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The Demented One
2007-06-19, 02:08 PM
Mojo Man

The Mojo Man is an outcast shaman, an uncanny mystic who deals in music, drugs, and the unknown. They are half-oracle and half-junkie; half-shaman and half-huckster. They are at once spiritual and hedonistic, caring for pleasures of both body and soul. They seek to, through mystic music and drug-induced trances, to transcend the world, becoming free from death and worry.

d6 HD

Requirements
To qualify to become a Mojo Man, you must fulfill all the following criteria.
Alignment: Chaotic Evil or Chaotic Neutral
Skills: Perform (Any) 12 ranks, Craft (Drugs) 6 ranks, Knowledge (Religion) 6 ranks
Special: Bardic Music class feature

Class Skills
The Mojo Man’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana), Knowledge (History), Knowledge (Local), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spellcraft (Int), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+2|
+2|Bardic Music, Strange Days|


2nd|
+1|
+0|
+3|
+3|People Are Strange|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Shaman’s Blues|


4th|
+3|
+1|
+4|
+4|Awake Ghost Song|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Light My Fire|


6th|
+4|
+2|
+5|
+5|Not To Touch The Earth|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|My Eyes Have Seen You|


8th|
+6|
+2|
+6|
+6|Take It As It Comes|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Break On Through To The Other Side|


10th|
+7|
+3|
+7|
+7|Mr. Mojo Risin’|+1 level of existing arcane spellcasting class [/table]

Class Features
All the following are class features of the Mojo Man prestige class.

Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.

Spellcasting
Whenever you gain an even Mojo Man level, you gain new spells per day and spells known as if you had also gained a level in an arcane spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Bardic Music
Whenever you gain a new Mojo Man level, you gain new daily uses of bardic music as if you had also gained. You do not gain any of the Bard’s new bardic music abilities.

Strange Days (Ex)
The Mojo Man is a man of the uncanny and the occult, and the days of his life are marked by the strange and unknown. His music, inspired by folk mysticism and drug-induced revelations, also bears this uncanny mark of the strange. While under the effect of a drug*, you gain a +5 alchemical bonus on Perform checks, and the DC of any bardic music effect or spell you use or cast is increased by one. At 5th level, the bonus to Perform checks increases to +10, and your DCs are increased by two. At 10th level, the bonus to Perform checks increases to +15, and your Dcs are increased by three.

*For rules on drugs, see either Book of Vile Darkness or Sharn: City of Towers.

People Are Strange (Sp)
A Mojo Man is an outcast by nature, always a stranger. He is feared, because he brings the touch of the strange into the lives of the mundane, laying his bad mojo on them. At 2nd level, if you have at least 14 ranks in a Perform skill, then you may expend a use of bardic music to lay bad mojo on a single enemy capable of hearing you, as the bestow curse spell, with caster level equal to your own, unless it makes a Will save, DC 10 + your class level + your Charisma modifier. In addition to the normal effects of the curse, the target finds strange and unusual things happening to him far too often, at the DM’s discretion.

Shaman’s Blues (Sp)
At 3rd level, you have become a living conduit between the world of the living and the world of spirits, a true shaman. You can see invisible and ethereal creatures just as easily as you could see material creatures. In addition, any weapon, shield, or armor you wear or wield gains the ghost touch special ability.

Awake Ghost Song (Su)
At 4th level, your music entices the souls of the other side, drawing them to you. Whenever you begin playing bardic music, if you have 16 or more ranks in a Perform skill, you may expend an additional use of bardic music. If you do, one or more spirits is summoned under your control, as the summon monster spells. The spirits stay for as long as you play, and for five rounds thereafter. The alignment of a spirit summoned by this ability is the same as your own. Spirits summoned by this ability cannot use any create spawn abilities they may have The type of spirit you can summon depends on how many ranks you have in Perform, as below.

{table=head]Perform Ranks|Spirit Summoned
16-17|1d3 Wraiths or 1d4+1 Shadows
18-19|Spectre
20-21|Greater Shadow
22-23|Dread Wraith[/table]

Light My Fire (Su)
At 5th level, you enter a feverish trance when you play, bursting into ghostly flames that leave you unscathed, but incinerate your enemies. When playing bardic music, you are sheathed in an aura of mystic flames. Any creature that hits you with a melee attack while you are under the effects of this aura takes 1d6 points of damage per class of level. Half of this damage is fire damage, while the other half is divine in nature and not subject to resistance or immunity.

