain a confusing gaze attack with a range of 15-ft. Any creature meeting this gaze must make a Will save or be confused for 1 round (as the spell confusion). They must make this save each round they meet this gaze; a successful Will save grants immunity to this effect for 1 minute.
Rust Monster (Su): You gain DR 5/non-metal and may, three times per day, perform a touch attack which rusts a metal object as a Rust Monster's tentacle (destroying 10 cubic feet). Touched magic items are allowed a Reflex save (DC 10 + your Blooded Hunter level + your Constitution modifier) to avoid destruction.
Tsochar (Ex): Your tentacle attacks, if any, deal piercing damage as well as bludgeoning and inflict an injury based poison (Fort save DC 10 + your Blooded Hunter level + your Constitution modifier) with initial and secondary damage of 1d3 Dexterity damage.


Sense Aberration (Su): At 8th level a Blooded Hunter learns to allow their blood to call to the blood of their foes. They gain the benefits of the Track feat when attempting to follow the trail of aberrations. In addition they can sense the presence of aberration creatures within 60-ft as if they had Blindsight and gain an additional +4 to opposite Spot and/or Listen checks made against aberrations. Finally as a standard action that provokes attacks of opportunity they may concentrate to sense aberrations at a further distance; this requires concentration checks as a 0 level spell if for some reason concentration may be impeded (such as being hit by an enemy) and can be performed defensively. On the first round they sense the number of aberrations within a cone 60-ft long per class level, on the second they sense the distance and direction towards up to 1 plus their Wisdom bonus (if any) aberration creatures within range, on the third and later rounds of sustained concentration they may either detect the distance and direction towards up to 1 plus their Wisdom bonus (if any) more creatures or the strength of one aberration creature whose location has already been determined this way, it's Intelligence and Charisma, and its new location if it has moved, by making a Knowledge (Dungeoneering) check (DC 20 + creature's CR) you may also determine its species (umber hulk, illithid, ullitharid, etc).

Aberration's HDAura Strength
1 or lessMeager
2-5Weak
6-10Moderate
11-15Moderate-Strong
16-20Strong
21 or greaterEpic

PLAYING A BLOODED HUNTER
Blooded Hunters are normally driven crusaders pursuing the darkness that ultimately beget them. They are often prone to solitude due to their abominable heritage and ever progressing mutations often drive them from the hearts of human, and humanoid, civilization. As such many blooded hunters find themselves forced towards self-sufficiency, although their experience with creatures which can easily through sheer chance disable one hunter leads them to band together or find other adventurous souls with which to hunt.
Combat: Blooded hunters do not use radically different forms of combat than before they became blooded hunters, instead their abilities improve their base combat capabilities. Their bonus feats give them a wide array of aberrations which can provide limited flight, swim speed, darkvision, extended melee reach, tentacles, bonuses to Will saves, and natural armor. They also serve to increase some of these numbers due to the nature of heritage feats; they will most likely have, for example, +5 natural armor and +5 to Will saves against mind-affecting effects. Blooded Hunters go beyond these effects gaining certain further aberrant effects, both from these feats and outside of them. These abilities can extend to functional flight, confusion gaze, damage reduction, among other things. In addition Blooded Knowledge is worth noting for its synergy with Knowledge Devotion as it grants a minimum of +2 (when gained) and +5 (when the PrC is completed) to Knowledge (Arcana) and (the Planes) as well as further improving their capabilities against aberrations which combined with Favored Enemy become quite potent.
Advancement: A blooded hunter might focus on pursuing additional aberrant feats to get the most from those feats which scale with number invested; they already will have at minimum 10 aberrant feats by the time they complete this PrC but could have as many as 16 as a human; this path is usually not to be advised however. More likely a blooded hunter will pursue other avenues with their remaining feats to obtain powers not offered by aberration heritage, such as increased damage from Power Attack, Knowledge Devotion, or easier full attacks with Travel Devotion. Once they have completed the path of Blooded Hunter they will likely pursue other martial paths to obtain greater skill and combat power.
Resources: There are few, if any, resources unique to aberrant hunters. They often rely upon the same resources as any other aberrant hunters, and some can even get access to the resources that are usually only available to the cults of those they hunt and their descendents.

BLOODED HUNTER IN THE WORLD
"I don't trust 'em, too unnatural for my blood."

Blooded Hunters are often distrusted by the common populace due to their mutations and aberrant heritage. Many distrust their proclamations of being hunters of their aberrant forefathers, instead suspecting them as being agents of the same.
Daily Life: Wake up. Wings hurt. Wings always hurt after sleep. Stretch wings. Run some water through the gills to keep them from being clogged. Follow some leads. Kill a few grell. Be attacked by ignorant townsfolk. Drop grell heads at their feet and berate them as ignorant ingrates. Leave town. Be approached by thankful parent seeking to apologize. Get invited in for chicken dinner. Eat. Sleep in a barn for a change :smallsmile:
Notables: Thromgrim Durkanon was a dwarven blooded hunter who is still remembered in high esteem by the Durkanon clan to this day for how he held the gate of Kurthrom against the umber hulk legions and their neogi masters. Telaz was a human blooded hunter who, after years of facing against the illithids finally joined them and spent several years afterwards undermining the settlements he had once defended for the chance to join the Elder Brain in death.
Organizations: Some blooded hunters have tried to found large scale organizations to gather their kind, these organizations often attract moles from aberration cults and usually end up doomed. That said they do exist in a sort of loose cell structure. This network, which works against aberrant incursions into humanoid lives, is a loose federation that primarily functions as an information source, although sometimes provides expert aid to adventurers and aberration hunters.

