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Techwarrior
2015-05-01, 08:46 PM
Um... What?

---

What's wrong?


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

Giant in the Playground PrC Contest L

The contest begins with the posting of this thread and will run through midnight of May 20th.

Soon after a poll will be opened for everyone to vote for their favorite.

Rules

1) You will be creating an 'original' prestige class. This class must do something that would be bad in any other fashion, but this class makes it good. Whether it be a Mystic Theurge revamp, a class based around setting yourself on fire, or a class requiring the Diligent feat. 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)

Amechra
2015-05-02, 01:01 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



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


Here's the template, everyone.

Inevitability
2015-05-02, 03:04 PM
Wait, April 20th?

Amechra
2015-05-02, 07:53 PM
il Bravazzo

http://upload.wikimedia.org/wikipedia/commons/6/61/M%C3%BChlberg_-_S%C3%A4belmensur.jpg

My good sir, I don't need two hands to fillet you like a fish.

A new fighting style is making the rounds amongst the noblemen and women of the Southern courts; focusing on footwork and defence over brute force, it allows even the lightest noble fop to defend themselves. Of course, there are those who have adopted the style and have pushed it to its limits; they pick fights to practice their techniques, earning them them the derogative title "bravazzos" (braggarts). The name has stuck, and, braggarts or no, no one can doubt the prowess of a Bravazzo in combat.

BECOMING A BRAVAZZO
While many are Southern courtiers, the practice is in no way restricted to such men and women of high standing; as those cities are trading hubs, the style is beginning to grow more common elsewhere.

ENTRY REQUIREMENTS
Bab: +5
Skills: Balance 6 ranks, Tumble 6 ranks
Feats: Combat PanachePHBII, Combat Reflexes, Dashing Duelist
Class Features: Grace +1, Riposte +1d6/+1 (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
Special: Must have been tutored in the art of Scherma, a form of one-weapon fighting.


Dashing Duelist [Fighter]
You have become well traveled, blending your skills as a skirmisher with your swashbuckling training.
Prerequisites: Grace +1, Riposte +1d6, Battle Fortitude +1, Cha 15
Benefits: Your Scout and Swashbuckler levels stack for the purposes of your Grace, Battle Fortitude, and Riposte class features. Additionally, if you ever gain Insightful Strike, you may choose to use your Charisma modifier instead of your Intelligence modifier for the purposes of that class feature.
Special: A character with this feat and 8 ranks in Bluff qualifies for the Combat Panache feat, regardless of how many ranks they have in Intimidate or Perform. A Scout may take this as one of their Bonus Feats.


Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Oratory, Weapon Drill) (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skills Points at Each Level: 6 + int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1



+0



+2



+0


Il Duello, Savvy Duelist, Spada Solo


2nd

+2



+0



+3



+0


Desvio (+3/-3), Fancy Footwork


3rd

+3



+1



+3



+1


Scandiaglio


4th

+4



+1



+4



+1


Desvio (+4/-2), Gaining the Measure


5th

+5



+1



+4



+1


Ala Mazza



6th

+6



+2



+5



+2


Desvio (+5/-1), Passato Sotto



7th

+7



+2



+5



+2


Balleta



8th

+8



+2



+6



+2


Desvio (+6/-0), Force Duel


9th

+9



+3



+6



+3


Stocatta


10th

+10



+3



+7



+3


Esecuzione, Infinite Braggadocio



Weapon Proficiencies: A Bravazzo gains no new Weapon or Armor proficiencies.

Il Duello (Ex): One of the reasons Bravazzos are so disliked is their remarkable skill at holding the... attention of others. Any creature under the effect of her Sneering Glower tactical maneuver provokes an attack of opportunity from her whenever they attack any creature other than the Bravazzo; when making this attack, she adds her Charisma modifier to her attack roll as a morale bonus. In addition, the Bravazzo may use Sneering Glower as a Swift action.

Savvy Duelist (Ex): Despite her new training, a Bravazzo is a skirmisher at heart, relying on her dexterity and wits to avoid being hurt. Her levels in Bravazzo and Scout stack for the purposes of Her Riposte class feature.

Spada Solo (Ex): A Bravazzo's entire fighting style revolves around wielding a weapon in one hand and nothing in the other; she gains EinhanderPHBII as a bonus feat, and may use her Dexterity modifier in place of her Strength modifier when determining the damage dealt by weapons that benefit from Weapon Finesse.

Desvio (Ex): It's important not to block blows head on; instead, lightly deflect them and move with the blows.
At 2nd level, a Bravazzo benefiting from the Narrow Profile tactical maneuver decreases the penalty to attack rolls and bonus to AC due to Fighting Defensively to -3 and +3, respectively. At 4th level, this improves to -2 and +4; at 6th level, to -1 and +5. Finally, at 8th level, this improves to +0 and +6.

Fancy Footwork (Ex): Fighting truly comes down to positioning, and the ability to move to a new position without losing your head.
A 2nd level Bravazzo applies the bonus from the Off-Hand Balance tactical maneuver to Balance checks and Bluff checks made while Feinting, as well as Tumble checks. In addition, as long as she is Fighting Defensively, she may increase the bonus from Off-Hand Balance by the Dodge bonus to AC from that action.
Finally, she may use the Fortuitous Tumble tactical maneuver against any creature that attacks her, regardless of whether the attack was successful or not.

Scandiaglio (Ex): Students of Scherma are taught to test their opponent's defenses with a series of quick strikes before committing themselves to the assault.
At the beginning of each of a Bravazzo of 3rd level or higher's turns, she may make a melee touch attack with a light or one-handed weapon at her full BAB as a free action. If this attack hits, it deals no damage; instead, the Bravazzo may apply the benefits of Riposte against that creature until the beginning of her next turn, regardless of whether or not that creature has made any attacks against her.
If she would already benefit from Riposte against that creature, this touch attack instead deals her Riposte damage and she may use Sneering Glower against that creature as part of the attack.

Gaining the Measure (Ex): In Scherma, running away is referred to as "retreating forever", and practitioners are generally taught how to close the distance.
Any time a creature under the effects of a Bravazzo of at least 4th level's Sneering Glower takes an action that would provoke an attack of opportunity from her, she may move up to her base land speed as an Immediate action, as long as this movement would place that creature within her threat range. She may then make an attack of opportunity.
Additionally, if a creature under the effects of her Sneering Glower takes a 5ft step to leave the Bravazzo's threat range, she may immediately make a 5ft step to follow them, regardless of whether or not she has already taken her 5ft step or has taken a Move Action this round.

Ala Mazza (Ex): A Scherma practitioner doesn't care whether they face one opponent or six; they can hold all of them off on equal footing.
At 5th level, a Bravazzo may have a number of creatures under the effects of Sneering Glower at once equal to their Charisma modifier (min. 1), rather than just one. If using Sneering Glower against an additional creature would place her over her limit, the creature who was under the effect the longest is freed.
If she uses Fortuitous Tumble to force one creature under the effects of her Sneering Glower to attack another creature under the effects of Sneering Glower, the second creature takes a penalty to their AC against the attack equal to your Charisma modifier, and takes additional damage from the attack equal to your Riposte damage.

Passato Sotto (Ex): As any Gnome or Halfling could tell you, there's an opening under your opponent's attacks. A Scherma practitioner learns how to slide underneath weapon attacks to strike at tender armpits or a dragon's soft underbelly.
At 6th level, a Bravazzo benefitting from Off-Hand Balance that successfully makes a Tumble check to avoid an attack of opportunity may make an attack of opportunity against her attacker. If the attack is successful, she may, as a swift action, force that creature to repeat that attack of opportunity against another creature within their reach; this attack is considered by other effects to be forced by Fortuitous Tumble.

Balleta (Ex): One of Scherma's more difficult techniques is a strange feinting, hopping lunge which few creatures are truly prepared for.
At 7th level, a Bravazzo may forgo the free touch attack from Scandiaglio to instead Feint as a free action. In addition, she gains the following benefits during any round in which she successfully Feints:

Her reach is increased by 5' whenever she makes an attack against a creature denied their Dexterity bonus to AC.
She benefits from Riposte against any creature denied their Dexterity bonus to AC.
She may make an additional 5' step that round.


Force Duel (Ex): Unlike most of the other techniques learned by Bravazzos, this is not apart of Scherma; rather, it's a method they've figured out for themselves. Otherwise, who would accept a duel with them?
At 8th level, a Bravazzo learns how to perform a special feint consisting of curses and taunts rather than clever misdirection. If this Feint is successful, any creature affected by it suffers from the effects of a nonmagical Mindless Rage (http://archive.wizards.com/dnd/article.asp?x=dnd/sb/sb20001222a) effect in addition to the normal effects of the Feint. They do not receive a Will save to negate the effects; however, it only lasts until the beginning of the Bravazzo's next turn.
This special Feint is, however, more difficult to pull off than a normal Feint. First of all, the Bravazzo and her victim must share a language, or otherwise be able to understand each-other; in addition, she suffers a -4 penalty against any creature she has no prior knowledge of. However, she receives a +4 bonus against any creature she knows well; her insults are more... on the nose.

Stocatta (Ex): There are few wounds less pleasant than being stabbed through the gut; Scherma practitioners prefer to aim for such targets. As long as a Bravazzo of 9th level wields a light or one-handed weapon in one hand and holds nothing in the other, any successful attack they make against a creature denied their Dexterity bonus to AC automatically threatens and confirms a critical hit.

Esecuzione (Ex):Traditionally, a Scherma duel is ended by the death of one of the participents; the esecuzione is the traditional method of delivering this killing blow. A Bravazzo of 10th level may, once per encounter, perform a Coup de Grace with a light or one-handed against a creature denied their Dexterity bonus to AC; however, the Fortitude save against dying is made against DC 10 + Bravazzo Level + Dexterity modifier. If the creature is currently under the effects of the Bravazzo's Sneering Glower, then apply her Charisma bonus as a penalty to this save.

Infinite Braggadoccio (Su): A Bravazzo's ego has become so titanic that it overpowers the resistance of lesser beings. The penalty to attack rolls from Sneering Glower now applies to all contested rolls that creature makes against the Bravazzo. In addition, her Riposte damage is no longer precision damage, and her Sneering Glower ignores immunity to fear and mind-affecting abilities; creatures that would otherwise be immune gain a +4 bonus to their check.

PLAYING A BRAVAZZO
You're a badass and you know it; get into fights and then brag about them to your friends and enemies. If that means more fights, well that's fine with you!
Combat: A Bravazzo is ultimately a battlefield controller; by punishing enemies that attack their allies, they draw attacks to themselves. And, thanks to their strong defensive benefits, they can punish anyone who dares attack them. They do their best when they can tag enemies with Sneering Glower and when they Fight Defensively; they lose out on much of their power if their opponents are immune to fear or precision damage.
Advancement: A Bravazzo is a solid fighter, and should proceed accordingly; going back and taking more levels of Scout or Swashbuckler is always a good idea if you're stumped on where to go next.
Resources: Bravazzos don't have any organizations of their own; however, they tend to get employed as mercenaries or bodyguards for members of the nobility.

BRAVAZZOS IN THE WORLD
"I have never met such an ill-mannered man in my life! Why, did you hear what he called my wife?"
"Why not challenge him to a duel, then?"
"I'm angry, not suicidal."

Never underestimate how well a charismatic fighter can cover up their little... indiscretions.
Daily Life: There will, ideally, be a lot of fighting, boozing, and stealing the hearts of men and women alike. It is a good idea to have a good practice session every morning, though. Keeps the body from locking up at inconvenient times (like in the middle of a fight).
Notables: Shialara di Loretzia (LE Star Elf Swashbuckler 2/Scout 4/Bravazzo 6) is a borderline serial killer, what with the massive number of duels she's fought over the most trifling slight. If it weren't for her family, she would have hung by now. Handsome Jack Cuttler (CG Human Scout 2/Swashbuckler 3/Fighter 1/Bravazzo 2), also known as The Masked Nobleman, learned Scherma on diplomatic visit to the Southern princedoms; now he disguises himself and fights the corrupt government of his homeland as a masked vigilante.
Organizations: If you go down to the decadent cities of the South, there are countless instructors who would be willing to train you in Scherma. Some of them even do so legally.

