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Techwarrior
2015-01-19, 10:00 PM
It's Another Race Thing

---

If you are the best your race has to offer, then I am saddened.


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

Giant in the Playground PrC Contest XXV

The contest begins with the posting of this thread and will run through midnight of February 28th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of March 10th.

Rules

1) You will be creating an 'original' prestige class. This class must be keyed to a specific race or culture of people from published materials. Examples of this could be a cadre of elite dwarven rangers who are capable of moving through stone to fight their underground enemies, elven archers with peerless skill who create phantom bolts of magic that fell their foes, or cultural examples from published works (as humans are normally bland) such as a group of Knights from the Forgotten Realms kingdom of Silverymoon who guard against the perils of the Trollmoors, or a secretive cult from Karrnath in Eberron who are devoted to the darkest aspects of the Blood of Vol. Any Wizards of the Coast 3.5 product is allowed, or you may use published Pathfinder works from Paizo.

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified. Joke entries will be disqualified, let's see something serious here.

3) Entries must be 3.5, 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=167302).

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. 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
2015-01-19, 10:02 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

+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



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

Amechra
2015-01-20, 06:25 PM
The Ametsezko
"Shall we walk awhile, moon-mad and beautiful? Kiss the rabbit on the ears, or hold the lonely man there in our arms? She is our mother - she is ourselves - she is everything that has died and will never die." (http://www.deviantart.com/art/Of-Moon-and-Bunnies-375248502)

This world is a toxic place - ideas and violence float around like a dishonest fisherman, vomiting forth lies and rot. Everything is noise and broken glass, sharp and with a point.

But under the light of the mother Moon, all becomes soft and innocent - there are no shadows when there is no harsh light. And truly, who wouldn't trade worry for whimsy, shame for madness? The Ametsezko, the chimerical dreamers, espouse this philosophy - calling on their own dead souls, and their souls yet to die, they reign over a broken world.

BECOMING AN AMETSEZKO
This class is unique to the Ilazki (http://www.giantitp.com/forums/showthread.php?388748-quot-Made-From-Dreamstuff-and-Moonbeams-quot-Race-Incarnum-PEACH&p=18547154#post18547154), though not due to a lack of trying on the part of other races - most of them simply lack the dreaming madness that is moonlight. Other races, being made of flesh and bone, simply cannot draw upon the moon as a well of souls - a well of inspiration.

ENTRY REQUIREMENTS
Class Features: Eldritch Blast 1d6
Feats: Dead Moon's Souls
Invocations: Must know at least two Invocations
Soulmelds: Able to bind 3 Soulmelds, Able to bind a Soulmeld to a Chakra
Race: Ilazki


Dead Moon's Souls
You know the truth - that moonlight is just dead souls streaming from the heavens.
Prerequisites: Ilazki or Lunar Progeny (http://www.giantitp.com/forums/showthread.php?10603-Born-of-the-Moon-Template), Necrocarnum Acolyte
Benefits: Upon taking this feat, you shape soulmelds with the Necrocarnum subtype out of moonlight instead of the tortured souls of the dead, appearing as silvery gray artifacts of too-dim light. In addition, you gain a temporary point of Essentia which may only be invested in Necrocarnum soulmelds as long as you are in direct moonlight (the natural forms of Ilazki do not count.)


Class Skills
The Ametsezko's class skills (and the key ability for each skill) are Bluff (cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

Essentia

Invoking



1st

+0


+0


+0


+2


Moon-Mad Meldshaper, Pact of the Moonchild (Least)

0

-



2nd

+1



+0



+0


+3


Drawing on Mother Ilazki (1, Least), Moonlit Claws

1

+1 Level of Existing Invoking Class


3rd

+2



+1



+1


+3

Pact of the Moonchild (Lesser), Vagaries of Moonlight

2

+1 Level of Existing Invoking Class


4th
+3
+1
+1
+4

Drawing on Mother Ilazki (2, Least), Deadman's Warping

3

+1 Level of Existing Invoking Class



5th
+3
+1
+1
+4
Pact of the Moonchild (Lesser)

3

+1 Level of Existing Invoking Class


6th
+4
+2
+2
+5
Drawing on Mother Ilazki (3, Lesser), Moonlight Body

4

-



7th
+5
+2
+2
+5
Pact of the Moonchild (Greater)

5

+1 Level of Existing Invoking Class


8th
+6
+2
+2
+6
Drawing on Mother Ilazki (4, Lesser), No Truth But Whimsy

6

+1 Level of Existing Invoking Class


9th
+6
+3
+3
+6
Pact of the Moonchild (Greater)

6

+1 Level of Existing Invoking Class


10th
+7

+3
+3
+7

Drawing on Mother Ilazki (5, Greater), Mother Ilazki's Child

7

+1 Level of Existing Invoking Class




Weapon Proficiencies: An Ametsezko gains no new proficiencies.

Invoking: <Standard boilerplate. I'll come back to this.>

Moon-Mad Meldshaper (Ex): An Ilazki is born of moonlight; they may shape it like a child shapes clay in their hands. As such, their levels in this class stack with levels in one previous Meldshaping class for the purposes of determining their Meldshaper level, how many Soulmelds they may have shaped at any one time, and how many Chakra binds they have. They add the number in the "Essentia" column on the table above to their Essentia pool.

Pact of the Moonchild (Ex): At 1st level, an Ametsezko breaks any pact they formerly drew power from, and binds their proto-soul to their mother, the Moon. As part of this transfiguration, they lose the ability to dream - the wild fancies are drawn from their heads and out into the world.

Their Moonborn Flesh is also indelibly marked by this pact; they may select a single Necrocarnum soulmeld from any list that can be bound to any of the Least Chakras (Crown, Feet, or Hands). They gain the basic benefits of that Soulmeld, as well as the benefits of the associated Least Chakra bind, as an Invocation, meaning it becomes a spell-like ability with a Somatic component. It is considered to be a Least Invocation whose effective spell level is 2nd and whose duration is Permanent, though they may still invest Essentia into them as an Essentia receptacle - this Invocation leaves a mark on the equivalent part of their body, which is always dreamlike, associated to the proper body parts, and permanently part of their "template."