NPC Reaction
Either they are recognized as aberration hunters or, more likely, they are ostracized for their aberrant nature.

BLOODED HUNTERS IN THE GAME
Blooded Hunters gain 8 bonus aberrant feats. In addition to +3 to 5 skills (a minor benefit) and possibilities like wings, tentacles, and extended reach certain aberrant feats scale with the number of aberrant feats this gives you an additional +4 to Natural Armor and/or Will saves most likely changing these feats from +1 to +2 to these aspects to granting +5 to +6. That is the largest direct numerical change, although they also gain a +8 to damage and many skill checks against Aberrations. They also choose several aspects including options of fully functional flight, DR 5+/-, +5 or more to Fortitude saves, and their special attack options of which they get two can include reactive anti-magic, stunning attacks, or even confusing gazes.
Adaptation: By swapping their Favored Enemy bonus to Favored Terrain (underground) or a bonus against a group opposed to aberrations within the setting the Blooded Hunter could easily be changed into an aberrant cultist class, this change might necessitate the addition of Knowledge (Religion) to their skill list possibly in place of Knowledge (Nature).

Ra_Va
2014-11-08, 10:25 PM
Heretic Hunter

http://Picture URL

It's not always about running in, yelling Inquisition. Sometimes it requires a more personal approach to burn them all.

A Heretic Hunter is a specialist in destroying religious factions from the inside, be they Diabolic, Infernal, or even Celestial.

BECOMING A HERETIC HUNTER

While any any class is capable of becoming a Heretic Hunter, the majority of them tend to be clerics or other classes heavily focused on religion. The ceremony one goes through to become a Heretic Hunter involves a shaman tattooing runes on the subject with a single needle. The runes are rumored to protect against demonic possession and even hiding from the view of the Gods themselves.

ENTRY REQUIREMENTS
Feats:Mounted Combat
BAB: +5
Skills:
:
:

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|Mount, Nondetection

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!

Mount:A Heretic Hunter gains the service of an unusually intelligent, strong, and loyal steed to serve them.

Once per day, as a full-round action, a Heretic Hunter may magically call their mount from the realms of Misty Grove in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Heretic Hunter's level, it may be dismissed at any time as a free action.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the Heretic Hunter’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Heretic Hunter may not summon another mount for thirty days or until they gains a level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Heretic Humter takes a -1 penalty on attack and weapon damage rolls.

Nondetection[M]: Hides Saint from divination, scrying.

PLAYING A HERETIC HUNTER
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..

HERETIC HUNTER 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.

HERETIC HUNTER 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

Prehysterical
2014-11-09, 12:22 AM
APOSTATE

http://Picture URL

"Even gods may die. Why should I be beholden to something that is as fallible as I am? Let us be done with the catastrophes these deities have brought about. Let the Age of Mortals begin."

The Apostate is a prestige class dedicated to tearing down the established authority of the gods themselves. They specialize in turning the spells of clerics, druids, paladins, rangers, and other divine casters against themselves. As they progress in power, they become resistant to divine magic and are able to hide themselves from the eyes of the gods. At the height of their power, they are able to steal divine blessings for themselves and deny others connection to their gods.

BECOMING AN APOSTATE

ENTRY REQUIREMENTS
Alignment: Any nongood.
Knowledge (religion): 5 ranks
:
:
Special: The character must have severed all connections with any god or divine being that they worship, including nature. This includes any items or feats that have worshiping a deity as a prerequisite. Any character that possesses divine caster levels must forfeit them before taking the class.

Class Skills
The Apostate's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Sense Motive (Wis), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Class Ability



2nd

+1

+0

+0

+3
Class Ability



3rd

+1

+1

+1

+3
Class Ability



4th

+2

+1

+1

+4
Class Ability



5th

+2

+1

+1

+4
Class Ability



6th

+3

+2

+2

+5
Class Ability



7th

+3

+2

+2

+5
Class Ability



8th

+4

+2

+2

+6
Class Ability



9th

+4

+3

+3

+6
Class Ability



10th

+5

+3

+3

+7
Class Ability



Weapon Proficiencies: Apostates are proficient with all simple weapons. They gain no armor proficiencies.
Put all the different class abilities in here!

PLAYING AN APOSTATE
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..

APOSTATES IN THE WORLD
"Send unto us a plague. Pit us against a thousand orcs. Test our faith with drought and famine. But please, deliver us from this apostate!"
- Jozan, cleric of Pelor

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.

APOSTATES 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: Apostates are proficient with all simple weapons. They gain no armor 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: An apostate's schedule differs based on how hostile the government of a surrounding area is to him. In a place with no discernible authority or one more concerned with worldly affairs than the divine, they preach to any who will listen to forsake the bonds to their gods and take responsibility for the world around them. An apostate in a religiously active area takes a more subtle approach, inviting small numbers of people to evening lectures and whispering in the ears of important political figures. Nonevil apostates may devote some time to healing the sick and injured, showing that it is not necessary to wield a holy symbol to provide comfort.
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
The reaction that others have upon encountering an apostate depends on their view of faith in the area. A devout village or a reverent sect of druids will be shocked and enraged by the irreverence and denial shown by the apostate. In areas where a theocracy or a corrupt church has an iron group on its people, apostates may be hailed as defenders of mortal liberty as a justified iconoclast.