NPC Reaction
Initially, your average NPC will be wary of the Bravazzo; they will quickly calm down if their fears are allayed. And they'll just as quickly try to kick you out of town if they confirm them.

BRAVAZZOS IN THE GAME
One thing to keep in mind is that Bravazzos end up effectively having a really high AC. However, most of this bonus is a Dodge bonus, so it should be easy enough to get around without introducing monsters that will always hit the rest of the party.
Adaptation: If your setting has a set of decadent cities with a vaguely Renaisance Italy vibe, then this class will fit in just fine. If not, it will fit in well anywhere you'd normally stick a duelist or swashbuckler. If the Swashbuckler is inappropriate to your game, you don't have to worry about this class.
Encounters: A Bravazzo can be anything from the hot-headed nobleman that challenges one of the party members to a duel over a perceived slight to a warlady leading attacks against the party's allies from the frontline.

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
2015-05-03, 02:29 PM
Cursebearer

http://th00.deviantart.net/fs70/PRE/i/2012/252/8/5/atlas___curse_by_jujubajulia-d5e57xw.png
Atlas' Curse by jujubajulia

"May you live in interesting times."

Cursed equipment is the bane of any adventuring party, except for those who have come to wear the curse with pride. These are the cursebearers, who will equip these powerful objects and turn their power towards good - or at least, whatever power the cursebearer might serve.

BECOMING A CURSEBEARER
No-one wants to become a cursebearer. Instead, those who have been subjected to one too many curses may invert their power and use it for their own devices.

ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks, Use Magic Device 8 ranks.
Special: Must have been the subject of 5 different curses (such as cursed items, cursed spells or the Bestow Curse spell).

Class Skills
The Cursebearer's class skills (and the key ability for each skill) are appraise (int) craft (int), knowledge (all skills, taken individually) (int), profession (wis) sense motive (wis), spellcraft (int) and use magic device (cha).
Skills Points at Each Level: 4 + int modifier

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+2
Ignore Curse



2nd

+2

+3

+0

+3
Project Curse



3rd

+3

+3

+1

+3
Invert Curse



4th

+4

+4

+1

+4
Master Curse



5th

+5

+4

+1

+4
Cursed Existence


Weapon and armour proficiency
The cursebearer gains no proficiency with any weapon or armour.

Ignore Curse (Ex)
Cursebearers aren't affected by curses. Most specific cursed items (Such as an amulet of inescapable location (http://www.d20srd.org/srd/magicItems/cursedItems.htm#amuletofInescapableLocation)) or delusion (http://www.d20srd.org/srd/magicItems/cursedItems.htm#delusion)-based cursed items they wield or wear simply have no effect, and are obviously - to the cursebearer - cursed. If they are some kind of weapon or armour, they function as a nonmagical version of the same item. Cursed items with some kind of drawback, requirement or intermittent functioning, or that would have an opposite or completely different effect or target, instead substitute the normal effect. The bestow curse spell is ineffective against cursebearers.

Some named cursed items, such as the ring of clumsiness (http://www.d20srd.org/srd/magicItems/cursedItems.htm#ringofClumsiness), have a beneficial and a harmful effect. In this case only the harmful effect is suppressed.

Project Curse (Sp)

The cursebearer learns how to project the curses of the magic items onto their foes. This doesn't require that they actually wear such a magic item, but these abilities are conceptually similar to some of the magic items. The cursebearer immediately picks a first- and a second-level curse power, and picks a third-, fourth- and fifth-level curse power at the relevant levels.

Each curse power can be used once per day, plus once more for each level the cursebearer is above the power's level. For example, a fourth-level cursebearer can use their third-level power twice. Each one affects a target within 100 feet.

1st:
Animated Attack: Summon a broom of animated attack which fights the target until one or other is incapacitated.
Clumsiness: Target takes reflex save DC 15 or falls prone.
Inescapable Location: Target takes will save DC 15 or takes a -10 penalty vs divination for 1 hour.
Snaring: Target is automatically caught up in a suddenly-apparent net which is destroyed when they break free.
Thought Projection: Target projects thoughts to those in 30 feet for 10 minutes.
Weight: Target's movement speed is halved for 10 minutes.

2nd:

-2 Curse: Target gets -2 to all rolls for 1 minute.
Defenselessness: Target gets -5 to AC for 1 minute.
Fumble: Target drops held items.
Obsession: For 10 minutes, target must take will save each round (DC 15) or cast highest-level spell.
Unleash Curse: As opening flask of curses.
Wrathful Rage: As rage spell DC 15

3rd:

Backbiter: Target's attacks hit self on roll of 1 for 5 minutes.
Berserk: As wrathful rage but target attacks random one of its foes if it fails.
Blood-lust: Target creature's equipment loses magical properties until each piece is covered in blood.
Poison Potion: Turns potion into Potion of Poison.

4th:

Curse of Opposite Alignment: Target takes DC 15 will save or becomes opposite alignment.
Powerlessness: Target takes will save or -10 STR and INT for 10 minutes.
Sneezing and Choking: As throwing dust of sneezing and choking.
Vacuousness: Creature takes effects of reading vacuous grimoire.
Vermintide: Creature is distracted as if by a robe of vermin for 5 rounds.

5th:

Crystal Hypnosis: Target takes will save DC 19 or follows a suggestion even if it's ludicrous or harmful.
Devour: Creature is grappled by suddenly apparent bag of devouring which disappears if successfully removed.
Foul Rotting: Target takes 1 point of dex, con and cha drain.
Poisonousness: Target takes fortitude DC 28 or dies.
Scarab's Curse: Target takes reflex DC 25 or dies, 3d6 damage on success.
Strangulation: Target takes 6 damage per round for 1 minute.

Invert Curse (Su)
From third level, the cursebearer can invert a curse. Items that would normally delude them into thinking they were effective actually have their full effect. Those which would have an opposite effect or target can be used either normally, or with an opposite effect and target, at the cursebearer's discretion (so a cursed item that would heal the cursebearer's allies but is cursed with opposite effect can be used to do so, or to harm their enemies). Items with intermittent functioning can't have this inverted. Items with a requirement have this requirement reversed if it is to do with eating or sleeping, otherwise the curse is just suppressed. Items with a completely different effect allow the cursebearer to use either effect.

Some drawbacks can either be kept, inverted (if this makes sense), or suppressed at any time, as chosen by the wielder. These are the first, second, third, fourth, fifth, sixth, seventh, eighth, ninth (to races with the same RHD and LA only), fifteenth, eighteenth, and twenty-seventh on Table: Drawbacks (http://www.d20srd.org/srd/magicItems/cursedItems.htm#drawback). If there is some kind of randomly determined feature (such as a colour, mark, gender, race, etc.) that feature is now determined by the cursebearer instead.

The Amulet of Inescapable Location, Armor of Arrow Attraction, Armor of Rage, Bracers of Defenselessness, Flask of Curses, Gauntlets of Fumbling, Robe of Powerlessness, Robe of Vermin, Ring of Clumsiness, Stone of Weight, -2 Sword, Sword of Berserking and Vacuous Grimoire all give some kind of numerical penalty, which the cursebearer can invert (the stone of weight doubling speed instead of halving it). Some have beneficial (such as the ring of clumsiness) or dubiously beneficial (notably the -2 sword's sudden reappearance when discarded) effects. These effects are kept or discarded at the cursebearer's discretion.

The Bag of Devouring, Broom of Animated Attack, Crystal Hypnosis Ball, Incense of Obsession and Medallion of Thought Projection all masquerade as some specific other magic item, and the cursebearer can use them as such.

For a cursebearer, other named cursed items have the following properties:

Boots of Dancing: Can use Irresistible Dance 1/day.
Cloak of Poisonousness: Can use Poison 3/day (DC 28)
Helm of Opposite Alignment: Count as best alignment for spells such as holy smite.
Necklace of Strangulation: Deals 6 points of damage per round in a grapple.
Periapt of Foul Rotting: Can use Contagion 1/day (DC 28)
Potion of Poison: Acts as 2nd-level wiz/sor or cle spell of your choice.
Scarab of Death: Can use Slay living 1/day (DC 25). The save is reflex, not fortitude.
Spear, Cursed Backbiter: Rolling a 1 instead critically hits the intended target without a need to confirm. If a critical hit is threatened normally, a 1 confirms it.

The Dust of Sneezing and Choking, Mace of Blood, and Net of Snaring simply function normally, without negatively affecting the cursebearer or functioning intermittently.

Master Curse (Sp)
The cursemaster can inflict one of the curses of a piece of his equipment on a foe as a standard action. The target can take a DC 20 will save to avoid the effect, and only effects which result from continuous use of an item (such as the amulet of inescapable location but not the potion of poison or the scarab of death) can be transferred in this way. If the save is failed the effect lasts for one minute.

Cursed Existence (Su)
At fifth level, curses become an integral part of the cursemaster's existence. Cursed items no longer take up their magic item slots for them (though weapons take up their normal allotment of hands).

PLAYING A CURSEBEARER
Cursebearers are useful in a setting where much of the equipment you find is faulty or deliberately cursed.
Combat: Cursebearers can fight in combat as well as or better than members of their previous class, and gain access to powers that allow them to use their curses to their own advantage, which they use to their benefit in combat.
Advancement: Learning to control one's curses is not a profession in its own right but simply a requirement of many others; thus does a cursebearer usually return to whatever else is needed of his original path once that of the cursebearer is done.
Resources: Wherever there are curses, so are there resources for the cursebearer.

CURSEBEARERS IN THE WORLD
"We told him that everyone who touched that sword died, but he simply picked it up and walked away with it!"
Johan, Keeper of Artifacts.

Cursebearers are treated as strange individuals indeed, but they are respected for their immunity to dark powers.
Daily Life: Cursebearers live just as those others of their previous kind might, though they are perhaps a bit more curious in their nature, daring to touch magics that few others trust.
Notables: Karos Atlassar is a cursebearer who is trusted with anything that must pass into the hands of Imperator Micah of Eisenhafen before it does so. Karos is seen rarely, but revered.
Organizations: Cursebearers are usually solitary folk, and certainly don't associate simply due to their shared ordeal. There are no known cursebearer associations.

NPC Reaction
Cursebearers are either feared or revered, the former for wielding such dark powers and the latter for resisting their fell powers. In any case, no-one really wants to associate with a cursebearer, though they appreciate the benefits of doing so. They are treated with a sense of trepidation, but also with some respect - people avoid them, but when confronted by one will do their best to be polite.

CURSEBEARERS IN THE GAME
Cursebearers make it easier for the party to deal with cursed magic items.
Adaptation: A cursebearer can be adapted to any setting with minimal effort.
Encounters: Most encounters with cursebearers will be nonviolent, as there is little reason to come into conflict with them. However, if they are attacked, they will be unrelenting in their assault and will be happy to destroy their aggressor.

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
2015-05-03, 06:50 PM
Legendary Fool

“A boy without mischief is like a bowling ball without a liquid center.” - Homer Simpson

Some people are fools, and many of them heroes. Acting without thinking, missing obvious clues, yet somehow overcoming great evil, guided by fate or fortune to success beyond their wildest dreams. A Legendary Fool is just one such individual, profiting not because of their great knowledge or their endless wisdom, but because of their lack of such.

BECOMING A LEGENDARY FOOL
As with many things one does not seek to become a Legendary Fool it just happens due to a combination of hot bloodedness, foolishness, and sheer bloody minded stubbornness.

ENTRY REQUIREMENTS
Character Level: 6+
Special: 3 Exaggerated Skills not based on Int or 3 Luck feats.