At 3rd level, and every two levels thereafter, they may convert an additional Soulmeld into an Invocation. At 3rd level, they may also convert Soulmelds that can be bound to any of the Lesser Chakras (Arms, Brow, or Shoulders), and at 7th level they may also convert Soulmelds that can be bound to any of the Greater Chakras (Throat or Waist). Soulmelds with the benefits of Lesser Chakras are converted into 4th level Lesser Invocations, while those with the benefits of Greater Chakras are converted into 6th level Greater Invocations.

If a single Soulmeld is converted multiple times, the multiple Invocations are condensed into one, using the highest effective level and grade; for example, if a 3rd level Ametsezko chooses the Necrocarnum Touch Soulmeld at 1st level (to gain the benefits of the Hands chakra bind), and then again at 3rd level (to gain the benefits of the Arms chakra bind), they would have one Lesser Invocation with an effective level of 4th which would include the basic benefits of the Necrocarnum Touch soulmeld as well as those of the Arms and Hands chakra binds.

Drawing on Mother Ilazki (Ex): The Ametsezko are priests and priestesses of a non-existent goddess, the very mother of their race - the moon. It is only appropriate that they can draw energies from her, to fulfil her maddened, silent whims. At 2nd level, an Ametsezko may reduce the damage they deal with their Eldritch Blast by 1d6 for 24 hours to increase their Essentia pool by one; at 4th level, and every 2 levels thereafter, the number of dice they may trade in this way increases by 1.

In addition, they open all of their remaining Least chakras at 2nd level, all of their Lesser chakras at 6th level, and all of their Greater chakras at 10th level.

Finally, an Ametsezko of at least 4th level that has used this class feature to increase their Essentia pool may treat any of their Least Invocations as if they were Necrocarnum Soulmelds, increasing their save DCs and Essentia capacity (if applicable) accordingly. If their Necrocarnum Soulmelds benefit from a bonus to their Meldshaper level, their Least Invocations gain a proportionate bonus to their Caster level. At 8th level, this applies to both their Least and Lesser Invocations.

Moonlit Claws (Ex): Paroxysms of pain and awe can sometimes be perceived through the raw moonlight; an Ametsezko of 2nd level or higher in their natural form no longer needs to supply Somatic Components when using their Invocations, and may make attacks with their Eldritch Blast or abilities granted by the Invocations they gained through Pact of the Moonchild.

Vagaries of Moonlight (Ex): It's impossible to catch moonlight; it's foolishness to even try. An Ametsezko of 3rd level or higher permanently gains the Dreamborn subtype, granting them a permanent 20% miss chance from Concealment. In addition, the DR they gain while in their natural form improves to DR 10/Magic and Silver; only their mother's metal can truly touch them when they are free to laugh and dance.

Deadman's Warping (Ex): Under the pale light of the moon, even corpses are beautiful. At 4th level, an Ametsezko gains access to a unique warping:

CORPSE
Appearance: An Ilazki using this Warping appears dead; their eyes are glassy, and they don't seem to inhale. They even seem to rot before your eyes, though no flesh ever falls from their wasted, jointless bones. Every time they move, they are accompanied with the faint tinkle of broken glass bones.
Changes: The Ilazki heals from Negative energy damage, and takes damage from Positive energy. Additionally, they are considered to be permanently under the effects of the Necrocarnum Incarnum Radiance (http://www.giantitp.com/forums/showthread.php?384314-Necrocarnate-Incarnate-ACF-PEACH) as if they were an Incarnate with a number of levels equal to their Ametsezko level.


Moonlit Body (Ex): The Ametsezko are as moonlight, and can move like moonlight. At 6th level, an Ametsezko no longer needs to breath while in their natural form, and may move through transparent substances as if they were empty space. They may also move through semi-transparent substances such as tinted glass or water; however, they treat such substances as difficult terrain.

No Truth But Whimsy (Ex): The moon's decendents laugh at the idea that there is one truth, one reason - they simply pass through such things like mist. At 8th level, an Ametsezko may decide whether a statement they make is the truth or a lie. This effectively grants them a permanent extraordinary Glibness (http://www.d20srd.org/srd/spells/glibness.htm) effect, except they only gain a +10 bonus to Bluff checks. This increases to +15 while they are in direct moonlight.

Mother Ilazki's Child (Ex): The Ametsezko has become a true child of the moon; they are tricksters and dead men. This grants the Ilazki three benefits: first of all, they gain the Void subtype while they are in their natural forms, the Corpse warping no longer counts towards the number of Warpings they may have active at once, and they enjoy the benefits of Moonlit Body regardless of their current form.

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

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

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

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

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

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


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

Zaydos
2015-01-21, 04:06 PM
ELAN EXEMPLAR

Quote of Some Kind by a member of the class!

Elan are, as a race, the result of the human quest for perfection. They are selected from the qualities their elders determine as the best and infused with psychic energy to repair and preserve their form granting them that which humanity desires the most immortality. Even among these chosen elites there are those who epitomize what it is to be Elan. Some perhaps simply took more naturally to the ritual of transformation, their psionic vitality reaching down longer tap roots into reality, others represent that ambition and drive to seek perfection, which pushes them now to perfect what the ritual left imperfect. Regardless Elan Exemplars are those Elan which take the natural abilities of their kind to a further level, pushing the limits on what they can, and cannot, do. They are filled to the brim with life, hard to extinguish, and able to adapt to a variety of tasks with the use of their psionic energies.

They are not psionicists, however. Elan Exemplars turn their psionic powers inwards not into the form of psionics. While they gain a breadth of power in this regard they are less psionicists than even Psychic Warriors. Instead they merely reinforce what they already are, mind and body blending into one whole.