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

Babale
2014-11-10, 11:46 PM
DEFILER

http://Picture URL

”The number one rule of Nature? The strong survive. But what if Nature herself proves unfit? Well… She’ll just have to adapt.”
~Alaxis Maveor, Defiler

The world is filled with places where nature has failed. Be it demons, devils, undead, or aberrations from another world, creatures that have no place in this reality force their way in, often causing horrible destruction. Wherever these unnatural abominations go, druids soon follow; champions of Nature, protectors of the order of things. They wield powerful magic in the defense of their home, but sometimes they fail. When the forces of Nature are not powerful enough to stem the tide, the defilers appear.

Perhaps driven to insanity by the destruction of their beloved environment or perhaps all too keenly aware of the world’s shortcomings and the need to defend it for the greater good, defilers embrace the forces they once fought against. Channeling them in the same way they once directed the natural world, they do their best to protect what little nature still remains.

BECOMING A DEFILER
Defilers are forged in the destruction of their past environment. Most defilers were once druids, but a rare few rangers or even paladins or clerics of nature deities have taken the path of decay. To prevent the utter annihilation of the land they protect defilers learn to control that which they oppose and turn it upon themselves.

ENTRY REQUIREMENTS
Spells: Ability to cast 3rd level divine spells
Skills: Knowledge (Nature) 10 ranks; at least one of Knowledge (Religion), Knowledge (Arcana), or Knowledge (The Planes) 5 ranks.
Alignment: Any non-good
Special: Spells must either be granted by a nature deity or by druidic or ranger spellcasting.

Class Skills
The defiler's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Dungeoneering), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+0

+2

+0

+2
Corrupted Wildshape 1/day, Favored Enemy

-



2nd

+1

+3

+0

+3
Way of the Vile, Corrupted Empathy

+1 Level of Existing Spellcasting Class




3rd

+2

+3

+1

+3
Enhanced Summoning (Undead)

+1 Level of Existing Spellcasting Class



4th

+3

+4

+1

+4
Way of the Vile, Corrupt the Wild (Undead)

+1 Level of Existing Spellcasting Class




5th

+3

+4

+1

+4
Corrupted Wildshape 2/day, Favored Enemy

+1 Level of Existing Spellcasting Class




6th

+4

+5

+2

+5
Way of the Vile, Enhanced Summoning (Fiendish)

+1 Level of Existing Spellcasting Class




7th

+5

+5

+2

+5
Augment Monsters, Corrupt the Wild (Fiendish)

-




8th

+6

+6

+2

+6
Way of the Vile

+1 Level of Existing Spellcasting Class




9th

+6

+6

+3

+6
Favored Enemy, Enhanced Summoning (Pseudonatural)

+1 Level of Existing Spellcasting Class




10th

+7

+7

+3

+7
Corrupted Wildshape 3/day, Corrupted Wildshape (Huge), Way of the Vile

+1 Level of Existing Spellcasting Class




Weapon Proficiencies: A defiler gains no new weapon proficiencies.
Corrupted Wildshape: When a character first becomes a defiler, she gains the ability to Wildshape into exactly the sort of creatures which she fights. This ability functions like the druid’s wildshape class feature, except as noted here. The effect lasts for 1 hour per defiler level, or until she changes back. Changing form (to aberration or back) is a standard action and doesn’t provoke an attack of opportunity.
The form chosen must be that of an aberration the defiler is familiar with and can be of small, medium, or large size.
A defiler loses her ability to speak in her new aberration form unless the aberration can normally speak.
A defiler can use this ability more times per day at 5th and 10th level. At 10th level she also gains the ability to wildshape into a huge aberration.
The new form’s Hit Dice can’t exceed the character’s defiler level plus the level of whatever class she used to enter the prestige class.
Corrupted Wildshape is a separate ability from the druid’s wildshape ability and the druid does not add her defiler level when determining her level for the purposes of the standard wildshape ability. If she used her druidic casting to become a defiler she does, however, add her druid level to determine her effectiveness at Corrupted Wildshaping.
Favored Enemy: At first level and again at 5th and 9th level a defiler chooses one favored enemy from the following list: Aberration, Construct, Ooze, Outsider (Evil), Outsider (Lawful), Outsider (Chaotic), Undead, or Vermin. The defiler gains a +2 bonus on Bluff,Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.
At 5th and 9th levels a defiler chooses one of the favored enemies she already has a bonus against and raises that bonus by 2.

Way of the Vile: At 2nd level and every other level thereafter a defiler chooses one of the monsters she stands against and learns its ways. Each choice gives the defiler a special ability which she can use a number of times a day and an inherent bonus which is always active. Unless otherwise stated, the inherent bonus is an Extraordinary ability while the active ability is a Supernatural ability. The choices are listed below.

Choker: Passive – The defiler benefits from the Improved Grab feat, even if she does not meet the prerequisites for this feat. Additionally she may use this feat against opponents up to one size category larger when she is in her natural form or wildshaped into a choker.
Active – Three times per day a defiler may move with incredible swiftness like the choker she learns from. She may either take an extra move action during her turn or add an extra attack at her full attack bonus to a full attack sequence.

Chuul: Passive – The defiler may hold her breath underwater with no penalty for 4 times as long, can see as well in water as she can on land, and gains a swim speed of 20 feet. If she already had a swim speed she instead raises her swim speed by 10. This is a Supernatural ability.
Active – Three times per day when in a grapple the defiler may, as a standard action, choose to make a grapple check which, if successful, exposes her opponent to paralytic tentacles she morphs from her neck. These tentacles do no damage but, if the grapple check is successful, force her opponent to make a fortitude save whose DC is equal to 10 + her defiler level + her constitution modifier or be paralyzed for 6 rounds.