Class Skills
The Legendary Fool's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 2 or 5 (see Foolish Way below); a Legendary Fool does not add their Intelligence bonus to or subtract their Intelligence penalty from their skills per level.

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Foolish Way, Least Exaggerated Fool



2nd

+1

+3

+0

+3
Foolishness



3rd

+2

+3

+1

+3
Too Dumb to Scare



4th

+3

+4

+1

+4
Lesser Exaggerated Fool



5th

+3

+4

+1

+4
Fool's Luck



6th

+4

+5

+2

+5
Fortune Favor's Fools



7th

+5

+5

+2

+5
Greater Exaggerated Fool



8th

+6

+6

+2

+6
Thoughtless Fury



9th

+6

+6

+3

+6
Fool's Success



10th

+7

+7

+3

+7
Storied Exaggerated Fool



Weapon and Armor Proficiencies: A Legendary Fool does not gain any new weapon or armor proficiencies but suffers only half the usual penalty for wielding a non-proficient or improvised weapon.

Foolish Way: When you first take a level in Legendary Fool select either Fabled Fool or Non-Fabled Fool. If you select Fabled Fool you add your Legendary Fool level to your Tall Tale level for the purposes of your effective Tall Tale level for Exaggerated Skills which are not Intelligence based, you gain a free rank in each such skill each level as if you had gained a level in Tall Tale, and add your Legendary Fool to determine the highest grade of Exaggerated Skill you may select but you do not gain new Exaggerated Skills by taking Legendary Fool levels (including higher grades), and you gain only 2 skill points per Legendary Fool level (in addition to those added to your Exaggerated Skills). If you select Non-Fabled Fool you instead simply gain 5 skill points per Legendary Fool level.

Least Exaggerated Fool (Ex): At 1st level you become an Exaggerated Fool. You gain a bonus Luck re-roll each day, and once per day per skill you may treat a non-Int based skill you have 0 ranks in as if you had maximum ranks in it for a class skill (usually character level +3) and add either your Intelligence or Wisdom penalty as a bonus to the skill check. You may expend a Luck re-roll to use this ability an additional time on a given skill each day, and this ability only works on skills in which you have no skill ranks.

If you use Tall Tale and related materials this ability is considered a Charisma based Exaggerated Skill, though you may not select it as one as a Tall Tale or other class which grants them, and you are considered to have max ranks in it at all times for a character of your level. This means nothing unless you have other Exaggerated Skills and certain feats or abilities, but means that you may use this ability as one of the necessary Exaggerated Skills to qualify for Master of Few Jack of All and Master Jack and may use it with these feats to help other Charisma based skills, and may use it with a Jack of All Trades Improvise or Master of Improvisation ability if you have this Least ability.

Foolishness (Ex): A fool is anything but reliable and beginning at 2nd level a Legendary Fool becomes capable of greater failure, and greater success, than a normal person. You may no longer take 10 on skill checks and when you make a skill check if you roll a natural 5 or less you suffer a -5 penalty to the total increasing to -10 on a natural 1, and you gain a +5 if you roll a natural 16 or higher increasing to +10 on a natural 20. When you would normally be able to take 10 on a skill check you may opt to disregard this ability's normal bonuses and penalties but may not take 10.

Too Dumb to Scare (Ex): A fool does not realize when they should be scared, does not even notice attempts to overcome their will, resisting them with simple ease. Beginning at 3rd level a Legendary Fool gains immunity to fear and a bonus to Will saves equal to the absolute value of their Intelligence or Wisdom penalty (whichever score is lower).

Lesser Exaggerated Fool (Ex): Your foolish stubbornness expands further. Beginning at 4th level a Legendary Fool delays the effect of anything that directly affects them (spell which targets them, damage, but not one which creates a physical construct such as many Conjuration (Creation) spells) by 1 round (this delays the end of its duration by 1 round as well) or knocks them prone, disarms them, or similar physical constraint which could not reasonably be delayed by 1 round. For example a Legendary Fool with this ability which is struck by a dragon for 30 points of damage while having less than 5 hit points would not take the damage for 1 round, continuing to fight normally till then. The same is true for one suffering from Finger of Death or inversely gaining hit points from Cure Light Wounds or Bull's Strength. A Legendary Fool would still immediately suffer the effects of being grappled, trip, disarm, or a Solid Fog spell.

Fool's Luck (Ex): Whether it's fortune or fate a fool has something on their side turning their worst failures into astounding successes. Beginning at 5th level a Legendary Fool treats a natural 1 as a natural 20.

Fortune Favor's Fools (Ex): A fool's luck just continues to astound and amaze keeping them alive in even the worst scenarios. Beginning at 6th level a Legendary Fool gains an additional luck re-roll usable 1/encounter (or 10 minutes outside of combat) and may use a luck re-roll to re-roll a saving throw after knowing whether they succeeded or failed and they add the absolute value of their Int or Wis penalty to the new roll as a bonus.

Greater Exaggerated Fool (Ex): A Legendary Fool continues to grow more and more foolish so foolish in fact that they seem mindless to many. When a Legendary Fool gains this ability they gain the benefits of the Mindless ability but they retain their Intelligence score. Any spell or effect which detects a creature's Intelligence score, or detects creatures based upon their Intelligence (such as the Mindsight feat), treats a Legendary Fool as having a non-ability for Intelligence.

Thoughtless Fury (Ex): A Legendary Fool can shut down their brain all but completely, focusing everything into their body. Beginning at 8th level a Legendary Fool may expend a Luck re-roll (as a free action) to enter a Thoughtless Fury for 3 rounds. In this state they can do nothing a barbarian couldn't do while raging and suffer a -4 penalty to Intelligence (this may not reduce their Intelligence below 1) but gain a +4 bonus to Strength and Constitution and may apply the absolute value of their Intelligence or Wisdom penalty (whichever is a greater penalty) to melee damage.

Fool's Success (Ex): A Legendary Fool is wildly successful despite all odds. Beginning at 9th level whenever a Legendary Fool uses a Luck re-roll they may add a bonus equal to the absolute value of their Intelligence or Wisdom penalty (whichever score is lower) to the re-roll unless it was already added (such as by Fortune Favors Fools). In addition they may spend a Luck re-roll to re-roll any skill check benefiting from Least Exaggerated Fool.

Storied Exaggerated Fool (Ex): A Legendary Fool has reached the highest point of stubbornness, asinine self-assurance, and absolute willful ignorance. At 10th level a Legendary Fool becomes a Storied Exaggerated Fool gaining immunity to any effect which would change their form, as well as any Illusion (including quasi-real ones) automatically seeing through such effects (including invisibility). In addition a Legendary Fool may continue acting while at 0 Intelligence or Wisdom as if they had 1 Intelligence or Wisdom, and may survive for 1 minute without their brain or head.

PLAYING A LEGENDARY FOOL
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..

LEGENDARY FOOLS IN THE WORLD
"The brains suppress intelligence by attacking the Delta brain wave. Every animal and robot generates this wave, as well as certain trees."
"Fry, however, does not." - Fiona and Nibbler discussing a Legendary Fool.

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.

LEGENDARY FOOLS 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.

boomwolf
2015-05-16, 04:26 PM
RESTLESS MAGE

http://fc06.deviantart.net/fs70/i/2013/298/4/d/space_mage_by_axl99-d6ru3ej.jpg

Exhausted? no, don't be silly. I slept...at some point...

A Restless Mage, as his name implies, is a mage that simply does not rest. they gain power from exhausting themselves, and constantly bring themselves to the edge of running out of power, some at a mad quest to acquire even more, others in a delicate balance between making the most of their power, and squandering it.

BECOMING A RESTLESS MAGE
The path to become a Restless Mage is often the path of urgency, one that simply cannot sleep either due to lack of time or lack of safety, often encounter the methods required to squeeze additional power off his own misfortune, these methods are often self-thought, as few take such drastic measures under the guidance of a mentor, and fewer still will both consider using these methods, and wont see teaching others as a waste of their precious time.

ENTRY REQUIREMENTS
Race: Must be of a race that normally requires sleep in order to regain spells.
Feats: Iron Will, Skill Focus (Concentration).
Skills: Concentration 8 ranks, Spellcraft 4 ranks.
Spells: Must be able to cast 2rd level spells.
Special: Must have been awake for a week straight prior to becoming a Restless Mage.

Class Skills
The Restless Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any), and Spellcraft (Int).
Skills Points at Each Level: 2 + int

Hit Dice: d6



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


1st

+0

+0

+0

+2
Pillory of the Sleepless
+1 spellcasting level



2nd

+1

+0

+0

+3
Easily Disturbed
+1 spellcasting level



3rd

+1

+1

+1

+3
Perturbed Power
-



4th

+2

+1

+1

+4
ability
+1 spellcasting level



5th

+2

+1

+1

+4
Relishing Rest
+1 spellcasting level



6th

+3

+2

+2

+5
Roused Repelishment
-



7th

+3

+2

+2

+5
Sleepless Sorcery
+1 spellcasting level



8th

+4

+2

+2

+6
Unfocused Outlash
+1 spellcasting level



9th

+4

+3

+3

+6
Class Ability
-



10th

+5

+3

+3

+7
Sublime Slumber
+1 spellcasting level



Weapon Proficiencies: A Restless Mage gains no new proficiencies.

Pillory of the Sleepless
Being without rest is straining on the body and mind. A Restless Mage has a modifier called Unrest modifier, it increases by one for every 12 hours without rest in witch he has cast a spell of his highest available level, to a maximum of his Restless Mage class level, and it is reset to zero every time he rests.

The Unrest Modifier applies as a penalty to the Restless Mage's Reflex saves and Initiative checks.

Easily Disturbed
A restless mage takes note of any slight interference, starting at second level he applies his Unrest modifier to Search, Spot and Listen checks, however he applies it as a penalty for Concentration checks.

Perturbed Power
The Restless Mage can bring out additional power for his magic from his discomfort, and at third level he learns how. he adds his Unrest modifier to his effective caster level, this can take him beyond his character level.


Relishing Rest
By fifth level, a Restless Mage has learned to make more of his less frequent rests, he gains an additional "daily" spell slot for each level except his highest. (this updates when he gains a new spell level)

Roused Replenishment
At sixth level the Restless Mage notices he needs not to rest any more in order to regain his magic to some degree.
Every twelve hours the Restless Mage may recover spells slots equal to his Restless Mage level, these slots may not be of his two highest slots. (a 0 level spell counts as 1/2 for this ability)

Sleepless Sorcery
The Restless Mage of the seventh level learned a global truth, a restless mind is a vulnerable one, yet an efficient one. he adds his Unrest modifier as a bonus to the save DC of his spells, but as a penalty to his Will saves.


Unfocused Outlash
Starting at eight level, the Restless Mage finally figures the answer to his lack of sleep causing his aim to falter, and he compensates by the simple solution-hit from further, and on a bigger area.
The Restless mage applies his Unrest Modifier as a penalty to his attack rolls, however every spell he cast that uses an attack roll has its range increased by 20ft per point of unrest modifier (including spells who are normally touch)
Spells with an area of effect gain +5ft to the area for every four points of unrest modifier.
(for example, a restless mage with an unrest modifier of 4 attempting to cast a fireball spell will have a +80ft range bonus, and a +5ft area bonus, but will incur a -4 penalty when attempting to send the spell through a narrow opening)

Sublime Slumber
A Tenth level Restless mage has reached the peak of efficiency of making his rests, he gains gains yet another "daily" spell slot for each level on top of those gained by Relishing Rest, and including his highest. (this updates when he gains a new spell level)

PLAYING A RESTLESS MAGE
Brief description on how to play the class you are designing.
Combat: A Restless Mage will try to strike a balance between dropping him biggest spells, and reserving them. his first spell of each day will likely be of the highest level, followed by mostly low-level spells, attempting to manage to stack up his Unrest modifier, without completely exhausting his higher level spells.
Advancement: A Restless Mage is in heart still a mage. he could return to his base class, or start learning the ways of another prestige class, but most importantly-he will seek to increase his spell pool further.
Resources: Restless Mages have no special resources at their disposal, they are not making any special organizations, and are generally regarded as mentally unstable, and as such command little respect from strangers.