BECOMING A ELAN EXEMPLAR
Any elan can in theory become an elan exemplar; there is no single path to it. While many trained their psychic powers as psions or even psychic warriors this is far from a universal truth. Some were warriors, thieves, priests, or even mages before turning to their own personal self-perfection. While psions have the largest pre-existing reserves of psionic powers for an Exemplar to draw upon, the martial skill and fury of a barbarian may make just as good of a basis for their talents, as too might the adaptive skill of a factotum or the guile of a rogue. Some Exemplars are born, something about them reacting with the ritual which made them to make there natural powers grow and extend beyond the normal boundaries of an elan. Others are made through a pursuit of self-perfection. Ascetics, sages, spokesmen, and warriors all seek to become the pinnacle at times and in an Elan Exemplar some elans find that perfection.

ENTRY REQUIREMENTS
Race: Elan
BAB: +3
Base Saves: Any one +4, all at least +1.
Skills: Autohypnosis 4 ranks, Concentration 4 ranks.
Feats: Any Elan Racial Feat (see Complete Psionic pages 51 and 52).

Class Skills
The Elan Exemplar's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any; each taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex) Use Psionic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d10


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPower Points
1st
+0
+2
+2
+2Heightened Resiliency I, Racial Feat, Sustenance
6 (+6)
2nd
+1
+3
+3
+3Elan Aptitude, Greater Elan Retainment
14 (+8)
3rd
+2
+3
+3
+3Absorb Energy, Elan Weapon Talent, Recuperation
24 (+10)
4th
+3
+4
+4
+4Absolute Resilience, Psionic Battle Skill
36 (+12)
5th
+3
+4
+4
+4Bolstered Speed, Heightened Resiliency II, Tireless
50 (+14)
6th
+4
+5
+5
+5Improved Recuperation, Resist Psychic
67 (+17)
7th
+5
+5
+5
+5Perfected Physique, Superior Resistance
86 (+19)
8th
+6
+6
+6
+6Improved Psionic Aptitude, True Retainment
107 (+21)
9th
+6
+6
+6
+6Psychokinetic Blows, True Recuperation
130 (+23)
10th
+7
+7
+7
+7Heightened Resiliency III, Mystic Resilience, Superior Template
155 (+25)


Weapon Proficiencies: An Elan Exemplar gains no new weapon or armor proficiencies.

Power Points: An Elan Exemplar does not gain psionic powers or manifester level in any class, however they do gain a Psionic Power Point progression as shown above (the number in parenthesis is the number of power points gained at that individual level). This column shows the total power points gained from levels in Elan Exemplar before bonus power points. An Elan Exemplar gains bonus power points based off of their class level and Wisdom score if it is 12 or higher (see XPH for table).

Heightened Resiliency (Su): Whenever an Elan Exemplar would take damage their psionic powers dampen the blow somewhat. Whenever an Elan Exemplar would take damage it is reduced by 2; this reduction is applied to any type of hit point damage whether weapon, spell, energy, or otherwise and abilities to overcome damage reduction do not apply against this ability. Beginning at 5th level this ability improves to reduce damage by 4, and at 10th it reduces damage by 6.

Elan Retainment: An Elan Exemplar is a paragon example of the elan species and they gain Elan Retainment (Complete Psionics page 52) as a bonus feat. If they already have it they may select any 1 elan racial feat (see Complete Psionics page 51 for some) that they meet the prerequisites for as a bonus feat.

Sustenance (Su): An Elan Exemplar's psionic powers sustain them. They no longer need to pay power points to use their Repletion ability.

Elan Aptitude (Su): An Elan Exemplar is a being of excellence and adaptability, able to use their psionic powers to augment them in a variety of mundane acts. Beginning at 2nd level an Elan Exemplar may spend 1 or more power points as part of making a skill check. They may treat themselves as having additional ranks in that skill equal to the power points spent. These effective ranks can only increase their total ranks in that skill up to their Character Level +4 (so if a psion 5/elan exemplar 2 has 10 ranks in Concentration they can only benefit from 1 power point spent on it, but could benefit from 11 spent on Spot which they have 0 ranks in). An Elan may use this ability on a skill check that they have no actual ranks in, but may not use this ability to make trained only skill checks in untrained skills.

Greater Elan Retainment (Su): An Elan Exemplar finds it easier to maintain their psionic focus. Beginning at 2nd level an Elan Exemplar may use the benefit gained from the Elan Retainment feat any number of times each day (instead of the 1/day described in the feat).

Absorb Energy (Su): An Elan Exemplar can absorb a portion of psionic energy which is turned against them adding it to their own reserve. Whenever a 3rd level or higher Elan Exemplar successfully saves against a psionic power or psi-like ability which is save negates (including a save for half/partial with mettle or evasion) they gain 1 power point + 1 power point per 3 spent on the effect. This may not put an Elan Exemplar's power point reserve above its starting capacity. This ability does not trigger from Spells or Spell-like ability despite Magic-Psionics Transparency.

Elan Weapon Talent (Su): When an Elan Exemplar is given a strange weapon they can extend their psychic life force into the weapon learning its balance and use in moments. Beginning at 3rd level whenever an Elan Exemplar is wielding a weapon they are not proficient in they may spend 1 power point to gain proficiency with it for 1 minute. This proficiency only extends to that specific weapon not other weapons of its type (i.e. that spiked chain, but not all spiked chains).

Recuperation (Su): An Elan Exemplar's psionic vitality constantly functions to mend their body in the presence of grievous wounds. Beginning at 3rd level they gain Fast Healing 1 when at half or less health. At 6th level this improves to Fast Healing 3 when at less than half health, and at 9th level this improves to Fast Healing 6 at less than half health and Fast Healing 3 up to full health.

Absolute Resilience (Su): An Elan Exemplar is able to draw out more protection from less energy. Beginning at 4th level an Elan Exemplar which uses their racial Resilience power reduces damage they receive by an additional 2 points per power point spent (4 per power point, or 6 per power point with the Enhanced Elan Resilience feat) for the first class level worth of power points spent this way.