Gibbering Mouther : Active – The defiler adopts a gibbering mouther’s spittle glands, allowing her to, three times per day as a free action, fire acidic spittle at an enemy within 30 feet. She makes a ranged touch attack; if it hits she deals 1d6 acid damage per defiler level and if she scores a critical hit the target must roll a fortitude save whose DC is equal to 10 + defiler level + her constitution modifier or be blinder for 1 round. This is an extraordinary ability.
Active – The defiler learns to mimic the gibbering mouther’s insane vocalization. She gains immunity to a gibbering mouther’s gibber ability and three times per day she may gibber as a full-round action, forcing every creature within 30 feet aside from gibbering mothers or other defilers to succeed on a will save whose DC is equal to 10 + defiler level + her charisma modifier or be Confused for 1d2 rounds.

The Undead: Passive – The defiler gains the ability to use her Corrupted Wildshape ability to assume an undead template. She must be in her natural form and can only apply the undead templates she may gain to that form. At 2nd level, she can transform into a skeleton or zombie; at 4th level she can transform into a ghoul, at 8th level she can transform into a ghost, and at 10th level she can transform into a vampire. Unlike other forms of wildshape, she does gain the undead template’s supernatural abilities; for all intents and purposes she is considered to have had the template applied to her. The only exception is that she does not get any mental ability modifiers that the template normally grants and keeps her class features even if the template normally removes them.
Transforming into an undead form is more difficult than any other type of wildshape; as such a defiler may only assume a template for ten minutes per level instead of one hour.

Slaad: Passive – Following in the footsteps of the chaotic Slaadi, the defiler gains 5 stacking resistance to acid, fire, cold, electricity, and sonic.
Active – Twice per day as a free action a defiler can activate Fast Healing 5 for 5 rounds. She may do this while in any form. If she already has fast healing, this ability will stack.

Devil: Passive – the defiler gains damage reduction 5/silver.
Active – calling upon the fiends of the nine hells, the defiler can once a day summon a group of devils whose total HD is equal to her character level. A single creature can use no more than half the HD pool. The devils stay for one round per defiler level and attack anything in sight unless specifically instructed otherwise by the defilers.

Demon: Passive – the defiler gains damage reduction 5/cold iron.
Active – calling upon the fiends of the abyss, the defiler can once a day summon a group of demons whose total HD is equal to her character level. A single creature can use no more than half the HD pool. The demons stay for two rounds per defiler level and attack anything and everything in sight aside from the defiler.

Ooze: Passive – By adopting the shifting material of which oozes are made of for the space between her organs, the defiler gains a resistance to attacks that rely on striking a vital area such as critical hits or sneak attacks. Any time she would normally take sneak attack or critical hit damage, there is a 1 in 4 chance that the
Passive – the defiler gains the ability to use her corrupted wildshape to turn into any ooze which she is familiar with following the same rules for HD and special abilities as normal.



Corrupted Empathy: At second level, the defiler learns to interact with corrupted creatures as if they were normal animals. This ability functions just like a Diplomacy check made to improve the attitude of a person. The defiler rolls 1d20 and adds her defiler level and her Charisma modifier to determine the corrupted empathy check result.
She may use this ability to influence any undead, aberration, or outsider with an intelligence score of 1 or 2 OR any creature of the animal type which, through the use of a template, has changed to one of those three types.
This ability otherwise functions just like wild empathy.

Enhanced Summoning: The defiler enhances her summoning abilities, allowing her to call not only the allies of nature but also its enemies. At third level, if she did not already have access to the Summon Nature’s Ally series of spells, she gains access to those and may cast them spontaneously; additionally any time she summons a creature from the Summon Nature’s Ally list she may choose to apply either the skeleton or zombie template to the summoned creature. At 6th level she may instead apply the Fiendish template; at 9th level she may apply the Pseudonatural Creature template.

Corrupt the Wild: At 4th level the defiler learns to bring her blessings to the wildlife of an area in order to allow them to more adequately protect themselves from threats. Once per day she may animate dead animals as if she had cast Animate Dead as a cleric of 10th level, allowing her to reanimate up to 20 HD at once. This ability does not use any onyx, but the undead creatures do not follow obey her nor do they count against her controllable undead HD pool; rather they behave as if they were still wild animals of their species. At 7th level, the defiler may instead grant an animal or group of animals with up to 20 HD the Fiendish template.

Augment Monsters: At 7th level a defiler learns how to channel the summoning spells she uses in specific ways to increase the power of her summoned creatures. Whenever she summons an undead, fiendish, or pseudonatural creature from the Summon Nature’s Ally list she benefits from the augment summoning feat. If she already has the augment summoning feat the creature gains a +2 bonus to constitution, dexterity, and strength which stacks with that feat.

PLAYING A DEFILER
A defiler, much like a normal druid, functions best in the rear, summoning allies and supporting them with buff, crowd control, and ranged spells. However, using her corrupted wildshape and way of the vile abilities, a defiler can be a fearsome force in melee.
Combat: A defiler can enter combat by summoning her most powerful allies. While they engage the enemy she can aid them using spells like entangle or call lighting storm. If she is fighting on her home turf, the defiler can retreat, drawing her enemies back to where he undead and fiendish creatures await.
Advancement: After finishing her defiler progression, a defiler has a number of options available to her. Ideally she would want to continue her casting progression, so returning to the base class she entered with could be helpful. Other full-casting prestige classes can be very helpful. A cleric-turned-defiler can enter malconvoker to become a true master of summoning. For more melee-inclined defilers, classes like nature’s warrior or warpriest can be helpful. Rangers have somewhat less options; defiler boosts their casting enough that they should look for a prestige class that actually continues their casting progression.
Resources: The defiler’s corrupt the wild ability can be a major boon when used right. While the fiendish and undead creatures created by the ability are not her servants, she can use her corrupt empathy ability to make them friendly. By luring enemies into areas where much of the wildlife has been corrupted by the defiler she can strike a heavy blow against her enemies.