RESTLESS MAGES IN THE WORLD
A mage needs his proper rest, everyone knows that! except our mage it appears...

A brief description of how your class is persevered in the world and how he interacts with the world.

Daily Life: While this changes greatly depending on the reasons one was lead to this life, its quite reasonable to think that the life of a Restless Mage is a race to accomplish as much as possible in limited time, a constant fight for survival, or both. one leading this path does not live a calm lifestyle.

Notables: Trillian the Mad is probably the first Restless Mage. being constantly hunted by nightmares of his past misdeeds have cause his sanity to shatter, and it was said he only managed to sleep once a year. however, somehow he was incredibly powerful, and with his delusions and paranoia, this did not bode well for the people living around him, and given his wanderlust-that meant mostly everyone. he was eventually put out of his misery by a group of adventurers.

Organizations: There are not Restless organizations. most users of these methods are loners, wastelanders or otherwise disconnected form the common world.

NPC Reaction
Most will be set back from their first encounter of a Restless Mage, as he has probably not rested in days, and it is clear that he did so.

RESTLESS MAGES IN THE GAME

The Restless Mage, as a player, will encourage a more "edgy" playstyle, more risk-taking and a reduction of the "five minute workday" for the party, especially if he is the only "recharging" type class of the crew. as a DM you need to expect some "swingy" scenarios and a power level that is hard to predict and read through from one hand, yet there is less need to be afraid of tactical nuking solving every encounter.
A Restless Mage as an NPC can be a serious threat, disturbance or a simple oddity to catch the curiosity of the players with his strangeness.

Adaptation: |A Restless Mage, in most settings would be an oddity, and a noticeable one, the Restless Mage will however feel right at home at apocalyptic settings, or on the wilder side of a "standard" setting. he will easily fit in as a hermit of sorts in most worlds.

Encounters: The foremost thing for the DM to remember about Restless Mages, is that they indeed require no real rest. and as such, they play for the long game. using remote disturbance spells and nightmares to cause their enemies to lack rest as well, without the powers they themselves gain from it in an attempt to wither down the opposition before the actual encounter should be the common methods a Restless Mage uses, and using his superior spell power in order to quickly and decisively incapacitate or eliminate those not overly effected by his constant harassment-the nonecasters, than turn to the weakened and presumably diminished spellcasters and finish them off. a Restless Mage is a villain class enemy, main or supporting-not one for a random encounter, where is is practically like a higher level caster with spent slots.

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
2015-05-16, 09:01 PM
Agent Provocateur

Quit hitting yourself. - Lucinda, agent provocateur

The agent provocateur confounds their opponents by fighting so recklessly they can’t handle it.

Becoming an Agent Provocateur
Agents are typically rogues, scouts, or other mobile combatants who find that they enjoy fighting recklessly. Some bards and other flamboyant classes make a combat asset out of their dancing skills.

ENTRY REQUIREMENTS
Feat: Mobility
Skills:8 ranks Tumble or Perform (Dance)

Class Skills
The Agent Provocateur's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex)
Skills Points at Each Level: 6 + int

Hit Dice: d8

LevelBABFortRefWillSpecial
1st+0+0+2+0+10’ land speed, Lesser Provocation x2
2nd+1+0+3+0+1d6 Precision Damage, Lesser Provocation
3rd+2+1+3+1Easy Provocation, Greater Provocation x2
4th+3+1+4+1+1d6 Precision Damage, Greater Provocation
5th+3+1+4+1Master Provocation



Weapon Proficiencies: The Agent Provocateur gains no additional weapon or armor proficiencies.

+10’ Land Speed(Ex): The Agent gains a +10’ bonus to her land speed as long as she is wearing nothing heavier than light armor and is carrying no more than a medium load.

Provocation(Ex): The heart of the Agent’s power is her ability to provoke her opponents into striking her and to use this to her advantage. Typically this is done by moving recklessly past them, but any provocation generates the necessary change in the flow of combat. The Agent learns a number of Provocations, which are abilities that are activated as a swift action (or an immediate action) and can only be used when she provokes an attack of opportunity from an enemy. The Provocation resolves before the attack of opportunity, and sometimes it affects how the attack resolves. Provocations are divided into three categories, with the more advanced ones requiring more class levels (as shown on the table). The Agent Provocateur may choose to learn a lower level provocation than she is entitled to. The number of provocations learned each level is also on the table, though there is an Extra Provocation feat described below. Provocations which have a lingering effect (bonus to hit, etc) last until the end of your turn, unless otherwise stated. If you happen to be using Provocations as an immediate action, they last until the end of your next turn.

+1d6 Precision Damage (Ex): At levels 2 and 4, the Agent Provocateur becomes more adept at striking people by surprise. If she has the Skirmish class feature or the Sudden Strike class feature, she may choose to increase it by 1d6 at each of these levels. If not, she gains a die of Sneak Attack, as the rogue class feature, at each of these levels. This Sneak Attack stacks with any other sneak attack she may happen to have.

Easy Provocation(Ex): Long practice at provoking people allows the Agent to combine two tricks, or provoke and do another small thing. The Agent may use one Provocation each round as a free action and not as as swift action. She still must trigger the Provocation as normal. If she provokes an AoO during someone else’s turn, she may still use this ability but she may not then use it on her next turn (similar to how an immediate action takes your swift action from next turn).

Provocations

Lesser Provocations
Erratic Motion: She twirls, tumbles, and generally is harder to hit than you would expect. The Agent gains a +4 dodge bonus to AC.
Dancing Dagger: As her opponent swings toward her, she brings her weapon up to use his momentum against him. The Agent gains a stacking +1 morale bonus to damage for each attack of opportunity she provokes this turn; this stacks to a maximum bonus of her dexterity modifier.
Riposte Her blade slips into the gap between her foe’s offense and defense. The Agent gains a bonus to hit on her next attack equal to her dexterity modifier. This ability does not last for the entire turn, it only affects the next attack in this turn.
Incredible Escape: The opening which her movement seemed to create was just a ploy; she was never in any real danger. This attack of opportunity against the Agent misses, unless a divine ability says otherwise. This provocation may be used after an attack of opportunity is chosen to be taken, not just after one is provoked.
Draw Forward Her seeming vulnerability pulls opponents out of position. The Agent may force each opponent she provokes an attack from to move 5’. Similar to a 5’ step, this movement does not provoke and she is unable to pull the opponent into obviously dangerous terrain (off a cliff, into spikes, etc) though she is able to move them into a hazardous position (between two of the Agent’s allies, for example).
Up and Over She vaulted over him, using his sword as a stepping stone. The Agent may move through squares occupied by enemy creatures, though she may not end her turn there.
Light Fingers She took the hit, and his coin purse. The Agent may steal something from her opponent using her Sleight of Hand skill.

Greater Provocations
Chaotic Agility It is difficult to predict the actions of someone who is so reckless about her safety. Sometimes this makes her lack of caution justified. The Agent gains a 50% miss chance until the beginning of her next turn.
Thrill of Battle She seems to draw strength from flirting with the edge of death. The Agent recovers a number of hit points equal to her class level multiplied by her dexterity modifier.
Tantalizing Target As she strode confidently past the ogre, he swung a little too far and his club slipped. The Agent may attempt to disarm an opponent who she provokes an AoO from, with a few modifications. She may use her Dex modifier instead of her Str modifier to disarm, she does not provoke another attack of opportunity even if she does not have Improved Disarm, and the opponent does not gain a bonus for being larger than the Agent Provocateur.
Cross Counter She deliberately gave him an opening, so that he was unprepared for her return strike The Agent may make one opponent who takes an AoO against her flat footed for the rest of her turn. This provocation only works if the AoO is actually taken, not just if it is provoked (but it can be declared after the AoO is declared to be actually taken, not just provoked).
Double Down As he slashed his sword, she brought both daggers to bear. The Agent may attack an opponent who she provokes an AoO from; if she is wielding two weapons she may attack with both of them (taking TWF penalties as normal).


Master Provocations
Trail of Carnage She sprinted across the battlefield, and somehow found time to slash at each goblin she drew near. The Agent may make an attack against each opponent who she provokes an attack of opportunity from this round, with a maximum number of attacks equal to her dexterity modifier.
Equal and Opposite She turns her opponent’s force against him. This provocation is a bit different: it is activated after an opponent decides to attack with an attack of opportunity and it resolves after the original AoO. If the Agent is conscious after the AoO, the attacker must roll an attack against himself with all of the same bonuses that applied to the previous attack, even things which normally would not apply like Favored Enemy.
Master of Opportunity Her unparalleled knowledge of leaving openings allowed her not to. The Agent does not provoke any attacks of opportunity this round. This provocation may be used at any time in combat, not just in response to provoking an attack of opportunity.


Playing An Agent Provocateur
Combat: Provoke attacks of opportunity. Use class features. Try not to die.
Advancement: Travel Devotion (Complete Champion), Karmic Strike (Complete Warrior), and Robilar’s Gambit (PHB II) are feats worth taking for this class. Swordsage has abilities that synergize with moving in combat, as does Warblade to a lesser extent. You could also take more Rogue or Scout levels, or Ranger with the Swift Hunter feat.
Resources: Nothing formal.

Agent Provocateur in the world
That was the dumbest fighting style I have ever seen. Except, it worked.

Daily Life: Agents tend to be pretty reckless. Lots of adventuring, sometimes challenging corrupt government, occasional appearances in circuses.
Notables: Lucinda is the Agent who is thought to know the most tricks of the provocation game. Albert enjoys fighting hobgoblin pike walls with his reckless antics. Froderick supposedly killed a king.
Organizations: Some thieves guilds contain Agents Provocateur, who may be willing to pass on their unique fighting style to those they deem worthy. Apart from that, their talents are too unreliable to be found in most armies and too war-like to be used by normal jugglers and acrobats.
NPC Reaction
The Agent Provocateur is most distinctive in combat, and is generally considered a madwoman. Sometimes she can prove this impression wrong, and sometimes it is entirely justified.

Agent Provocateur in the game
Attacks of opportunity are not always important in games, but the Agent Provocateur makes them mandatory. She will tend to have a lot of dice rolling on her turns, which can slow the game. Her power level should be about the same as a rogue, maybe a touch higher.
Adaptation: Agents could be devotees of a god of travel, or special operatives used by a particular organization.
Encounters: It could be entertaining for the DM to include an Agent, or several, in a larger encounter. They do not make a good solo enemy, but if they hit and run or use more conventional melee threats as backup they can be interesting.

New Feat
Provocation Sage
Prerequisites: Provocation class feature
Benefit: Learn two additional provocations which you qualify for based on your Agent Provocateur levels. For example, a 4th level Agent Provocateur could learn two Lesser Provocations, two Greater Provocations, or one of each but could not learn a Master Provocation.
Special:This feat may be taken more than once.

Network
2015-05-18, 08:47 PM
Nameburn Executioner

http://wp.production.patheos.com/blogs/slacktivist/files/2014/11/witnesses2.jpg

Lord Daniel Thunderson, I am Garon the Blazing Tongue, emissary of Judgement, and today your punishment is enacted.