Psionic Battle Skill (Su): An Elan Exemplar can call upon their psionic powers to push their mind into an adrenaline induced overdrive. Beginning at 4th level an Elan Exemplar may pay 1 or more power points as a free action to increase their Base Attack Bonus for 1 round by an amount equal to the power points spent. An Elan Exemplar gains additional attacks as normal for high BAB granted by this ability, and if used to raise their BAB (sans Epic Attack Bonus) to 21 or higher gains a fifth attack at -20. An Elan Exemplar cannot raise their BAB to higher than their character level +1 with this ability or higher than +21; this is before Epic Attack Bonus (if any) is applied.

Bolstered Speed (Su): An Elan Exemplar can boost their body into superhuman levels of speed when necessary. Beginning at 5th level an Elan Exemplar can spend up to their class level in power points as a free action to gain an enhancement bonus to their base land speed for one round. This bonus is +10-ft plus another 10-ft per 2 power points beyond the first spent.

Tireless (Su): An Elan Exemplar is sustained by their psychic might. Beginning at 5th level an Elan Exemplar never needs to trance and gains a +4 bonus on saves against effects which induce sleep or unconsciousness; they still must rest for to regain spells or psionic power points as normal. In addition they may spend 1 power point per hour of forced march or hustle past the first in the day to perform it without any penalty, and may spend 2 power points to instantly end the fatigued condition or 6 to instantly end the exhausted condition.

Psychic Resilience (Su): An Elan Exemplar can guide the essence of a psychic attack to restore their own power instead of harm them. Beginning at 6th level an Elan Exemplar gains Mettle and Evasion against Psionic powers and Psi-like Abilities as long as they are psionically focused. This benefit does not extend to Spells and Spell-like Abilities even if Magic-Psionics Transparency is in effect.

Perfected Physique (Su): An Elan Exemplar can channel psionic power through their body to reinforce it temporarily. Beginning at 7th level a elan exemplar, by spending 1 power point as a swift or standard action, can grant themselves a +2 enhancement bonus to Strength, Dexterity, or Constitution for 1 minute. By spending 3 this bonus is increased to +4. By spending 7 it becomes +6, and by spending 11 it becomes +8.

Superior Resistance (Su): An Elan Exemplar's abilities do not merely passively augment their ability to survive harm but their ability to actively direct their psionic power to their defense improves as well. Beginning at 7th level when an Elan Exemplar uses their racial Resistance ability they may pay additional power points (up to their class level) if they do the racial bonus to saving throws is increased by 1 (over the norm for their ability) per additional power point spent.

Improved Elan Aptitude (Su): Beginning at 8th level an Elan Exemplar gains 2 effective ranks in a skill per power point spent as part of Elan Aptitude. In addition they can raise a skill ranks to an effective total of their character level +9 instead of +4, and can use this ability to make trained only skill checks untrained through adding 1 or more effective skill ranks.

True Retainment (Su): Beginning at 8th level an Elan Exemplar can use their Elan Retainment feat without spending power points (i.e. whenever they spend their psionic focus they can spend an immediate action to keep it).

Psychokinetic Blows (Su): An Elan Exemplar learns to channel their psychic power through their weapons giving them a harder hitting power. Beginning at 9th level an Elan Exemplar may 1/round spend up to their class level in power points to empower their weapon. All attacks made by them with that weapon for 1 round gain +1d6 damage per 2 power points spent.

Mystic Resistance (Su): An Elan Exemplar learns to divert magic almost as if it were psionic power. As long as a 10th level Elan Exemplar has their psionic focus they gain Evasion and Mettle against Spells and Spell-like Abilities.

Superior Template (Su): An Elan Exemplar is the pinnacle of their kind, the ultimate expression of the ritual that created them. Beginning at 10th level an Elan Exemplar gains immunity to disease and death effects. They may use their racial Resilience ability as a free action usable outside of their turn instead of as an immediate action, and may spend 1 power point as a swift action to get rid of 1 negative level they are suffering. Finally an Elan Exemplar with this ability is true breeding and any child they have with a human or another elan will be an elan not a human; this trait is not passed on to these children however.

PLAYING A ELAN EXEMPLAR
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..

ELAN EXEMPLARS 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
To those who do not know about elans and Elan Exemplar is most likely to resemble some sort of monk as the two share a pursuit of self-perfection. Reactions will vary based upon what the elan does with their skills. They can emulate a warrior or rogue well enough to play at being one of those typically. Among elans an Elan Exemplar is typically respected. Even if a psion may have more power to warp and reshape the world an Elan Exemplar represents the start of something that may propel their whole race further.

ELAN EXEMPLARS IN THE GAME
Elan Exemplars are for the most part defensive. They can absorb damage (eventually turning 1 PP into 4 or 6 HP whenever needed), heal off what they don't absorb (fast healing at half health eventually becoming up to full health), and pump their saves (up to +24 or +26 at 10th level). Their offensive capabilities are limited to turning power points into a capped bonus to skills and to a capped bonus to attack which can allow them to keep up but never truly surpass those who focus in those fields. With short adventuring days they are jacks of all trades with the potential to absorb massive amounts of damage, with long ones they will eventually flag and be forced to choose between sinking damage and offensive capabilities.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

ezkajii
2015-02-23, 12:36 PM
Mongrel Paragon

"I don't know what you mean. I'm just a simple human farmer."
...
"I don't know what you mean. I'm just a simple dwarven blacksmith."

- Jetaros, 5th-level mongrel paragon

Mongrelfolk live a life between the comfortable societal positions held intuitively by the other humanoid races. Humans have their place, elves have theirs - even half-elves fit in more than an ordinary mongrelfolk. For the mongrel paragon, that's just fine - in fact, they've learned to take advantage of the situation.

BECOMING A MONGREL PARAGON
Any mongrelfolk will easily qualify to become a mongrel paragon, though sorcerers, with their lower base attack and limited skill points, may take longer to do so. The class is typically entered by rogues, as they are the mongrelfolk's favored class and have Disguise as a class skill, with plenty of skill points to put into these efforts.