DEFILERS IN THE WORLD
Maveor? Never mention that name in my presence again!
~Nicia Stormheart, Druidic Elder

Defilers are reviled and feared by most, hated for their use of the terrifying forces they fight. While a defiler only animates the dead and summons demons in order to fight against such threats, explaining that fact to a commoner – or worse, a druid – is nearly impossible. Paladins and druids detest them as both groups see the world in black and white – good against evil, nature against abominations. The defiler lives in the grey zone in between, which makes both groups uncomfortable. Wizards and sorcerers understand all too well the temptation to study and make use of the forces of darkness and often respect defilers. Barbarians and rangers vary in their opinion; while both groups generally care for nature and see the defilers as working against it, they are more likely to understand their motives than most druids.
Daily Life: A defiler’s day passes much like a more traditional druid’s, with the exception that the creatures he cares for often show signs of their caretaker’s path. Defilers usually protect areas ravaged by vile forces and so tend to spend much of their time in combat.
Notables: Alaxis Maveor is one of the first defilers in the world. Having held off a demonic horde from invading the prime by joining up with a group of adventurers, Alaxis returned to his homeland to find the wilderness ruined. He has since rebuilt the ecosystem of his native land in such a way that it will be much harder to destroy next time.
Organizations: Defilers do not usually organize, as big groups of demon-summoning, dead-raising spellcasters tend to attract the attention of paladins and druids. Still, many defilers work in small groups rather than alone.

NPC Reaction
NPCs tend to fear defilers; those who fight evil see them as giving it yet one more place to grow and fester while those who protect nature in more traditional ways view their enhanced ecosystems as being worse than the alternative ravaged lands. Commoners fear the defilers, seeing little to differentiate them from devil-summoners and necromancers.

DEFILERS IN THE GAME
Defilers bring a radically different approach to druids and other nature-based casters. Their ability to turn evil against itself creates interesting conflicts in the game world.
Adaptation: Defilers fit as-is into any campaign that contains druids. In Faerun, they may have to choose a different deity to worship – perhaps they still pay service to their original patron but in actuality gain their spells from a different source such as a rival deity.
Encounters: Defilers can be found at any place where aberrations, fiends, or the undead prey (or have once preyed) upon nature.

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

Glimbur
2014-11-14, 07:59 PM
Dwemer Defiler

Do you feel safe, wrapped in your magical armor and protected by your magical cloak? Let me show you that what one man can make, another can unmake.

The Dwemer Defiler turns an opponent’s magical items against them.

Becoming a Dwemer Defiler
Dwemer Defilers start as either spellthieves or artificers. In either case, they acquire an interest in quick and dirty sabotage of magical items as their opponents use them.

ENTRY REQUIREMENTS
Special: Retain Essence class feature or Steal Spell class feature and 8 ranks in Use Magic Device

Class Skills
The Dwemer Defiler's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skills Points at Each Level: 6 + int

Hit Dice: d6

LevelBABFortRefWillSpecial
1st+0+0+2+2First Principles, Magical Misfire
2nd+1+0+3+3Magical Misfire, Enchanter’s Eye
3rd+2+1+3+3Magical Misfire, Drain Staff
4th+3+1+4+4Magical Misfire, Bonus Feat
5th+3+1+4+4Magical Misfire, Continuing Education




The Dwemer Defiler gains no new weapon or armor proficiencies

First Principles (Ex): A Dwemer Defiler continues to practice the fundamentals which led him to quick and dirty tampering with magical items. At first level, the Dwemer Defiler can choose to progress either the Item Creation class feature (from the artificer) or the Steal Spell class feature (from the spellthief). This decision also decides whether he uses Intelligence (artificer) or Charisma (spellthief) to determine the save DC’s and some other effects for his Dwemer Defiler class features. Apart from progressing either the ability to make more powerful items or the ability to steal and store more and better spells, the Dwemer Defiler does not progress any other class features from either artificer or spellthief.

Magical Misfire (Su): The signature abilities of the Dwemer Defiler are called Magical Misfires. They all interact with or sabotage somehow magical items used by their opponents. Some of the abilities offer a saving throw and some do not; in general copying does not offer a save but disabling or perverting an item does. Magical Misfires do not affect artifacts.

Each level, the Dwemer Defiler learns one Magical Misfire from the following list.



Wondrous Mirror: The Dwemer Defiler may, as an immediate action, duplicate the effect of a Wondrous magic item which was just used within his line of sight by an opponent. He may choose a different target for the effect, and any random effects are randomized again for this copied use. For example, a Necklace of Fireballs would roll again for damage. Use of this ability does not offer a saving throw, but the resultant effects might. He may not duplicate a spell which has a higher spell level than his character level divided by two.