In a world where simple words of magic can change the landscape, names can change even more. Those with sufficient knowledge to use these words and names do not become mere spellcasters, but truenamers, these people who, in theory, possess the power of the whole universe.
In practice, truenamers are not the omnipotent magical linguists they claim to be, but the best of them come close. Still, this is not a path an educated person would take lightly, given that it is easier to find a master in the arts of wizardry than truenaming, and entire libraries of spells have been written for wizards while truenamers are only starting to rediscover the lost language of the universe, one word at a time. This creates a vicious circle in which truenamers do not get many students, because their art has a reputation for being weak, because they haven’t reached the limits of what truenaming can achieve, because there aren’t enough truenamers to study everything. Talk about omnipotence.
But not all truenamers live their lives equally. A few – a precious few – receive the calling of the universe itself to serve as emissaries of justice. The type of people who receive this calling has become well-known among truenamers; they are invariably people with an affinity for truespeak, with strong moral ideals pushing them to the greatest virtues or to sinful greediness, and who, most importantly, have suffered the painful burn of hellfire, this powerful elemental force they learn to use to burn the very names of their enemies in the name of justice – not even divine justice, but rather absolute Justice, which goes beyond what even the gods of Law exact from their followers.

BECOMING A NAMEBURN EXECUTIONER
Almost all Nameburn Executioners have been truenamers at some point in their life (usually at the beginning of their career). However, characters of any class may become a member of this prestige class, and a few notable Nameburn Executioners are paladins. Nameburn Executioners are more common in nonhumanoid races, specifically archons and devils, but human Nameburn Executioners are not unheard of.
Occasionally, a Nameburn Executioner will take another character with the same morale tendencies as him to train him as a member of this class, even speaking a Nameburn against his student to let him fulfill the hellfire damage requirement.

ENTRY REQUIREMENTS
Skills: Truespeak 9 ranks
Feats: Toughness, either Exalted Truenamer or Vile Truenamer (see end of post)
Alignment: Lawful Evil, Lawful Good or Neutral Good
Special: Must have suffered hellfire damage.

Class Skills
The Nameburn Executioner’s class skills (and the key ability for each skill) are Concentration (Con), Forgery (Int), Gather Information (Cha), Knowledge (all skills, taken separately) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Truespeak (Int), Use Magic Device (Cha)
Skills Points at Each Level: 4 + Int modifier

Hit Dice: d8


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialUtterances
1st
+0
+2
+0
+2Lawful Decree (1/day, Detect Chaos), Nameburn (4d6), Nameguess +1 effective truenamer level
2nd
+1
+3
+0
+3Lawful Decree (Protection from Chaos), Resistances 5 +1 effective truenamer level
3rd
+2
+3
+1
+3Lawful Decree (2/day), Nameburn (5d6), Remote Nameburn (1/day)+1 effective truenamer level
4th
+3
+4
+1
+4Lawful Decree (Magic Circle against Chaos), Resistances 10+1 effective truenamer level
5th
+3
+4
+1
+4Lawful Decree (Order’s Wrath), Nameburn (6d6), Nemesis of Justice+1 effective truenamer level
6th
+4
+5
+2
+5Lawful Decree (Dispel Chaos), Remote Nameburn (2/day), Resistances 15+1 effective truenamer level
7th
+5
+5
+2
+5 Lawful Decree (3/day), Nameburn (7d6)+1 effective truenamer level
8th
+5
+6
+2
+6Lawful Decree (Dictum), Resistances 20+1 effective truenamer level
9th
+6/+1
+6
+3
+6Lawful Decree (Shield of Law), Nameburn (8d6), Remote Nameburn (3/day)+1 effective truenamer level
10th
+7/+2
+7
+3
+7Immunities, Nameburn (9d6) +1 effective truenamer level


Weapon and Armor Proficiencies: Nameburn Executioners are proficient with medium armor.
Utterances. At every level gained in the Nameburn Executioner class, the character learns new utterances and his effective caster level increases as if he had gained a level in one of his previous classes that grants utterances known (usually Truenamer, but other classes may exist). If he did not have levels in any such class prior to taking his first level of Nameburn Executioner, he instead gains the ability to speak utterances as a Truenamer of his class level (if he later acquires actual levels in the Truenamer class, the levels stack).
Lawful Decree (Sp). The Nameburn Executioner’s close connection to the forces of Law and Justice allows him to use a spell-like ability once per day. At 1st-level, he only has access to the Detect Chaos spell, but starting at 2nd level, the same attempt can be used to cast Protection of Chaos instead, followed by Magic Circle against Chaos at 4th level, Order’s Wrath at 5th level, Dispel Chaos at 6th level, Dictum at 8th level, Shield of Law at 9th level. At 3th and 7th level, the Nameburn Executioner does not gain access to a new spell-like ability but can instead use this power one more time per day. Your caster level for these spell-like abilities is equal to your rank in Truespeak -3, but this class feature is otherwise independent from your ability to speak truenames.
Nameburn (Sp). The most dreaded ability of Nameburn Executioners is their ability to set the names of their enemies on fire, in more than a metaphysical sense. This ability is an utterance – following all the inherent rules of utterances (range, Truespeak DC, the Law of Resistance, etc.) – that can be used in conjunction with any personal truename; Nameburn does not work if used in conjunction with a mundane (ie. non-personal) truename. If the Nameburn Executioner successfully speaks the personal truename of the target (which can be a creature or a magic item), he immediately deals 4d6 points of hellfire damage to that target (no save). The effective spell level of this utterance is equal to the number of dies of damage (before modifiers that increase damage, if any).
Any creature killed by the Nameburn utterance is difficult to restore to life as its personal truename is partially erased from existence. A Ritual of Renaming spell cast on the dead creature (as allowed for a dead creature who had his personal truename erased) allow the creature to be recalled to life normally. Otherwise, the creature can only be brought back to life with a Miracle, a True Resurrection, a carefully worded Wish followed by a Resurrection, or direct divine intervention.
At 3rd, 5th, 6th, 7th, 9th and 10th level, the damage of the Nameburn increases by 1d6.
Nameguess (Su). A number of times per day equal to his class level, the Nameburn Executioner may designate a single creature or magic item within his line of sight as a swift action. If the creature’s Hit Dice total (or the magic item’s caster level) are equal to or lower than half his effective Truenamer level (rounded down) or his class level (use whichever is higher), he automatically learns that creature’s (or item’s) personal truename without having to invest time and money on research. If the creature has an higher Hit Dice total (or the magic an higher caster level) than the limit, this ability fails and no daily attempt is used, but the character is not informed on the nature of the failure. This ability does not tell the Nameburn Executioner the Hit Dice total of the target creture, nor the caster level of the item (however, it can be deduced).
Resistances (Ex). At 2nd level, the Nameburn Executioner becomes resistant to hellfire damage and vile damage becomes less of an hindrance to him. He ignores the first 5 points of hellfire damage from any attack; this cannot reduce the damage dealt below 0. In addition, the first 5 points of vile damage he suffers from any attack is treated as normal damage and can be healed normally. Every 2 levels after 2, both of these resistances increase by 5.
Remote Nameburn. Starting at level 3, the Nameburn Executioner is able to ignore the normal limitations of distance when using the Nameburn utterance. Once per day, he may use Nameburn against any creature by speaking its personal truename – even if that creature is on a different plane. If the attack is successful, the target knows he has suffered damage but has no way of knowing where it comes from. He cannot be targetted by a remote Nameburn again until 1 minute has passed in the plane he is standing in. He may use Nameburn remotely an additional time per day every 3 levels after the 3rd, and each attempt counts as a regular Nameburn for the purpose of the Law of Resistance.
Nemesis of Justice (Su). At 5th level, the Nameburn Executioner can designate one of his mortal enemies as a major criminal he needs to take down. The character can only select his Nemesis of Justice if he has irrefutable proof of the enemy’s wrongdoings (which may include any major Chaotic or Evil deed for which the enemy has not yet received his sentence). The Nameburn Executioner receives a +4 bonus on all Truespeak checks against his Nemesis of Justice. In addition, half of the damage dealt by the character’s Nameburn utterance is considered vile damage against his Nemesis of Justice. Vile damage does not heal normally and can only be magically healed with assistance from the forces of Good (by casting the magical healing within the area of a Consecrate or Hallow spell). If the Nemesis of Justice is killed by the character’s Nameburn utterance (or if the utterance is used after his death), he cannot be brought back to life by most conventional methods, as if he was killed with an Unname spell (even direct divine intervention fails if the dead Nemesis of Justice does not go through the Ritual of Renaming).
Finally, if the Nameburn Executioner does not already know the personal truename of his Nemesis of Justice, it becomes easier for him to find it. Once per day, he may cast Legend Lore as a spell-like ability against his Nemesis of Justice. The effect can pierce through conventional methods of protection against Divination spells; non-epic effects that specifically hamper Divination (such as Mind Blank or Nondetection) only work if the target succeeds on a Will save (DC 10 + the Nameburn Executioner’s Intelligence modifier + his class level), while those that hamper all magic (Antimagic Field, for example) or epic spells and effects that protect against Divination (including those produced by artifacts or deities) function normally.
If the Nameburn Executioner hasn’t learned the personal truename of his Nemesis of Justice one year after designating his as such, he may permanently sacrifice one experience level to learn it, in spite of any protection the target may have.
A Nameburn Executioner can only have one Nemesis of Justice at a time. The creature he targets as his Nemesis of Justice remains so until its personal truename has been permanently erased from existence (with an Unname spell or the Nameburn utterance of a character who had him as his Nemesis of Justice) or until the enemy goes through a Ritual of Renaming to change his personal truename.
If the Nameburn Executioner successfully kills his Nemesis of Justice with his Nameburn utterance, he gains a +4 morale bonus to all Truespeak checks for 24 hours.
Immunities (Ex). At 10th level, the Nameburn Executioner becomes immune to hellfire damage and any vile damage he would suffer is considered normal damage.
Multiclass note: A paladin who becomes a Nameburn Executioner may continue advancing as a paladin.
Ex-Nameburn Executioner: A Nameburn Executioner who no longer fulfills the alignment restrictions of the class loses the Nameguess and Nemesis of Justice class features and can no longer take levels in this class, but retains all other class features. A Nameburn Executioner who breaks his Vow of Poverty or his Vow of Extravagance retains all the benefits of the class, but may no longer take any more levels in it.

PLAYING A NAMEBURN EXECUTIONER
Being a Nameburn Executioner is slightly different from being a mere truenamer with Vow of Poverty. Even the weakest Nameburn Executioner has access to two unique abilities – Nameburn and Nameguess – and should be trying to get the most of them both at all cost.
Combat: A Nameburn Executioner is expected to learn the personal truename of his enemies through his Nameguess class feature, and then spam his Nameburn class feature until there is no opponent left. His utterances and his average fighting capabilities are fail-safes of sorts to ensure that he is not ineffective against an opponent whose personal truename isn’t known to him, or when the Law of Resistance makes his Nameburn unusable.
Advancement: The powers of a Nameburn Executioner become greater as he gains levels, and as such levels in other classes are less attractive to him. The class that benefits him the most after taking all ten levels in the prestige class is Truenamer, although a few Nameburn Executioners may be attracted to the paladin class as well.
Resources: As someone who sets right what once went wrong, a Nameburn Executioner should be able to get the help of lawful autorities with the same morale tendencies as him – paladins would gladly work alongside a good-aligned Nameburn Executioner while some devils would be more than interested to provide "irrefutable proof" of a troublesome enemy’s wrongdoings so as to keep a corrupt Nameburn Executioner on their side.

NAMEBURN EXECUTIONERS IN THE WORLD
He came to the city and he was like ‘where is the wall with the bounty hunts?’ and people had to tell hi mit was illegal in Slokevakia. So he tried to get in the city guard, but they said they were not looking for another spellcaster, so he decided to leave the kingdom. Then he learned there was a serial molester in the city, so he was like ‘I will take care of that’. The next day the guard captain was found dead on the streets. We never found the guy again, and nobody was ever molested at night again.