ENTRY REQUIREMENTS
Race: Mongrelfolk
BAB: +5
Skills: Disguise 10 ranks

Class Skills
The mongrel paragon's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Gather Information (Cha), Jump (Str), Knowledge (local), Listen (Wis), Move Silently (Dex), Search (Int), Speak Language (n/a), Spot (Wis), Use Magic Device (Cha)
Skills Points at Each Level: 6 + int

Hit Dice: d8



Level
Base Atk
Bonus
Fort
Save
Ref
Save
Will
Save
Special


1st

+0

+0

+2

+0

Bonus language, enhanced poison resistance


2nd

+1

+0

+3

+0

Spell-like abilities 1/day


3rd

+2

+1

+3

+1

Bonus language, superior low-light vision


4th

+3

+1

+4

+1

Spell-like abilities 3/day, unwavering mind


5th

+3

+1

+4

+1

Any race, any time; bonus language; spell-like abilities at-will



Weapon and Armor Proficiencies: Mongrel paragons gain no additional proficiencies

Bonus Language (Ex): At 1st level, and again at 3rd and 5th levels, a mongrel paragon learns to speak, read, and write one additional language. This language must be one spoken by a significant portion of the civilized or tribal humanoid population in the area the mongrel paragon resides; it cannot be monstrous languages, such as Auran or Celestial, unless they are commonly spoken by humanoids in the area.

Enhanced Poison Resistance (Ex): A mongrel paragon's racial resistance to poison is increased by his class level.

Spell-like Abilities (Sp): A mongrel paragon gains the ability to cast a limited number of spells as spell-like abilities. At 2nd level, he can use each spell-like ability once per day; this increases to 3/day at 4th level, and at 5th level, he can use each spell-like ability at will. The list of spells he can use in this way includes: disguise self, ghost sound, reduce person (self only), ventriloquism.

Superior Low-Light Vision (Ex): At 3rd level, a mongrel paragon's low-light vision improves. The paragon can see four times as far as a human in starlight, moonlight, twilight, and similar conditions of poor illumination.

Unwavering Mind (Ex): Upon gaining 4th level in this class, a mongrel paragon's natural resistance to enchantment, illusion, and sleep effects improves dramatically. He is forevermore immune to all mind-affecting effects.

Any Race, Any Time (Su): A 5th-level mongrel paragon fully masters the manipulation of his own bloodlines and the perceptions others have of him. At any time, as a free action that need not be taken on his turn, the paragon can choose which humanoid subtype(s) he possesses (or none, if desired). This affects both direct mechanical effects and roleplaying effects - spells that specifically target or exclude specific races (elves, dwarves, goblinoids, etc.) can be made to include or exclude the paragon as he wishes; as well, a character with a predisposition toward or against certain races will treat the mongrelfolk as if he were an ordinary member of the race he designates. This ability even allows the paragon to gain feats or enter prestige classes that have a race requirement, though he cannot benefit from the feat or class abilities when he no longer meets the prerequisites, as normal. A character that is familiar with the paragon (those who have interacted with the individual under three or more different subtypes, such as his party-mates likely have) see through the ruse automatically. The encompasses and supersedes the mongrelfolk's racial Emulate Race ability.

PLAYING A MONGREL PARAGON
Good mongrel paragons just want to fit in in the world, and bring the various races together in harmony. Evil paragons resent their bastard heritage, and seek to use it to upset the current order of society. Above all, a mongrel paragon's abilities are perfectly suited for espionage and infiltration, and regardless of alignment, these characters tend toward this behavior.
Combat: A mongrel paragon is not especially well-suited to combat, having neither powerful melee or ranged abilities nor offensive spellcasting capabilities. They serve primarily to discourage combat, avoid it altogether, or to manipulate the opponents so their allies gain tactical advantage. A clever mongrel paragon can make use of his ghost sound and ventriloquism abilities to confuse and distract the opponent, reduce person to improve his AC and available hiding spaces, and can rely on his unwavering mind feature to resist powerful enchanters/enchantresses.
Advancement: Many mongrel paragons choose not to devote all of their attention to the single-minded progression of the class, instead interspersing their paragon levels with additional levels of their original class. This allows them to slowly reap the benefits of realizing their racial power while still advancing the skills and abilities they've grown accustomed to. Many of the abilities gained by the mongrel paragon class can be used to qualify for further prestige classes in the future (especially their capstone ability).
Resources: Mongrel paragons, despite their beginnings, grow to be well-liked among those who know them well, and at higher levels quite regularly make an impact upon the communities they visit. It is not uncommon for a long-lived paragon to have connections in high places around the world, whether with aristocrats, arcane researchers, clergymen, or even warlords. (Though many of their 'connections' may not know the true identity of the paragon.) If ever in dire straits, a true mongrel paragon knows he can call on his friends, nearby or across the world. If that is not enough, they are also quite adept at using magic devices, which they tend to hoard almost obsessively, knowing that compared to true spellcasters they are somewhat feeble.

MONGREL PARAGONS IN THE WORLD
I've known Jetaros a long time. Kind of a strange fellow, 'til you get to know him. Actually, kind of a strange fellow even then. You never quite know what he's thinking, but I've always felt that I can trust him.