Enhancement Enchantment: The Dwemer Defiler may, as a standard action, copy one enhancement bonus to an ability score which is being provided to an opponent within line of sight. He gains the same enhancement bonus to the same ability score for the rest of the encounter. At character level eight, he may choose to steal the effect rather than just copying it. This grants the target a Will save (DC 10+Int or Cha+class level); if the save is successful then the effect is not removed from the target but it is still copied to the Defiler. At character level ten, the Dwemer Defiler may apply the enhancement bonus to a different ability score than the original item provides to the original user. At character level fourteen, he may half the bonus provided to him by copying the effect but make it untyped, rather than an enhancement bonus. He may not apply more than one bonus from this ability to the same ability score.

Flight of Fancy: Item-based flight is normally quite reliable, unless a Dwemer Defiler gets involved. As a standard action, he can sabotage an opponent who is flying using an item. If the opponent fails the will save (DC 10+Int or Cha+class level) then he moves erratically until he succeeds on the will save (check once at the start of each turn after the first) or the encounter is over. Moving erratically means that the DM rolls a d8 to determine direction (like a grenade-like missile) and rolls d100 to determine what percent of top speed the opponent moves at. If this random movement would cause him to stall, he stalls. Movement up and down is not possible as long as erratic movement continues. If the erratic movement moves the opponent into a solid object, movement ends there dealing no damage but with the possibility of falling depending on their maneuverability.

Displaced Accuracy: Normally, magical items which blur your outline or cover you in smoke make you harder to hurt. If someone were to twist the protective enchantments, they can instead become a beacon that guides harm straight to you. As a standard action, the Dwemer Defiler can invert the protection of any one item that grants a miss chance which is being used by an opponent within line of sight. If the target fails the will save (DC 10+Cha or Int mod+class level), the miss chance instead becomes a hit chance: any attack which misses their AC has a % chance to hit them anyway equal to the % miss chance the item used to offer. This effect lasts for the rest of the encounter.
Protection Negation: Negative energy can pull the life right out of you. Some charms and wards can protect from this un-life, but if they are warped they can cause more harm than good. The Dwemer Defiler may, as a standard action, invert the negative energy protection provided to one of his opponents within line-of-sight by an item.

Rod Reversal: The magic of a rod can have many different effects. This is because the process for enchanting a rod is a bit slapdash, so if you resonate the right thaumic waves at it and… ...and then it turns into a snake. As a standard action, the Dwemer Defiler can attempt to turn any rod carried or used by an opponent within line of sight into a viper. The target is allowed a will save (DC 10+Cha or Int mod+class level) to avoid the effect. The viper has a number of animal hit dice equal to the caster level of the rod, and it gains feats in the following order: Weapon Finesse as a bonus feat, Improved initiative, Weapon Focus (Bite), Ability Focus (Poison), Improved Natural Attack (Bite), Improved Natural Armor, Dodge, Improved Toughness. This viper is always tiny no matter how many hit dice it has, and the base Fort save for its poison is 10+half hit dice+Con modifier. Ability bonuses from hit dice advancement go towards Dexterity. It starts in the same square as the person who was carrying the rod and is hostile to him. If slain, it turns back into the rod it was made from, otherwise it turns back into a rod at the end of the encounter.

Neck-less Necklace: Necklaces can bear a variety of different enchantments. This versatility also allows them to be turned against their wearer in a different way. As a standard action, the Dwemer Defiler can cause his opponent’s magical necklace/amulet/etc to constrict. If the target fails a reflex save (DC 10 + Cha or Int mod + class level) then the amulet stops offering its normal magical bonus and begins dealing 2d6 damage per round to the wearer. The amulet can be removed with a strength check (DC 10 + Cha or Int mod) or an escape artist check (DC 10 + character level + Cha or Int mod). Attempting either of these checks is a standard action. Alternately, the amulet can be sundered as norma. Otherwise it stops constricting after a number of rounds equal to the Dwemer Defiler’s class level plus Int or Cha modifier.

Armor Acquisition: Magical armor is normally better than regular armor. Normally. As a swift action, the Dwemer Defiler may imbue his next successful weapon attack in that round with the ability to steal armor bonuses. His target must make a Fort save (DC 10 + Int or Cha mod + class level) or lose the effect of his Armor bonus to AC for the rest of the encounter. The Dwemer Defiler gains the armor bonus to his AC; this might overlap with the armor bonus from armor he is actually wearing. He gains no other effects from the armor: arcane spell failure, movement speed reduction, etc. This ability only works on magical armor, and it only works on creatures which are hostile to the Dwemer Defiler.

Warp Weapon: Magical weapons throw magic all over the place. Normally this works to cause greater damage, but some Dwemer Defilers can catch this extra energy and use it for their own ends. As an immediate action, the Dwemer Defiler may copy the enhancement bonus of a weapon which was just used to attack him. This enhancement bonus then applies to any weapon attacks he makes for the rest of the encounter. This ability may only be used on weapons wielded by creatures hostile to him.



Enchanter’s Eye (Su): The Dwemer Defiler has tuned their senses to the magical, and therefore can identify items with a mere glance. Usually. The Dwemer Defiler instantly identifies all magic items being used by all opponents within line of sight in an encounter.

Drain Staff (Su): The magical energy inherent in a staff can be turned to different ends. A third level Dwemer Defiler may, as a swift action, drain charges from a staff possessed by the next opponent they hit with a weapon attack in that round. The Defiler drains a number of charges equal to either his Intelligence or Charisma modifier, as determined by his First Principles class feature. He heals himself a number of hit points equal to five times the spell level of the highest level spell in the staff. This ability has no effect on Runestaffs, and offers no save. The ability targets the staff the opponent is holding, if they have staves on their person but are not holding them select the target at random.