Bounty hunter or man of righteousness, not two Nameburn Executioners will be seen the same by society. Obviously, evil-aligned ones have a darker reputation than the good-aligned ones; where the later may be working with the official authorities to bring criminals to justice and may be thought to be a mere spellcaster with a golden heart (due to their arcane-like magic and the sacrifices they make in the name of charity), the former may be seen as little more than a greedy adventurer who will kill anybody for money. Neither impression is really far from the truth, however.
Daily Life: A Nameburn Executioner of any alignment could be a bounty hunter, but they may have more to do in their daily lives. A good-aligned one could simply work for charity – he has made a Vow of Poverty after all – or trying to do such a great act of good that the mentor who taught him truespeech in the first place has no choice but to let go the financial debt that the character may have contracted to him (perhaps before becoming a model of virtue). On the other hand, an evil-aligned Nameburn Executioner will do everything legal to increase his fortune, whether it is bounty hunting or worse.
Notables: Garon the Blazing Tongue (LG human, truenamer 7/Nameburn Executioner 2) has spent years of his life studying the oldest of tomes to discover the secrets of truename magic. His research attracted the attention of a devil who was of the opinion that this form of magic shouldn’t be in the hands of mortals. The devil had Garon’s library set on fire and arranged for his murder, but Garon was only wounded by the assassination attempt. With no money, Garon became an hermit. He eventually had the opportunity to gain back his lost fortune, but declined, by fear that accumulating too much wealth could attract the attention of the devil again. And so Garon wandered the world, teaching truename magic to those he met, until he received a calling of the Universe itself; a calling to become an agent of righteousness. And so did Garon become a Nameburn Executioner, determined to set right what goes wrong. Now the devil that changed his life is merely a secondary goal for him, his true purpose in life being to save the innocent from evildoers.
Sam Jack (LE evolved imp (6 HD), Nameburn Executioner 4) claims he can kill a man on the Material Plane without leaving the Nine Hells, and there is some truth to it. Unlike most devils, Sam Jack is very attracted to everything shiny – gold, silver, and jewelry, and he always brings something back when returning to his home plane. This gives him wealth far beyond what could be expected from a devil of his rank, and he isn’t afraid to show it to others by wearing all kinds of expensive and superfluous jewelry inlaid with rubies, diamonds, and other thingies.
Organizations: There is no single organisation to which Nameburn Executioners are attracted more than are any truenamers, although many Nameburn Executioners may be affiliated with an order of paladins (which wouldn’t be expected of most truenamers). Like a great amount of truenamers, a Nameburn Executioner may be a member of the Paragnostic Assembly (see Complete Champion), but other groups, more focused on the specifics of truename magic, also exist.

NPC Reaction
Being a rare breed in an already rare field of study, few NPCs would even know what a Nameburn Executioner is unless it was explained to them. Most would already not make the difference between a truenamer and a wizard, since both are scholars that learn magic by studying; at best, a truenamer boasting that he speaks to the universe directly will give the impression to be more powerful than a wizard, no matter that it is rarely true. If anything, an NPC that was told Nameburn Executioners are vigilantes chosen by the Universe itself to serve the cause of Justice could believe they are up to a noble goal, unless of course the NPC had a low opinion of Justice to begin with.

NAMEBURN EXECUTIONERS IN THE GAME
The class is designed to give a viable option to characters who have levels in the Truenamer class, the Vow of Poverty feat, or both. As such, it is a slightly more powerful option than a straight Truenamer. However, the power boost of this class is compensated by the huge sacrifices one needs to make to take it.
Adaptation: Emissaries of Justice sent by the Universe itself is not a class description that will appeal to all gamers, obviously. But it is easy enough to refluff the class as being members of a specific order of Lawful Good characters who learned the secrets of truespeak. You could also have the Nameburn Executioners connected to the Twin Serpents, Jazirian and Asmodeus, if your campaign setting includes their AD&D 2E backstory. In that case, the class may exist alongside a variant that "burn" truenames with the proper use of couatl poison instead of hellfire. In this case, the Sacred Nameburn feat may have to be reworked as well.
Encounters: If the PCs are lawful and/or good, an encounter with a Nameburn Executioner is unlikely to end in bloodshed. The character may even prove a valuable ally if the PCs are active foes of a renowned fugitive or outlaw. But if the PCs are themselves enemies of law and justice, they may end up on the other side of the hunt, especially if they have become enemies of respectable authority figures. In some cases, the party could meet a Nameburn Executioner who isn’t looking for a target; this is more likely to happen if, for example, the PCs stumble upon a guild of truenamers or a similar association. In this case, the Nameburn Executioner could have no particular reason to like or dislike the PCs.

Sample Encounter
The Player Characters have killed a devil in such a way that broke an existing contract between the devil and a mortal, allowing the mortal to potentially escape justice. The devil’s superior sent Sam Jack to take care of the mortal and anyone that gives an helping hand to him, including Player Characters too oblivious to realize what they did.
EL 8: The imp standing before you is covered with all sorts of jewelry. Its body is covered with scars that appear as darker lines on its crimson red skin. As it smirks at you, you can see its sharp yellow teeth. Suddenly, it opens its mouth, as if to utter blasphemies and death threats. It instead begins to speak in a strange magical language.

Sam Jack
LE male evolved imp (6 HD) Nameburn Executioner 4
Init +5, Senses: Listen +11, Search +13, Spot +11, Darkvision 60 ft., See In Darkness
Languages Celestial, Common, Draconic, Infernal
------------------------------------------------
AC 31, touch 18, flat-footed 26 (+2 size, +5 Dex, +7 armor, +1 deflection, +6 natural)
hp 58 hp (10d8+13 HD)
Fort +11, Ref +12, Will +12
------------------------------------------------
Speed 10 ft. (2 squares), fly 50 ft. (perfect)
Melee
Base Atk +9, Grp +0
Atk Options Nameburn (2d6), Poison, Remote Nameburn (1/day), Spell-like abilities, Utterances
Combat Gear None
Spells Prepared N/A
Supernatural Abilities Nameguess
-----------------------------------------------
Abilities Str 8, Dex 20, Con 12, Int 19, Wis 14, Cha 15 (includes a +2 enhancement bonus to Intelligence)
SQ Alternate Form, Damage reduction 5/good or silver and magic, Darkvision 60 ft., Endure elements, Fast healing 2, Immunity to poison, Mind shielding, Resistance to fire 5, Resistance to hellfire 5, Resistance to vile 5, See In Darkness, Substitute materials
Feats Empower Utterance, Toughness, Truename Training, Vow of Extravagance, Unspeakable Vow
Bonus Vile Feats (in order of taking) Evil Brand, Disciple of Darkness, Vile Truenamer, Dark Speech, Evil's Blessing (EE), Filthy Outburst (EE)
Flaws Slow
Skills Concentration +5, Diplomacy +11 (+13 against evil creatures), Forgery +8, Gather Information +6, Hide +22, Knowledge (history) +8, Knowledge (local) +13, Knowledge (nobility and royalty) +13, Knowledge (religion) +8, Knowledge (the planes) +13, Listen +11, Move Silently +14, Search +13, Sense motive +6, Spellcraft +13, Spot +11, Survival +11 (+13 following tracks) and Truespeak +40
Possessions Jewelry worth at least 6 000 gold pieces.

New Feats
Adamantine Armor of Dirt [Exalted]:
The sludge over your face is harder than steel.
Prerequisites: Armor of Dirt, character level 8th.
Benefit: Your armor of dirt gains all the benefits of being made in adamantine, your exalted personality strengthening it to the point of nigh-indestructibility.

Armor of Dirt [Exalted]:
The dried mud that covers your entire body makes for an armor... kind of.
Prerequisites: Vow of Poverty, proficiency with light armor.
Benefit: You can create an armor for yourself by rolling around in filth or mud for about a minute and waiting for a round to let it dry. The armor remains on you until you willingly clean yourself (which takes another minute and can be done with either water or sand), bound to you by the holy powers of your faith. The armor of dirt can be light, medium, or heavy; you must choose which category of armor it is every time you create a new one, and you cannot create an armor of dirt of a category you are not proficient with. The benefit of each type of armor is given in the table below.

Armor categoryArmor BonusArmor Check PenaltyArcane Spell Failure ChanceSpeed (30 ft.)Speed (20 ft.)Weighs
Light+105%30 ft.20 ft.10 lb.
Medium+2-215%20 ft.15 ft.25 lb.
Heavy+4-530%20 ft.*15 ft.*35 lb.
* When running in heavy armor, you move at three times your speed instead of four times (characters with the Run feat in run at four times their speed when in heavy armor, instead of five times).

Special: The armor bonus of your armor of dirt stacks with the armor/exalted bonus your receive from being an ascetic character (this is an exception to the normal rules of bonus stacking). An armor of dirt's armor check penalty and arcane spell failure chance function just like those of any other type of armor. Armors of dirt never have a maximum Dexterity bonus.

Ascete’s Magic Spark [Exalted or Vile]:
As a paragon of the purest moral virtues, you can focus your convictions to create semi-tangible magic items on your body.
Prerequisites: Vow of Extravagance (if evil) or Vow of Poverty (if good)
Benefit: You gain one magic spark. At the beginning of each day, after resting for 8 hours, you can invest your magic sparks to gain any of the following abilities. Each magic spark invested into an ability grants you the benefit of that ability for 24 hours or until you reinvest your magic sparks. Each ability is named after the magic item in the form of which it is shaped.
Armor. Each magic spark invested into this ability counts as one point of armor bonus, which can be used to buy armor special abilities (you cannot keep the armor bonus as it is), including those that are not equivalent to an armor bonus but have a listed prize (use that prize as a reference, converting points of armor bonus to gold as necessary). The special abilities gained through this ability are considered to emanate from whatever permanent effect that gives you an armor bonus to armor class at the time. You cannot split your magic sparks to take this ability more than once at the same time.
Nice hat. Select one skill per magic spark invested into this ability. You gain a competence bonus to that skill equal to your character level. You cannot split your magic sparks to take this ability more than once at the same time.
Ring. Select a single magic ring whose cost is equal to or lower than 100 * (invested magic sparks) * (character level)^2 gp. You gain the benefit of that ring for the day. You can take this ability twice at the same time to gain the benefit of two different rings.
Wand. Select a spell from the cleric or sorcerer/wizard list whose level is equal to or lower than the number of magic sparks invested in this ability. You can cast this spell (as if from a wand) a number of times in the day equal to the number of magic sparks invested into this ability. If you select a spell with a material component costing above 1 gp or an XP cost, you must afford that component or XP cost when you cast the spell. If you select a spell that requires a focus (including a divine focus), you must have that focus as normal (though as an ascete, you will probably use Substitute materials to fulfill material components and focus requirements). You can take many instances of this ability at the same time to gain access to a different spell.
Weapon. Each magic spark invested into this ability counts as one point of weapon bonus, which can be used to buy weapon special abilities (you cannot keep the weapon bonus as it is). The special abilities gained through this ability are applied to a single natural or manufactured weapon of your choice (chose which when investing your magic sparks). You can take many instances of this ability at the same time to acquire weapon special abilities for more than one weapon.
Wondrous item. You can gain the benefit of any single permanent magic item that isn’t a rod and doesn’t belong to one of the previous categories. The cost of that item must be equal to or lower than 100 * (invested magic sparks) * (character level)^2 gp. You gain the benefit of that magic item for the day. You cannot split your magic sparks to take this ability more than once at the same time.
Special: This feat can be taken one time for every four levels that you have (1 time if you are level 1-4, 2 times if you are level 5-8, etc.). Each time you take this feat, you gain another magic spark, which can be invested in the same or a different ability.
For good-aligned characters, Ascete’s Magic Spark is an exalted feat, while for evil-aligned characters, it is a vile feat.

Bloodletting Truespeak [Bloodletting (http://www.giantitp.com/forums/showthread.php?290662-Network-s-Feat-Compendium-PEACH)]:
Self-inflicted pain strengthens your convictions, making you much more capable of bending the universe with your voice.
Prerequisites: Skill Focus (Truespeak), Toughness
Benefit: You must spend at least 2 hit points to activate this feat. You receive a morale bonus to all Truespeak checks equal to one-half the amount of hit points spent on bloodletting, to a maximum equal to your character level.