- Samm, 12th-level fighter and Jetaros' best friend (as far as he knows)

The existence of mongrel paragons is a well-kept secret among the mongrelfolk. This is because, regardless of the mongrelfolk's intent, if the other races learned of the deception, they would presumably react unfavorably. Thus, only mongrelfolk with potential are approached by existing paragons and trained in their ways.
Deception aside, most mongrel paragons are fairly well-regarded; even the most evil and malicious of them know to keep allies around, and make a point of seeming trustworthy around them. The few paragons who are found out are typically regarded with the same suspicion the common folk have for spellcasters, assuming them to be illusionists (which isn't far off).
Daily Life: The daily life of a mongrel paragon can vary dramatically. Most paragons end up adventuring, if even just to wander town to town and see what they can get away with. They spend their downtime observing those around them, learning to mimic their mannerisms and trying to decipher the hidden subtext behind etiquette and other social constructs.
Notables: Obviously, a truly successful mongrel paragon is never known to be such. The greatest hero ever known which happened to be a mongrel paragon was known to all as Flistibble, Shadow of the Sun. Flistibble was, by all appearances, a powerful gnome illusionist/shadowcraft mage, dedicated to the cause of spreading worship of the good-aligned gods, especially Pelor, across the world. He performed 'miracles' across the world, harnessing the power of shadows to enrich the lives of the less fortunate. In regions where gnomes were discriminated against, he portrayed himself as a halfling, half-elf, or similar small-statured humanoid, explaining simply that his reputation was inaccurate (as tales tend to be). Flistibble's greatest enemy was also a mongrel paragon (though neither knew about the other's nature). Zarrand the Corrupt was a mongrelfolk who most often appeared as an orc, troll, or bugbear, and was also a magic user of some kind (the details have been lost to history), who used his dark powers to intimidate entire populations of goblinoids and tribal humanoids into doing his bidding. He lead many sieges and raids against civilized towns, and seemed to particularly delight in taking down places of knowledge and high culture, such as universities. Once Flistibble had rebuilt a couple of the towns devastated by Zarrand's attacks, he dedicated the rest of this career to ending Zarrand's reign of terror. Whatever happened to the two is unknown except by the most privileged of scholars, but it is assumed the two destroyed each other in an epic final personal confrontation.
Organizations: No organizations exist dedicated specifically to the mongrel paragons. Rumors surface every few years of a Mongrelfolk Cabal, lead by several extraordinarily long-lived individuals, but these rumors have never been substantiated. Mongrel paragons tend to be attracted to the most elite, exclusive organizations that exist. The more chaotic among them revel in the ability to belong to several mutually-exclusive clubs at once, when they can successfully pull it off. Like any other character, paragons may also pursue guilds or similar groups that focus on the advancement of their original class.

NPC Reaction
The general population is unaware even of the exploits of notable mongrel paragons like Flistibble and Zarrand. Ordinary commonfolk tend to perceive mongrel paragons in exactly the way the paragon wants them to. The more perceptive of individuals may perceive that something is unusual about the paragon but even so have little solid evidence to pursue accusation; as such, talented paragons enjoy a sort of comfortable existence between the ranks of ordinary citizens.

MONGREL PARAGONS IN THE GAME
A mongrel paragon in the party should not upset the balance of power too much, when playing in an ordinary game. The class is not well-suited to optimization, tending more toward the roleplay-heavy campaigns. NPC mongrel paragons should remain rare, except perhaps in campaigns encompassing a lot of intrigue elements.
Adaptation: For a higher-powered campaign setting, consider having the mongrel paragon class advance existing class abilities on its even levels. Additionally, the class could be suited for other kinds of in-betweeners or outcast races/characters, such as changelings, with a few tweaks to the abilities that play most specifically off of mongrelfolk.
Encounters: It is unlikely the PCs will run into a mongrel paragon (and be aware of it, at least). A typical encounter would most likely either be at the end of a string of investigation, or a random encounter between cities or in a dungeon somewhere, where the paragon's class abilities have allowed it to survive unusual circumstances.

Sample Encounter
After an extensive investigation spanning three kingdoms, it is finally revealed that the coordinated efforts of several saboteurs were not at the hand of a mysterious cabal, but instead a single individual impersonating several others. After tracking him to his hideout, the party confronts the deceiver.
EL13: Jetaros appears as a well-dressed elven man of strong build and fine features. He brushes back his cape to reveal a pair of rapiers. Suddenly, behind you, you hear a loud bang.


Jetaros
CN Male Mongrelfolk Rogue 8 / Mongrel Paragon 5
Init +2, Senses: Listen +9, Spot +1,
Languages Common, Elven, Dwarven, Gnome, Goblin, Halfling
------------------------------------------------
AC 20, touch 12, flat-footed 18 (+2 Dexterity, +7 armor, +1 shield)
78hp (13HD)
Fort +6, Ref +12, Will +5; +1 on saving throws against illusions, +6 on saving throws against poison
------------------------------------------------
Speed 30ft. (6 squares)
Melee 2 rapiers +12/+7 melee (1d6+4/17-20)
Base Atk +10, Grp +11
Atk Options Sneak Attack +4d6
Combat Gear +5 glamered leather armor, two +3 keen rapiers
Supernatural Abilities Any Race, Any Time
-----------------------------------------------
Abilities Str 12, Dex 15, Con 12, Int 10, Wis 10, Cha 6
SQ Diffuse blood, enhanced poison resistance, evasion, improved uncanny dodge, mongrelfolk traits, sound imitation, superior low-light vision, trapfinding, trap sense +2, unwavering mind
Feats Great Fortitude, Iron Will, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Skills Appraise +9, Bluff +14, Climb +1, Disguise +14, Gather Information +6, Hide +14, Jump +1, Knowledge (local) +12, Listen +9, Move Silently +9, Search +9, Sleight of Hand +8, Spot +1 Use Magic Device +14
Possessions Combat gear plus treasure: half coins, double magic items (scrolls, staffs, and wands only)

JoshuaZ
2015-02-28, 11:20 PM
Reth Dekala Sorcerer-Lord

"The choice is yours, would you like to die by fire or by steel?" Tenethabra, A Reth Dekala Sorcerer Lord to a foolish upstart of a would-be hero whose name has since been lost to history.

The Reth-Dekala are cursed beyond almost any other group, forced into constant burning pain from the vilefire which consumes. Yet there are those among them who have mastered that power, combining their curse with their innate arcane power and using it in lethal combination with their martial skill with. The Sorcerer-Lords by virtue of their power and prestige often operate with less oversight than the rest of the Reth-Dekala, and one will sometimes be called in specifically to handle a problem that requires more firepower than the regular Reth-Dekala can manage. It is rumored that some of the Reth Dekala who rule the race are Sorcerer-Lords but whether this is true is difficult to determine.

