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paigeoliver
2007-04-20, 04:58 AM
“You haven‘t seen my donkey around here have you, the blue one with two heads.”


Gerald Vincent - Donkey Master


Donkey Master

Donkey fights and donkey races have always been very popular in the Pirate Isles, Fibber Island is even rumored to have a donkey show. Their popularity lead to people breeding special donkeys for competition, and eventually that lead to using magical means to breed even stranger donkeys. Strange Donkeys are exactly what the Donkey Master specializes in. Not everyone with the title of Donkey Master is actually a member of the Donkey Master prestige class of course, most of them are simple guys with donkeys for hire, but a true Donkey Master is someone who commands respect wherever he goes. Provided of course he doesn’t go anywhere outside of the Pirate Isles.

Adventures: Many Donkey Masters go adventuring in order to test out their donkeys and so they can learn of new and better creatures to crossbreed their donkeys with. Some Donkey Masters choose to work undercover, masquerading as a simple wagon driver who hires himself out to adventuring parties.

Characteristics: Donkey Masters vary quite a bit, although many of them are either born showmen, or are simply opportunists cashing in on the donkey craze.

Alignment: The Donkey Master can be of any alignment, although good aligned Donkey Masters are not quite as common as evil ones.

Religion: Donkey Masters do not have any particularly common religious beliefs, although plenty of churches have fairly strong beliefs about Donkey Masters.

Other Classes: The Donkey Master is not always a welcome addition to the average adventuring party, but they can be very useful to the party that lets them in. Most druids absolutely despise Donkey Masters since what they are doing is simply unnatural.

Abilities: There is no one defining ability score that is important to Donkey Masters, other than the ability score that their spellcasting is based on.

Becoming a Donkey Master

One has to be a spellcaster of some sort in order to become a Donkey Master, but there is no one type of spellcaster that is best for the class, although very few druids become Donkey Masters.

Entry Requirements
Skills: Handle Animal 4 ranks
Spellcasting: Spellcaster 5th level.
Special: Must have been breeding donkeys for at least 2 years.

Class Features:
The primary focus of the Donkey Master class is breeding fantastic donkeys, although they also grow in spellcasting power as well. Donkey Masters are considered to have been working on their various donkeys for years (thus the requirements of two years of donkey breeding), and thus they can breed new donkeys without waiting years for them to grow up, since he was working on them all along. Donkeys that have already grown to maturity do not further upgrade when the Donkey Master gains new levels.

Weapon and Armor Proficiency
The Donkey Master gains weapon proficiency with the whip if he did not already possess it.

Spellcasting: Whenever a new odd numbered Donkey Master level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Donkey Master, he must decide to which class he adds the new level for purposes of determining spells per day.

Nice Donkeys (Ex) The Donkey Master adds his class level as a competence bonus in all skill checks relating to donkeys. In addition all donkeys bred by the Donkey Master may use the elite array for statistics instead of the usual donkey statistics, and the donkeys may advance by up to 1 hit die per class level of the Donkey Master. Donkeys bred by Donkey Masters are considered to be trained for war, and have proficiency in all types of barding.

Donkey Masters may use handle animal on Donkeys as a free action rather than a move action.

Donkeys have the following adjustments to ability scores Dex +2, Con +2, Int -8, Wis +2, and Cha -6. The elite array is 15, 14, 13, 12, 10, 8, which the donkey master may apply to his donkey’s statistics in any manner he would like.

It‘s a Racing Donkey! (Ex) All Donkeys bred by a 2nd level or higher Donkey Master receive a +10’ bonus to their movement rate.

Dire Donkey (Su) A 3rd level Donkey Master is capable of breeding donkeys with templates applied to them. At 3rd level the Donkey Master may breed donkeys with a single template that increases the CR of the Donkey by no more than 1. The template must be one that still results in a living breathing creature that is not a plant. A 4th level Donkey Master can apply a +2 CR template and a 5th level Donkey Master can apply a +3 CR template.

Donkeys with templates cost money and experience in research, spellcasting, breeding stock rental and magical component costs. The costs are 40 XP and 1000 gp for each CR increase incurred by the template. Any template that does not increase the CR of the donkey costs 20 XP and 500 GP.

The gamemaster is always the final say on which templates a Donkey Master may apply to his donkeys.

Enhanced Donkey (Ex) Any donkey bred by a 4th level or higher Donkey Master receives a +2 bonus to Strength and Constitution.

Double Donkey (Su) A fifth level Donkey Master is capable of breeding donkeys with two templates applied to them, and can now use templates that create plant donkeys or donkeys that are no longer considered to be living creatures. The Donkey Master is still limited to a maximum CR increase of 3 from templates on any one particular donkey.

The gamemaster still has the final say on which templates a Donkey Master may apply to his donkeys.

Hit Die
d6

Class Skills (4 + Int modifier per level): Appraise, Concentration, Craft, Handle Animal, Heal, Knowledge (All, taken individually), Profession, Ride, Spellcraft, and Use Magic Device.



Level
l BAB Fort Ref Will Special Spellcasting
1 +0 +0 +0 +2 Nice Donkeys +1 level of existing class
2 +1 +0 +0 +3 It’s a Racing Donkey! -
3 +2 +1 +1 +3 Dire Donkey +1 level of existing class
4 +3 +1 +1 +4 Enhanced Donkey -
5 +3 +1 +1 +4 Double Donkey +1 level of existing class

paigeoliver
2007-04-20, 05:18 AM
Sample Donkey

This is a sample donkey created by a 4th level Donkey Master.

Donkey CR4
Female Donkey Half-Blue Dragon
LE Medium Dragon (Augmented Animal)
Init 6 (+2 Dex, +4 Improved Initiative); Senses low-light vision, scent and darkvision 60 ft.; Listen +2, Spot +3
Languages None

AC 18, touch 12, flat-footed 16
hp 70 (6HD)
Immune to sleep, paralysis and electricity
Fort +10 Ref +7 Will +5

Speed 40 ft. (6 squares)
Melee bite +11 (1d6+7) or 2 claws +11 (1d4+7) and bite +6 (1d6+7)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +11
Special Atk breath weapon (60-ft. line of lightning) 1/day

Abilities Str 25, Dex 15, Con 20, Int 5, Wis 12, Cha 4
SQ low-light vision, scent and darkvision 60 ft., immunity to sleep, paralysis and electricity and low-light vision
Feats Improved Initiative, Iron Will, Endurance
Skills Balance +7 (+3 ranks, +2 dex, +2 racial), Listen +4 (+3 ranks, +1 wis), Spot +4 (+3 ranks, +1 wis).

Breath Weapon (Su): Donkey can use her breath weapon once per day, she can breath a 60-foot line of lightning that deals 6d8 points of electricity damage to creatures within its area. A successful Reflex save (DC 15) reduces the damage by half.

Low-Light Vision: Donkey can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.

XtheYeti
2007-04-20, 07:07 AM
wow, i am in shock and awe, what the what?