Bonus Feat (Ex): Dwemer Defilers have a variety of different abilities. At level 4, the Dwemer Defiler may gain any one feat which he qualifies for. It is recommended but not required to be one of the new feats introduced with this class.

Continuing Education (Ex): Even though the Dwemer Defiler reaches the limits of how many Misfires he can master, his accumulated knowledge continues to grow. Save DC’s for his Dwemer Defiler abilities are now calculated as 10+Int or Cha modifier + half character level.

Playing a Dwemer Defiler
You’ll continue to play like either an Artificer or a Spellthief, but you have additional options for fighting people who have magic items.
Combat: Try to strike a balance between debuffing and killing with your actions. A few powers are swift or immediate actions; it might be worth taking one of them just to get more options.
Advancement: Artificers probably want to go back to artificer. Spellthieves might go for a rogue/wizard PrC after getting some more casting, go back to spellthief, or do something else entirely. Crusader could be fun.
Resources: Dwemer Defilers don’t have an established order to support them. Find an adventuring party.

Dwemer Defilers in the world
I thought having the biggest and best magic items meant I would win. And then he had to show up.

Daily Life: Dwemer Defilers are best in roles where they oppose people with magic items. They may be part of an elite police force, adventurers, assassins, or something else.
Notables: House Cannith, as might be expected, has a few Dwemer Defilers kicking around. They’re useful for research, as well as the occasional removal of an over-equipped hero or villain.
Organizations: The problem with organizing people who are good at fighting against magic items is that magic items are too expensive for general use, so this specialization isn’t terribly helpful for, say, winning battles. Winning the special operations front, on the other hand….

NPC Reaction
Reactions range from disgust to fear. People count on their magic, and when it doesn’t work as intended they have problems.

Dwemer Defiler in the game
Dwemer Defilers require you to know where the NPC’s get their power, and to think about what magic items they have.
Adaptation: Dwemer Defilers might serve a god(dess) of magic in your world, or be random tinkerers who discovered clever tricks, or anything else. They’re not strongly tied to anything but being able to mess with magic.
Encounters: You will make PC’s mad if you use a Dwemer Defiler. Humanoids with class levels and gear are the best targets for the Dwemer Defiler. So, use a pack of them and watch for flying books.


New Feats

Many Misfires
Intensive study can unlock additional misfires for the Dwemer Defiler.
Prerequisites: Magical Misfire class feature
Benefit: You learn an additional Magical Misfire.
Special: This feat may be taken more than once

Masterful Misfire
Magical Misfires can be enacted very quickly if you know the secrets.
Prerequisites: Must know at least two Magical Misfires
Benefit: You may use a Magical Misfire as a swift action instead of as a standard action twice per encounter.

Chain of Misfires
Similar items can be twisted in similar ways, if you have the gumption for it.
Prerequisites: Must know at least three Magical Misfires
Benefit: Once per encounter, you may target a number of opponents up to your Intelligence or Charisma modifier with a magical misfire, rather than just one opponent.

Techwarrior
2014-11-19, 09:22 PM
Contest end date is going to be extended to Friday, November 28th at midnight.

asnys
2014-11-20, 10:11 PM
Spelljacker

"Nice spell. I think I'll take it." -Neri the Quick

Spelljacking is the specialized art of seizing control of a spell as it is being cast - not merely counterspelling, but redirecting the flow of magical energy to your own purpose. A spelljacker attacked by an enemy caster turns that mage's own magic against them.

BECOMING A SPELLJACKER
Because of the incredible precision and control needed, all spelljackers are already highly accomplished spellcasters before they take up this new art. Almost all are wizards or sorcerers, though a few clerics of gods of magic also learn the trade.

ENTRY REQUIREMENTS
Spells: Must be able to cast dispel magic greater and spell turning.
Skills: Spellcraft 16 ranks.
Feats: Reactive Counterspell

Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + int

Hit Dice: d4



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+0

+0

+0

+2
Spelljack
+1 Level of Existing Spellcasting Class


2nd

+1

+0

+0

+3
Rechannel
+1 Level of Existing Spellcasting Class


3rd

+1

+1

+1

+3
Wideband Spelljacking
+1 Level of Existing Spellcasting Class



Weapon Proficiencies: Spelljackers gain no proficiency with any weapon or armor.

Spells per Day: When a new spelljacker level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of spelljacker to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a spelljacker, she must decide to which class she adds each level of spelljacker for the purpose of determining spells per day.

Spelljack (Sp): If a spelljacker is the target of a spell that they successfully counter, they may make a caster level check (maximum +20) against DC 11 + the spell's caster level to seize control of it. Effects that increase the DC of dispeling spells also increase the DC of this check. If the spelljacker fails the check, they suffer 2d6 force damage from magical feedback.

If the check is successful, the spell still takes effect, but the spelljacker chooses the target of the spell (if any), along with any other choices made by the spell's caster. The spelljacker is considered the caster of the spell for all purposes except caster level.

When a spelljacker attempts to use this ability, they must expend a spell slot of a level equal to or greater then the level of the spell they are attempting to take control of. This is in addition to any spell slots used countering the spell. A prepared caster must drop from their memory a spell of the appropriate level, while a spontaneous caster is considered to have expended one of their daily slots.

Rechannel: At 2nd level, when a spelljacker successfully seizes control of a spell, they may choose to use its energies to power a different spell instead. The spell they have taken control of is countered and does not take effect, but they immediately cast a spell they know without expending an additional spell slot (beyond that needed to spelljack the original spell). The spell they are casting must have a casting time of one standard action or less, and its level must be less then the level of the spell they are using to power it. Rechanneling increases the DC of the caster level check by 5.