BECOMING A RETH DEKALA SORCERER LORD


ENTRY REQUIREMENTS
Race: Reth Dekala
Weapons proficiency: Must be proficient with all simple and martial weapons.
Spellcasting: Able to cast at least one third level spell as a spontaneous arcane spell. Able to cast at least one spell with the [vilefire] descriptor (see below).
Maneuvers: Able to use at least one maneuver that is at least 3rd level.
Skills: 8 ranks in Martial Lore. Either 5 ranks in either Spellcraft or Knowledge(Arcana)

Class Skills
The Sorcerer Lor's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge(history) (Int), Knowledge(Nobility and royalty) Knowledge(the Planes)(int), Martial Lord(int) and Spellcraft (Int)

Skills Points at Each Level: 2 + int

Hit Dice: d8




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


1st

+1

+2

+0

+0
Vilefire Channeling, Vile Conversion

-



2nd

+2

+3

+0

+0
Vilefire Arcana, Martial Mastery

+1 level of existing arcane spellcasting class



3rd

+3

+3

+1

+1
Arcane Discipline

+1 level of existing arcane spellcasting class



4th

+4

+4

+1

+1
Vilefire Arcana, Commanding Overlord+2

+1 level of existing arcane spellcasting class



5th

+5

+4

+1

+1
Improved Arcane Discipline

+1 level of existing arcane spellcasting class



6th

+6

+5

+2

+2
Sudden Stance, Vilefire Arcana

+1 level of existing arcane spellcasting class



7th

+7

+5

+2

+2
Mage Burning Strike

+1 level of existing arcane spellcasting class



8th

+8

+6

+2

+2
Vilefire Arcana, Commanding Overlord+4, Fire and Steel

+1 level of existing arcane spellcasting class



9th

+9

+6

+3

+3
Firesteel Counter

+1 level of existing arcane spellcasting class



10th

+10

+7

+3

+3
Vilefire Arcana, Vilefire Supremacy

+1 level of existing arcane spellcasting class




Weapon Proficiencies: A Sorcerer-Lord is automatically proficient with any weapon that is associated to a martial discipline in which they know at least one maneuver.

Spellcasting: At every level but first, when a new sorcerer-lord level is gained, the character gains new spells per day as if they had also gained a level in whatever spontaneously casting arcane spellcasting class they belonged to before she added the prestige class. They do not, however, gain any other benefit a character of that class would have gained. This essentially means that they add the level of sorcerer-lord to the level of whatever other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one spontaneous arcane spellcasting class before they became an sorcerer-lord, they must decide to which class to add each level of sorcerer-lord.

[/b]Maneuvers:Levels of Sorcerer-Lord add to their effective initiator level. A Sorcerer-Lord may learn maneuvers from the Desert Wind, Dread Crown (http://www.giantitp.com/forums/showthread.php?76218-Dread-Crown-for-Fiendish-Martial-Adepts-Discipline), Diamond Mind, Ninefold Damnation (http://www.giantitp.com/forums/showthread.php?98474-ToB-Discipline-Ninefold-Damnation), Setting Sun, Stone Dragon, and Tiger Claw disciplines. They gain additional stances and maneuvers as indicated in the following table:



[B]Level
Maneuvers known
Maneuvers readied
Stances known



1
1
0
0



2
1
0
0



3
0
1
0




4
1
0
0



5
1
0
1



6
0
1
0



7
1
0
0



8
1
0
0



9
0
1
0



10
1
0
1



Vilefire Channeling(ex): A Sorcerer-Lord adds their class level to the total damage dealt by your Vilefire Blast ability. Additionally, when using the Vilefire Blast a Sorcerer-Lord may a spell slot to add the slot level level to the total damage dealt and to the save DC of the Vilefire Blast. This does not alter the type of damage which is still vilefire and thus half the damage is fire and the other half is acid.

Vilefire Conversion(ex):At first level, a Sorcerer-Lord learns to convert fire into vilefire. Whenever they use a maneuver that does fire damage they may choose to have it instead do vilefire damage, and thus have half the damage be acid.

Vilefire Arcana:]At each even level a Sorcerer-Lord gains an extra spell known that has the vilefire descriptor. The spell must be of level strictly lower than the highest spell level the Sorcerer-Lord can cast. If the Sorcerer-Lord has multiple spontaneous arcane spellcasting classes the character must decide which one to add this spell.

Martial Mastery:At 2nd level, the extensive martial training of the Reth Dekala becomes imbued deep into a Sorcerer-Lord's burning heart. They add half their class level as an insight bonus to Martial Lore checks to recognize maneuvers. If they maneuver does fire, acid damage, or is from a discipline associated with the lower planes they instead add their full class level.

Arcane Discipline:(ex) At third level, whenever a Sorcerer-Lord successfully initiates a maneuver they may as a free action sacrifice a spell slot and recover a maneuver of level less than or equal to the level of the spell slot sacrificed. The maneuver recovered can be the maneuver just initiated.

Commanding Overlord:(ex) Other Reth Dekala recognize Sorcerer-Lords as the pinnacle of their race. A Sorcerer-Lord of at least 4th level gains a +2 circumstance bonus to all charisma based skill checks to influence other Reth Dekala. At 8th level this bonus becomes +4.

Improved Arcane Discipline: At 5th level, when a Sorcerer-Lord uses Arcane Discipline they may choose to instead use a maneuver they did not have readied which is then automatically considered readied. If they do so, they must choose a maneuver which is then considered no longer readied.

Sudden Stance: At 6th level, a Sorcerer-Lord may sacrifice a spell slot of at least 1st level to switch to a stance as a free action. If they sacrifice two such spell slots they may instead switch stances as an immediate action. They may use this ability multiple times in an encounter but each time the level of spell slot required increases by 1. So using this a second time in the same encounter requires a level 2 spell slot or 2 level 2 spell slots if one is using an immediate action. The third time one uses it in an encounter the spell slot must be of level 3, and so on.