Not To Touch The Earth (Su)
At 6th level, you can play a song that frees the minds of you and your allies from the weight of the world. If you have at least 18 ranks in a Perform skill, then you may expend a use of bardic music to allow you and up to one willing character/3 levels to fly at a speed of 40 ft. with average manueverability. The effect lasts for as long as you continue concentrate on maintaining it. If an ally affected by this ability is distanced from you, and can no longer hear you play, then he ceases to be affected by this ability. Rather than plummeting to the earth at the conclusion of this effect, however, he slowly drifts down towards it, as if affected by a feather fall spell with caster level equal to your class level.

My Eyes Have Seen You (Sp)
At 7th level, your eyes see beyond the veil of reality, piercing the future in a glassy-eyed trance. Whenever you begin playing bardic music, if you have 19 or more ranks in a Perform skill, you may expend an additional use of bardic music. If you do, you gain the benefits of the foresight spell for as long as you play the music, and for 5 rounds thereafter.

Take It As It Comes (Su)
At 8th level, you let go of your worries, taking whatever life throws at you and letting it pass you by. When you’re playing your music, nothing can touch you. Whenever you begin playing bardic music, if you have 20 or more ranks in a Perform skill, you may expend one or more additional uses of bardic music. For each use expended, you gain immunity to one energy type, chosen from acid, cold, electricity, fire, or sonic. In addition, whenever you would have taken damage of that type, you are instead healed 1 hp for every 3 damage that would have been dealt to you. This immunity lasts for as long as you play and for 5 rounds thereafter.

Break On Through To The Other Side (Sp)
At 9th level, you can use your mojo and music to send your allies into a trance, allowing their souls to break through the barrier between the world of the mundane and the world of the spirit. If you have at least 21 ranks in a Perform skill, then you may expend three uses of bardic music to transport up to five other willing creatures that can hear you to the Astral Plane in astral form, as the astral projection spell. The effect lasts for as long as you continue concentrate on maintaining it. You may affect yourself with this ability in addition to the other characters, but if you do, you must maintain the ability while in astral form. Regardless of how long you concentrate on maintaining this ability, you and your allies cannot remain in astral form for longer than 24 hours. Once you have used this ability, you cannot use it again for 1d3 days.

Mr. Mojo Risin’ (Su)
At 10th level, you have become a true Mojo Man, attuned to the worlds of body and soul, and ascend to a state of pure mojo. Your type changes to outsider, and you gain the native subtype. You gain damage reduction 10/lawful.

However, the most powerful effect of your transformation is a limited form of immortality. If you are killed, then you may attempt to transfer your spirit to the body of another creature within 60 ft. of you. You and that creature make opposed Charisma checks. If it succeeds, then you fail to possess it, and your soul departs to the afterlife. However, if you succeed, your spirit is affixed to that creature’s soul, allowing you to serve as a mystical hitchhiker of sorts. Over time, your spirit gradually displaces that creature’s own, allowing you to take control of its body. After a week, you and that creature again make opposed Charisma checks. If it succeeds, it successfully ousts you from its body, and you depart to the afterlife. However, if you succeed, then you permanently displace its soul. You take over that creature’s body, taking on its appearance, race, and physical ability scores, but retaining your own mental ability scores, classes, and character level. If there is a difference between your original effective character level and your new effective character level after possessing the creature, then you lose enough levels to make up the difference.

The creature’s displaced soul is transformed into a ghost, with the purpose of reclaiming its body. If you are reduced to negative hp, or knocked unconscious, the ghost may attempt to repossess its body, making opposed Charisma checks as if it were using this ability. At the end of a week, if it succeeds on its check, then your soul is sent to the afterlife, and it regains its body. Otherwise, it is destroyed, though it can rejuvenate normally.

martyboy74
2007-06-19, 02:20 PM
For the Mr. Mojo Rising ability, can the soul do anything (even if that would be purely mental actions)? If the Mojo Man also could manifest True Mind Switch as a purely mental action (probably only in an epic game, but nonetheless), and attempted to do so on the host, what would happen?

mabriss lethe
2007-06-19, 08:02 PM
Shaman’s Blues (Sp)
At 3rd level, you have become a living conduit between the world of the living and the world of spirits, a true shaman. You can see invisible and ethereal creatures just as easily as you could see material creatures. In addition, any weapon, shield, or armor you wear or wield gains the ghost touch special ability.

This is a pretty big deal here. I can't really judge it without playtesting, but you might want to make the same exception as before, the Mojo Man has to be under the influence of something, sort of like a Drunken Master version of a bard. That blazed out, wild eyed bard that's waving his sword around like a maniac is actually trying to hit something...

But I like this. A Lot.