Exalted Truenamer [Exalted]:
Your ascetic nature makes you more in phase with the universe than most truenamers.
Prerequisites: Truespeak 6 ranks, Vow of Poverty (BoED).
Benefit: You gain a competence bonus on your Truespeak checks equal to your rank in Truespeak. If you have at least 8 ranks in Truespeak, you also receive a +5 enhancement bonus on Truespeak checks. The enhancement bonus becomes +10 if you have at least 11 ranks. Use your current rank in Truespeak to determine the bonuses, not the rank you had when you gained this feat.

Improved Nameguess [General]:
You are better at guessing the correct personal truename of creatures you can see.
Prerequisites: Truespeak 10 ranks, Nameguess class feature
Benefit: If you attempt to use your Nameguess class feature against a creature with more HD or a magic item with an higher caster level than your limit but lower than twice your character level, you can make an Intelligence check (1d20 + your Int modifier) against a DC equal to the creature’s HD or the magic item’s caster level. On a success, you learn the creature or item’s personal truename. Creatures whose HD or items whose caster level are equal to or greater than twice your HD are still unaffected by your Nameguess class feature.
In addition, if your successfully learn a creature or item’s personal truename through your Nameguess class feature (with or without the previous benefit of this feat), you automatically learn the creature’s total HD or the item’s caster level.
Special: The benefits of this feat do not apply to deities and artifacts. Nameguess is only effective against them if their HD or caster level is equal to or lower than your regular maximum.

Sacred Nameburn [Exalted]:
Where the Nameburn of other individuals is the reflection of the judgement that awaits damned souls, yur own Nameburn is the manifestation of righteousness.
Prerequisites: Nameburn class feature.
Benefit: When using your Nameburn class feature, you may decide to deal holy damage instead of hellfire damage. Holy damage inflicts normal damage to evil-aligned creatures and no damage to other creatures.
If you are Lawful Good, you may decide to deal axiomatic damage instead of hellfire damage. Axiomatic damage inflicts normal damage to chaotic-aligned creatures and no damage to other creatures.
In addition, your Nameburn inflicts an additional 1d6 points of damage against undead creatures and creatures with the Chaotic or Evil subtype (this damage stacks, so creatures with both subtypes would suffer an additional 2d6 points of damage).
Special: Half of the damage of your Nameburn is still vile damage against your Nemesis of Justice (assuming you do have this class feature).

Vile Truenamer [Vile]:
As a model of vice, the universe is more inclined to obey you than it does to the average truenamer.
Prerequisites: Truespeak 6 ranks, Vow of Extravagance.
Benefit: You gain a competence bonus on your Truespeak checks equal to your rank in Truespeak. If you have at least 8 ranks in Truespeak, you also receive a +5 enhancement bonus on Truespeak checks. The enhancement bonus becomes +10 if you have at least 11 ranks. Use your current rank in Truespeak to determine the bonuses, not the rank you had when you gained this feat.

Vow of Extravagance [Vile]
You have taken a sacred vow to waste material possessions in the most frivolous ways imaginable.
Prerequisites: Unspeakable Vow (DotU)
Benefit: You gain bonuses to your Armor Class, ability scores, and saving throws, as well as bonus vile feats, all depending on your character level. See Ascetic Characters in the next post for details.
Special: To fulfill your vow, you must own a treasury in which you can hide all of your gold and other valuable items. You may own magic items, as long as you do not use them and keep them in your treasury at all times, by fear that they get stolen or damaged when you carry them on your person. You may buy and sell any equipment you like, however, provided you do not use any magic item.
You may carry and use non-magical items, provided that your equipment is of the finest quality – masterwork weapons, masterwork armors, costly clothes, fine jewelry, costly spellbook, etc. You may also carry and use a spell component pouch or a golden holy symbol (which costs twice as much as a silver holy symbol). You may not carry any item made from a special material unless that item draws no particular benefit from that material – a spellbook with a dragonhide cover and pages made of mithral is a sign of luxury, but an armor made of the same material could get scratched in combat, and that is unacceptable for an item of such value.
You may keep and use any non-magical consumable item, such as food, beverage or drug, provided it is of sufficient quality for you tastes. You may also have as many employees as you like, provided you pay them twice the amount that a regular employee would require for the same job – you have to show your wealth after all.
Your allies can use their magic items on you (including potions, scrolls, wands, and the like). You may not, however, "borrow" a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff. The only ways you are allowed to use magic items is by selling them or destroying them out of pure extravagance (see below).
Every month the total value of your possessions exceeds 500 gold pieces, you must spend at least 250 gold pieces on frivolities, including buying new expensive clothes, new jewelry, costly consumable items (except those you are forbidden to use), excess wage spent on your employees (beyond what they would get from their level of competence), or money literally thrown out of the window (that you or your allies do not attempt to find back). Characters who expect to be separated from their treasury for a long time usually keep a couple expensive gems on their person at all time, in case they need to destroy them to fulfill their vow.
If you break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it.

Network
2015-05-24, 02:52 AM
Ascetic Character
In game terms, an ascetic character is one with the Vow of Poverty or Vow of Extravagance feat (this implicitely means that no ascetic character is neutral on the good/evil axis). The Nameburn Executioner prestige class is only available to ascetic characters, but the rules found in the Book of Exalted Deeds needed clarifications and an extension into epic levels, and so a revision is necessary. The content below is that revision, with adaptation for evil characters and those above level 20.
Table : Ascetic Character

Character LevelBenefit
1stAC bonus +4, Bonus feat, Substitute materials
2ndBonus feat
3rdAC bonus +5, Endure elements
4thBonus feat, Exalted/Vile strike +1 (magic)
5thSustenance (eat and drink)
6thAC bonus +6, Bonus feat, Deflection +1
7thAbility score enhancement +2, Resistance +1
8thBonus feat, Mind shielding, Natural armor +1
9thAC bonus +7
10thBonus feat, Damage reduction 5/magic, Exalted/Vile strike +2 (aligned)
11thAbility score enhancement +4/+2
12thAC bonus +8, Bonus feat, Deflection +2, Sustenance (breathe)
13thEnergy resistance 5, Resistance +2
14thBonus feat, Exalted/Vile strike +3, Freedom of movement
15thAbility score enhancement +6/+4/+2, AC bonus +9, Damage reduction 5/aligned
16thBonus feat, Natural armor +2
17thExalted/Vile strike +4, Regeneration, Resistance +3
18thAC bonus +10, Bonus feat, Deflection +3, True seeing
19thAbility score enhancement +8/+6/+4/+2, Damage reduction 10/aligned
20thBonus feat, Energy resistance 15, Exalted/Vile strike +5

AC bonus (Su). At 1st level, you receive a +4 bonus to your Armor Class. The bonus increases to +5 at 3rd level, and thereafter increases by +1 for each 3 character levels. This bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brillant energy weapons, however, do not ignore this bonus. If you are evil-aligned, it is a mere armor bonus. On the other end, if you are good-aligned, it counts as bonus an armor bonus and an exalted bonus, and stacks with neither.
Bonus feat. At 1st level and every even level thereafter, you gain a bonus exalted feat (if you are good) or a bonus vile feat (if you are evil). You must still fulfill all the prerequisites of these feats, as normal. Bonus feats, unlike other benefits granted from being an ascete, are not retroactive (you only gain the bonus feats for the level you take this vow and future level). Thus, the bonus feat at 1st level is available only to characters with more than one feat at first level.
Substitute materials (Ex). Ascetes of any alignment can carry and use a spell component pouch. Good-aligned ascetes can use expensive material components, while evil-aligned ones can carry and own them, but the former cannot own them and the later cannot use them without breaking their vow. In either cases, when casting a spell with a material component costing over of 1 gp, you may substitute that component (with 1 XP being equivalent to 5 gp worth of the component).
Evil-aligned ascetes can own and use any focus required to cast their spells, but their divine focus (if they need one) must be a gold holy symbol (or something even more expensive).
Good-aligned ascetes, on the other hand, can use their own body as if it was any focus with a value of 1 gp or less (including a divine focus), or can spend experience points to permanently ignore the focus for one of their spell (in fact, the character turns his body into an eligible focus for that spell), with 1 XP being equivalent to 5 gp worth of the focus.
Endure elements (Ex). At 3rd level, you become immune to the effects of being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.
Exalted/Vile strike (Su). At 4th level, you gain a +1 enhancement bonus on all attack and damage rolls, and your weapons (including natural weapons) can overcome damage reduction as if they were magic weapons. The enhancement bonus rises to +2 at 10th level, to +3 at 14th level, to +4 at 17th level, and to +5 at 20th level. At 10th level, your weapons can overcome damage reduction as if they were good-aligned (if you are good) or evil-aligned (if you are evil). This ability is called Exalted strike for good-aligned ascetes and Vile strike for evil-aligned ones.
Sustenance (Ex). At 5th level, you no longer need to eat or drink. At 12th level, you no longer need to breathe. You still retain the ability to eat, drink or breathe, even if you don’t need to.
Deflection (Su). At 6th level, you receive a +1 deflection bonus to your Armor Class. This bonus increases to +2 at 12th level, and to +3 at 18th level.
Resistance (Ex). At 7th level, you gain a +1 resistance bonus to all saving throws. This bonus increases to +2 at 13th level, and to +3 at 17th level.
Ability score enhancement (Ex). At 7th level, you gain a +2 enhancement bonus to one ability score of your choice. At 11th level, the bonus to that score increases to +4 and you gain a +2 enhancement bonus to another ability score. At 15th level, the bonuses become +6 and +4 (respectively) and you gain a +2 enhancement bonus to a third ability score. At 19th level, the bonuses become +8, +6 and +4, and you gain a +2 enhancement bonus to a fourth ability score.
Natural armor (Ex). At 8th level, you gain a +1 natural armor bonus, or you existing natural armor bonus increases by +1. It increases an extra +1 at 16th level.
Mind shielding (Ex). Also at 8th level, you become immune to Detect Thoughts, Discern Lies, and any attempt to discern your alignment.
Damage reduction (Su). At 10th level, you gain damage reduction 5/magic. If you are good-aligned, this improves to 5/evil at 15th level and 10/evil at 19th level. If you are evil-aligned, this instead improves to 5/good at 15th level and 10/good at 19th level.
Energy resistance (Ex). At 13th level, you gain resistance 5 to acid, cold, electricity, fire, and sonic energy. At 20th level, this increases to resistance 15.
Freedom of movement (Ex). At 14th level, you can act as if continually under the effect of a Freedom of movement spell.
Regeneration (Ex). At 17th level, you heal 1 point of damage per level every hour rather than every day (This ability cannot be aided by the Heal skill). Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.
True seeing (Su). At 18th level, you gain a continuous True seeing ability, as the spell.