Wideband Spelljacking: At 3rd level, a spelljacker may attempt to seize control of spells that they are not the target of. This increases the DC of the caster level check by 5.

PLAYING A SPELLJACKER
"Yoink!" -Neri the Quick

Combat: Focus on enemy spellcasters. If they buff their own side, steal the buff and apply it to yourself or your allies. If they attack directly, turn their own attack against them.
Advancement: Spelljackers are already getting close to epic levels when they enter the class. They might be interested in the Archmage prestige class, or, if they're high enough level, the Cosmic Descryer.
Resources: Spelljackers draw on the same pool of resources as any other high-level mage.

SPELLJACKERS IN THE WORLD
"You have no idea how aggravating they are. Useful, on occasion, but aggravating." -Herod the Black

Spelljackers have a reputation, at least among other wizards, for being overly impressed with themselves. Spelljackers believe that they're just jealous.
Daily Life: Spelljackers generally spend their time just like any other high-level caster: seeking more magic and power.
Notables: There are any number of powerful wizards who are rumored to be spelljackers, but those are probably just rumors. The best known is Neri the Quick, who has made a name for herself winning several interplanar spellcasters' tournaments, and who has contributed enormously to the reputation spelljackers have for arrogance. She has also contributed enormously to the popularity of the technique, as she's impressed a great many younger wizards with both her abilities and her stage technique.
Organizations: There are no organizations dedicated specifically to spelljacking, though spelljackers might be interested in any number of mages' guilds.

NPC Reaction
"They're all just jealous." -Neri the Quick

Non-mages have generally never heard of spelljackers. Mages have probably heard of them - especially of Neri the Quick. Younger mages tend to look up to them and want to emulate their power, while older mages tend to see them as having more power then sense.

SPELLJACKERS IN THE GAME
Spelljackers are primarily useful against enemy casters. If facing more then one magic-using opponent, they are likely to be overwhelmed. Even a build optimized for counterspelling will not be able to spelljack more then one spell per turn, since they need to ready an action to counter.
Adaptation: Spelljacking should need little adaptation for other settings, since it's primarily a magical technique rather then an organization.
Encounters: Spelljackers might be encountered anywhere a high-level caster might be encountered.

Sample Encounter
EL 17: Neri the Quick is the foremost spelljacker of the moment, and primarily responsible for bringing this ancient technique back to the attention of modern wizardry, by winning a series of wizards' tournaments using it. She's arrogant, loud-mouthed, acerbically witty, and is starting to believe her own hype as "The Greatest Sorceress of the Multiverse", but fundamentally a decent person.

Unfortunately, good tournaments - that is, ones appropriate to her level - are relatively few and far between, which annoys her intensely because she much prefers formal dueling to her previous career of dungeon-delving. At the moment she's wandering the planes looking for interesting opponents, whether as part of a formal contest or not. In her first tournament she won a fully-charged ring of wishes, which still has one charge left, and which she's willing to wager to entice reluctant mages to fight her. Although she talks a lot of trash, she's a fundamentally honorable opponent, and fights strictly to the knock-out.

Neri the Quick
CG/Female/Tiefling/Sorcerer-14/Spelljacker-3
Init +8, Senses: Listen -1, Spot -1, Darkvision 60'
Languages: Common, Draconic, Elven, Infernal, Orc
------------------------------------------------
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Mage Armor)
hp 45 (17d4 HD)
Fort +5, Ref +9, Will +11
------------------------------------------------
Speed: 30 ft. (6 squares)
Melee: None (Neri believes non-spell-based combat is for chumps)
Base Atk: +8, Grp +8
Combat Gear:
Spell Slots: 0th: 6; 1st: 8; 2nd: 8; 3rd: 8; 4th: 8; 5th: 7; 6th: 7; 7th: 7; 8th: 5
Spells Known:
1st: Expeditious Retreat, Lesser Orb of Acid, Mage Armor, Magic Missile, True Strike
2nd: Glitterdust, Protection from Arrows, Scorching Ray, See Invisibility, Web
3rd: Displacement, Fireball, Fly, Haste
4th: Enervation, Greater Invisibility, Orb of Acid, Orb of Force
5th: Cone of Cold, Overland Flight, Teleport, Wall of Force
6th: Contingency, Greater Dispel Magic, True Sight
7th: Arcane Spellsurge, Greater Teleport, Spell Turning
8th: Dimensional Lock, Mind Blank
Supernatural Abilities: Darkness 1/day, Rechannel, Spelljack, Wideband Spelljack
-----------------------------------------------
Abilities: Str 9, Dex 18, Con 11, Int 16, Wis 8, Cha 20 (26 with cloak)
SQ: Resistance to Cold, Electricity, and Fire 5, Summon Familiar
Feats: Empower Spell, Improved Counterspell, Improved Initiative, Quicken Spell, Reactive Counterspell, Twin Spell
Skills: Bluff +25, Concentration +20, Knowledge (Arcana) +23, Knowledge (The Planes) +23, Spellcraft +23
Possessions: Cloak of Charisma +6, Orange Ioun Stone, Ring of Freedom of Movement, Ring of Wishes (1 charge)

Techwarrior
2014-11-30, 09:58 PM
Contest closed. Voting thread is here (http://www.giantitp.com/forums/showthread.php?386226-GiTP-Prestige-Class-Voting-Thread-XLVIII-Fight-Fire-With-Fire!&p=18471386#post18471386).