Mage Burning Strike: At 7th level, a Sorcerer-Lord learns a special strike unique to them which allows them to take another mage's power and turned it against them. This is treated as an 8th level strike from no specific discipline. To initiate the strike the Sorcerer-Lord must make a melee attack as a standard action. The target if struck must make a will save (DC- 18+charisma modifier). If they fail the strike and are a spellcaster then they lose 1d4 spell slots or prepared spells of their highest level. If there are not enough remaining of their highest level, then the highest level spell slots are instead used. Even on a successful save, a target loses a single spell slot of their highest level. Furthermore, the target takes 1d6 vilefire damage for every spell level lost this way. So for example, if they lost a level 2 spell slot and a level 3 spell slot they would take 5d6 damage. This maneuver is a supernatural ability.

Burning Acid:(Su): A Sorcerer-Lord of at least 8th level can use the residual superhot acid in a foe to more effectively channel magic. Against a target that has taken vilefire damage which has not yet been healed, a Sorcerer-Lord of at least 8th level gains a +4 bonus to penetrate their spell resistance.

Firesteel Counter: A Sorcerer-Lord of 9th level gains a unique counter, the Firesteel Counter. When targeted by a spell, a Sorcerer-Lord may use this counter as an immediate action. The Sorcerer-Lord and the caster make opposed caster level checks, but the Sorcerer-Lord uses their initiator level or their arcane caster level, whichever is higher. If the Sorcerer-Lord's result equals or exceeds the the caster check of the caster, the spell is treated as being countered, and the power is drawn into the Sorcerer-Lord's blade. The Sorcerer-Lord may choose then to either recover a spell slot of level strictly lower than the level of the spell countered.

Vilefire Supremacy:A Sorcerer-Lord of 10th level learns how to combine their vilefire magic with their martial skill beyond any other being. When you successfully initiate a maneuver that takes a standard action you may then as a swift action cast any a spell as if it were quickened (as the quicken metamagic), as long as that spell is of level at most the level of the maneuver that was initiated - 1 and the spell deals vilefire damage. You can use this ability at most once an encounter. Furthermore, your caster level for vilefire spells is always at least your character level, and your effective initiator level for maneuvers which deal fire or acid damage is never less than your character level.

PLAYING A SORCERER-LORD

A Sorcerer-Lord is utterly dedicated to the goals of the Reth Dekala, but this single-mindedness doesn't mean they can't be smart about how to achieve those goals. You have more ability than most spellcasters to engage in encounters without expending serious resources, but you also have the ability to if necessary act like a regular spellcaster.


Combat: A Sorcerer-Lord will likely use a combination of maneuvers and spells to deal damage as well as to hinder enemies. Vilefire's unique nature allows them to shut down enemies who may be too strong to remove by sheer force.
Advancement: A Sorcerer-Lord will need to focus on both improving their arcane ability as well as their martial prowess.
Resources: Most Sorcerer-Lords are prominent members of the Reth Dekala and thus can call upon the aid of their brethren. They may be able to have them aid in a fight with the expectation that the Sorcerer-Lord will aid them when called upon to do so.

CLASS NAME IN THE WORLD
"Sorcerer-Lords? Lad, we don't know much about the Reth at all, and we know even less about these rumored rulers. And trust, me it is better that."- Seran Silverhand, an old cleric of Pelor when asked about the Sorcerer-Lords

The vast majority of Sorcerer-Lords are loyal members of the Reth Dekala's military order. They work for no goal save that of the other Reth, the fulfillment of the vow which lead to their damnation eons ago.

Daily Life: A Sorcerer-Lord spends most of their typical days training in their martial skill or training other, weaker Reth Dekalas. When needed, they will move with swiftness to destroy anyone suspected of being one of the descendants whose death is needed to end the curse.
Notables: Tenethabra is a Sorcerer-Lord archmage, and unlike many of the other Reth Dekala, she has a strong gender identity which most have lost. The other Reth Dekala tolerate her eccentricities, due to a combination of her clear, unswerving loyalty to their cause, and the general consensus that she could likely defeat any other one of them in a duel even if she were restricted to either just martial combat or just magic.

Damsikan is a Sorcerer-Lord who mysteriously vanished over a century ago. Since then, Damsikan has apparently appeared to stop other Reth Dekala from fulfilling their vow. Why Damsikan has turned traitor is a cause of much speculation among the Reth Dekala who are aware of the situation, which is a surprisingly small fraction, because the situation is considered by those who know of it to be one of great shame which many will not discuss.

Organizations: The primary organization in question is the Reth Dekala's own military structure. Rumors among the Reth Dekala that the Sorcerer-Lords themselves have formed a secret cabal to guide the course of the Reth Dekala's actions are denied by Tenethabra and others as obviously false.

NPC Reaction

The Reth Dekala are to almost everyone at best a tale to frighten children. They aren't going to react very differently when they see a strange floating creature covered in green flame with a sword if they are informed it is also a skilled spellcaster. The few who are aware of the Sorcerer-Lords will likely act with some degree of caution.

SORCERER-LORDS IN THE GAME

Estimating how the Sorcerer-Lord will effect game play is difficult because of the high level adjustment of the Reth Dekala. In a game without any level buy-off the class is likely to be extremely weak. In games where level buy off is allowed or where all players are using characters with level adjustment, the class will likely function as any other gish.

Adaptation: The Reth Dekala are specific to the setting as described in Tome of Battle, but the version of their history there is sufficiently broad that they could exist in any major setting with a lawful evil plane of existence. And any realm where they exist, the Sorcerer-Lords will fit in just fine. And they'll make sure of that, whether people like it or not.
Encounters: A typical group of good or goodish-aligned PCs might encounter a Sorcerer-Lord in the same context they'd encounter any of the Reth Dekala, trying to protect someone who has been marked for death by their order. A Sorcerer-Lord could function as a BBEG for either all the Reth Dekala or for a subsection that the PCs must deal with.

JoshuaZ
2015-02-28, 11:22 PM
Second post snagged for additional room.