The Epic Ascete
Table : Epic ascetic character

Character LevelBenefit
21stAC bonus +11, Eschew Materials, Ignore Material Components, Resistance +4
22ndBonus feat, Fast Healing 1, Inherent ability bonuses +1, Spell resistance
23rdDamage reduction 15/aligned and epic, Exalted/Vile strike +6 (epic)
24thAC bonus +12, Bonus feat, Deflection +4, Inherent ability bonuses +2, Natural armor +3
25thAbility score enhancement +10/+8/+6/+4/+2/+2, Fast Healing 2, Faster ability healing (1/round and 1/hour), Resistance +5
26thBonus feat, Exalted/Vile strike +7, Inherent ability bonuses +3, Sustenance (sleep)
27thAC bonus +13, Damage reduction 20/aligned and epic, Energy immunity (one), Energy resistance 25
28thBonus feat, Fast Healing 3, Inherent ability bonuses +4
29thDeath ward, Exalted/Vile strike +8, Resistance +6
30thAC bonus +14, Bonus feat, Deflection +5, Inherent ability bonuses +5
31stAbility score enhancement +12/+10/+8/+6/+4/+4, Damage reduction 25/aligned and epic, Fast Healing 4
32ndBonus feat, Exalted/Vile Strike +9 Natural armor +4
33rdAC bonus +15, Mind blank, Resistance +6
34thBonus feat, Energy Immunity (two), Energy resistance 35, Fast Healing 5
35th Damage reduction 30/aligned and epic, Exalted/Vile strike +10, Faster ability healing (2/round and 2/hour)
36thAC bonus +16, Bonus feat, Deflection +6
37thAbility score enhancement +14/+12/+10/+8/+6/+6, Fast Healing 6, Resistance +7
38thBonus feat, Exalted/Vile strike +11
39th AC bonus +17, Damage reduction 35/aligned and epic
40thBonus feat, Fast Healing 7, Natural armor +5

AC bonus (Su). The epic ascete’s exalted or armor bonus to armor class becomes +11 at 21st level and increases by 1 every 3 levels thereafter (24th, 27th, 30th, 33th, etc.)
Bonus feat. The epic ascete gains a bonus exalted feat (if good-aligned) or vile feat (if evil-aligned) every 2 levels after 20th. He must still fulfill all the prerequisites of these feats. The player and GM should work to create epic exalted and vile feats as appropriate.
Substitute materials (Ex). This ability has no epic progression.
Endure elements (Ex). This ability has no epic progression.
Exalted/Vile strike (Su). The epic ascete’s enhancement bonus to attack and damage rolls becomes +6 at 23th level and increases by 1 every 3 levels thereafter (26th, 29th, 32th, 35th, etc.). Starting at 23th level, his weapons count as epic weapons for the purpose of overcoming damage reduction.
Sustenance (Ex). At 26th level, the epic ascete no longer needs to sleep and becomes immune to magical sleep effects. He must still rest in order to prepare arcane spells.
Deflection (Su). The epic ascete’s deflection bonus to armor class becomes +4 at 24th level and increases by 1 every 6 levels thereafter (30th, 36th, 42th, 48th, etc.).
Resistance (Ex). The epic ascete’s resistance bonus to saving throws becomes +4 at 21st level and increases by 1 every 4 levels thereafter (25th, 29th, 33rd, 37th, etc.).
Ability score enhancement (Ex). At 25th level, the epic ascete’s enhancement bonuses to his ability scores increase by 2 each, and his last two ability scores receive a +2 enhancement bonus to them. Every 6 levels after the 25th (31st, 37th, 43rd, 49th, etc.), his enhancement bonuses to ability scores increase by another 2.
Natural armor (Ex). The epic ascete’s natural armor bonus increases by 1 at 24th level and every 8 levels thereafter (32nd, 40th, 48th, 56th, etc.).
Mind shielding (Ex). This ability has no epic progression.
Damage reduction (Su). The epic ascete’s damage reduction becomes 15/epic and evil (if good-aligned) or 15/epic and good (if evil-aligned) at 23rd level and increases by 5 every 4 levels thereafter (27th, 31st, 35th, 39th, etc.).
Energy resistance (Ex). The epic ascete’s resistance to acid, cold, electricity, fire and sonic energy damage increases by 10 every 7 levels after 20, to a maximum of 55 at level 48.
Freedom of movement (Ex). This ability has no epic progression.
True seeing (Su). This ability has no epic progression.
Eschew Materials. At 21st level, the epic ascete gains Eschew Materials as a bonus feat. If he already has this feat, he may instead take any non-epic feat he qualifies for as a bonus feat. Unlike other bonus feats gained from ascetism, this one can be gained retroactively.
Ignore Material Components. At 21st level, the epic ascete gains Ignore Material Components as a bonus feat, even he does not meet its prerequisites. Unlike other bonus feats gained from ascetism, this one can be gained retroactively (assuming the character does not already have it, in which case he does not gain a feat to replace it).
Fast Healing (Ex). The epic ascete gains fast healing 1 at 22nd level. His fast healing increases by 1 every 3 levels thereafter (25th, 28th, 31st, 34th, etc.). This stacks with natural healing as well as other sources of fast healing.
Inherent ability bonuses (Ex). At 22nd level, the epic ascete gains a +1 inherent bonus to all ability scores. The bonus increases by 1 every 2 levels thereafter (to a maximum of +5 at 30th level). Multiple inherent bonuses to the same ability score do not stack.
Spell resistance (Ex). At 22nd level, the epic ascete gains spell resistance equal to 10 + his character level. If he already has an higher spell resistance, it is increased by 2.
Faster ability healing (Su). At 25th level, the epic ascete heals 1 point in each damaged ability score every round, and 1 point in each drained ability score every hour. Every 10 levels beyond 25, he heals one more point per round in each damaged ability score, and one more point per hour in each drained ability score. As a supernatural ability, this has no effect on ability burn. Faster ability healing from multiple sources (such as the binding of Naberius) stack.
Energy immunity (Ex). At 27th, 35th, 42nd, 49th and 55th level, the epic ascete becomes permanently immune to one of the five energy types (acid, cold, electricity, fire, or sonic energy).
Death ward (Su).. At 29th level, the epic ascete is permanently protected as if under the effect of a Death ward spell.
Mind blank (Su). At 33rd level, the epic ascete is permanently protected as if under the effect of a Mind blank spell. He can interrupt and resume this effect (for example, to benefit from a mind-affecting spell cast by an ally) as a free action.

The Epic Nameburn Executioner
Champions of Justice, epic nameburn executioners are never forgotten, their exploits keeping them alive in the mind of all that witnessed them sentence an outlaw to death. There is no saying that their activities often attract the attention of powerful enemies.
Hit Die: d8
Skill Points at Each Additional Level: 4 + Int modifier
Utterances. The epic nameburn executioner's effective caster level increases by 1 per level gained above 10th. The epic nameburn executioner continues to get utterances known at each new level, up to the maximum utterances known of the truenaming class to which the nameburn executioner belonged before adding the prestige class (or Truenamer, if he had no such class).
Lawful Decree (Sp). This class feature does not improve after 9th level.
Nameburn (Sp). The damage dealt by this class feature increases by 1d6 every odd level after 10 (including 11th level). The class feature's effective spell level increases normally (spell level=dices of damage dealt).
Nameguess (Su). You can use this class feature a number of times per day equal to your class level, as normal.
Resistances (Ex). This class feature does not improve after 8th level.
Remote Nameburn (Ex). The epic nameburn executioner can use his Nameburn remotely one more time per day every 3 levels after 9th.
Nemesis of Justice (Ex). This class feature does not improve after 5th level.
Immunities (Ex). This class feature does not improve after 10th level.
Bonus Feats: The epic nameburn executioner gains a bonus feat (selected from the list of epic nameburn executioner feats) every four levels after 10th.
Epic Nameburn Executioner Feats: Damage Reduction, Energy Resistance, Epic Reputation, Epic Skill Focus, Epic Spell Penetration, Epic Toughness, Epic Utterance Knowledge, Epic Will, Fast Healing, Improved Combat Casting, Improved Spell Resistance, Overcome Law of Resistance, Penetrate Damage Reduction, Perfect Health, Polyglot, Tenacious Utterance

The Epic Truenamer
Great knowledge, a sharp tongue, and strong dedication; nobody can ever become an epic truenamer if he does not have a generous amount of these qualities. Epic truenamers have reached the pinnacle of a lost art, and none of them were ever inconsequential to the world they lived in.
Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier
Utterances: The epic truenamer's effective caster level is equal to his class level. Use the truenamer's class level when determining the DC to resist his utterances, as normal. The truenamer does not learn additional utterances unless he selects the Epic Utterance Knowledge feat.
Knowledge Focus: At 22nd level, and every three levels thereafter, the epic truenamer gains a permanent +3 bonus on a Knowledge skill of his choice. Each time the truenamer gains this ability, he can apply it to a different Knowledge skill, or to the same Knowledge skill, if he wants to focus on a particular area of expertise.
See the named: The epic truenamer can use this ability one additional time per day at 24th level and every six levels thereafter.
Sending: The epic truenamer's effective caster level is equal to his class level, as normal. The truenamer can use this ability one additional time per day at 21st level and every three levels thereafter.
Bonus Feats: The epic truenamer gains a bonus feat (selected from the list of epic truenamer feats) every three levels after 20th. The epic truenamer can also select nonepic Recitation feats as bonus feats.
Epic Truenamer Feats: Augmented Alchemy, Craft Epic Staff, Efficient Item Creation, Epic Reputation, Epic Skill Focus, Epic Spell Penetration, Epic Utterance Knowledge, Epic Will, Improved Combat Casting, Overcome Law of Resistance, Polyglot, Scribe Epic Scroll, Tenacious Utterance

New Epic Feats
Epic Exalted Body [Epic, Exalted]:
Your ritual purity gives you an unnatural resistance to anything that may affect your body in deleterious ways.
Prerequisites: Vow of Abstinence, Vow of Purity
Benefit: You gain a +4 perfection bonus on all Fortitude saves. In addition, you are immune to all poisons, and involuntary poisoning or intoxication (whether accidental or caused by an enemy) no longer counts as a breaking of your Vow of Abstinence.
Special: If you have Vow of Poverty, your perfection bonus on Fortitude saves is equal to 3 + ((character level -8)/12), rounded down.

Epic Exalted Mind [Epic, Exalted]:
Your devotion to the power of good has given you unshakable willpower.
Prerequisites: Vow of Chastity, Vow of Obedience
Benefit: You gain a +4 perfection bonus on all Will saves. In addition, you become immune to all unintended mind-affecting effects (although you may still accept to be affected by a mind-affecting spell or effect cast by an ally).
Special: If you have Vow of Poverty, your perfection bonus on Will saves is equal to 3 + ((character level -8)/12), rounded down.

Epic Utterance Knowledge [Epic]:
You learn two additional utterances.
Prerequisites: Truespeak 24 ranks, ability to use utterances of 4th level from the Lexicon of the Perfected Map.
Benefit: You learn two utterances of any level from the Lexicons of the Crafted Tool, Evolved Mind or Perfected Map.

Overcome Law of Resistance [Epic]:
The universe has an harder time resisting your utterances when you use them repeatedly in a short period of time.
Prerequisites: Truespeak 30 ranks, ability to speak five utterances, including one from the Lexicon of the Perfected Map.
Benefit: The first and second time you successfully speak an utterance in a day do not count toward the Law of Resistance. Furthermore, the DC to speak a given utterance again the same day only increases by +1 each time you speak it after that (so DC +0 the third time, DC +1 the fourth time, etc.).
Normal: The Law of Resistance applies every time you speak an utterance. The DC to speak a given utterance again the same day increases by +2 each time you speak it after the first.

Tenacious Utterance [Epic]:
Choose one of your utterances. That utterance cannot be dispelled, only suppressed.
Prerequisites: Truespeak 15 ranks, ability to speak one utterance.
Benefit: Choose one utterance you can speak, such as Archer's Eye. Whenever the chosen utterance (or it's reversed form) would otherwise end due to a dispel effect, the utterance is instead only suppressed for 1d4 rounds. The utterance still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dispel your own tenacious utterances normally. Speaking the same utterance again while it is suppressed dismisses it instantly (this is an exception to the statement that you cannot dismiss utterances).
Special: You may gain this feat multiple times. Each time you take this feat, it applies to a different utterance.
Tenacious Utterance counts as Tenacious Magic for the purpose of prerequisites. The Tenacious Magic feat shouldn't be applied to utterances.
Normal: You cannot dismiss your own utterances. The Law of Sequence prevents you from casting the same utterance again until the duration expires, even if the utterance is currently suppressed.

Techwarrior
2015-05-25, 06:56 PM
Contest closed. Voting thread to be up shortly.