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Khatoblepas
2007-09-03, 09:04 PM
Here are two PrCs I've been working on for my campaign setting's races. The reason why they're racial is because of the tone of the campaign - Each race has a different special ability, and the prestige classes enhance them.

Anyway, :) What do you guys think?

DEADAURA LEGIONNAIRE
The Trollkin - the only one whom can qualify for this prestige class:

Trollkin
- Medium Humanoid (Trollkin)
- +2 Con, -2 Wis, -2 Cha: Trollkin are smarter than their ancestors, but less perceptive and weaker.
- Quick Healing (Ex): Being descended from trolls have made Trollkin extraordinarily resistant to abuse. Trollkin heal twice as many hit points from resting, and also heal 1 hit point per hour, regardless of their activity.
- Low-light Vision.
- +2 racial bonus on Heal checks. The culture of the Trollkin teaches their children the importance of knowing how to staunch wounds in case of magical attack.
- Magic Sensitivity (Ex): Trollkin, having adapted to dead magic, find the presence of a lot of magic disturbing. In areas of wild magic, Trollkin take a -1 morale penalty to all attack roll, skill rolls, and ability checks.
- Metabolism (Ex): Trollkin must consume twice as much more food as a human to maintain their health, and can only go without food for 2 days, rather than 3. A trollkin dying of starvation (http://www.d20srd.org/srd/environment.htm#starvationandthirst) loses their Quick Healing or Regeneration ability for the duration of their starvation.
- Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Gnoll, Goblin, Undercommon
- Favored Class: Ranger

Remember, whilst reading this class: You never get to use magic items.

Deadaura Legionnaire

"Magic killed our ancestors! Let us, their children, have our revenge!"
- The Tome of Null 2:12, a famous quote.

http://img521.imageshack.us/img521/6425/trolled0.png

The Trollkin, decendants of the trolls who didn't perish in the fiery inferno that engulfed their lands (the result of an epic spell gone terribly wrong) never again trusted magic. Weakened and living in a barren wasteland devoid of any contact with the rest of the world, the Trollkin had time to think. Evolve. However, for some, their distrust of magic festered and descended into a where they believed that through arduous self-actualisation, and destroying all supernatural relics of the by-gone age, they could avenge their fallen forefathers and become the "kings of the world" they believed they once were. The Deadaura Legionnaires are a group dedicated to this ideal. They pick only those who have shown traces of original trollblood, and the initiation tests this with savage beatings with clubs, as proof of their worthiness. Those that survive must break each of the items laid before them with only their bare hands - often metal amulets and wooden staves are used. Only then can someone become a Deadaura Legionnaire.

Even so, it is a lonely path to walk down - surrounded by magic, a Legionnaire must abstain from participating in it, even out of sight of his comrades. Needless to say, few but the most fanatical Trollkin make it past their first year.

Prerequisites:
Base Attack Bonus: +5
Race: Trollkin
Skills: Heal 8 ranks, Knowledge (arcana) 2 ranks, Survival 4 ranks, Listen 5 ranks
Feats: Progenitor's Blood, Toughness, Weapon Focus (any)
Special: Must undergo a special ritual to permenently sever their ties with magic, and be cruelly beaten while helpless for one minute, and the destruction of 5,000gp worth of magical items. Only survivors with enough strength left in them to break the items themselves with their bare hands qualify.

Hit Dice: d10



The Deadaura Legionnaire’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points: 4+Int

Deadaura Legionnaire
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2| Deadaura Abstinence, Spell Resistance, Witchsense

2nd|
+2|
+3|
+0|
+3|Regeneration 1

3rd|
+3|
+3|
+1|
+3|Ability Bonus (+1), Null Magic Defence

4th|
+4|
+4|
+1|
+4|Regeneration 2

5th|
+5|
+4|
+1|
+4|Ability Bonus (+2), Metabolise Poison

6th|
+6|
+5|
+2|
+5|Regeneration 3

7th|
+7|
+5|
+2|
+5|Ability Bonus (+4), Callous Skin

8th|
+8|
+6|
+2|
+6|Regeneration 4

9th|
+9|
+6|
+2|
+6|Ability Bonus (+6), Sever Magic

10th|
+10|
+7|
+3|
+7|Regeneration 5, Null Aura[/table]

Deadaura Abstinence: At 1st level, a Deadaura Legionnaire takes a special vow, to keep from using magical items. From that point on, he can no longer activate spell-completion items, spell-trigger items, and potions have no effect on him, even if he ingests one. A Deadaura Legionnaire who wears magical equipment willingly loses all class features gained from this class for one week, and even if under the effect of a compulsion effect cannot use any class features until he has rested, to purge all magic from his system.

If targetted by a spell, a Deadaura Legionnaire must make a save if it allows one, even if it's a beneficial spell, as if he were saving against a hostile spell. If he fails the save, he does not lose any class features - he was affected against his will.

A Deadaura Legionnaire can never cast spells or use spell-like abilities.

Spell Resistance (Ex): At 1st level, a Deadaura Legionnaire gains spell resistance equal to 11 + HD. He may never choose to willingly lower this spell resistance.

Witchsense: At 1st level, a Deadaura Legionnaire's abstinence from magic leads him to develop a special sensitivity to magic's vibrations. As long as he is within 5ft of a magic item or active noninstantaneous magic spell, he can make a special Listen check to detect what qualities it has.


DC Effect
15* Detects if there is magic within 5ft of him.
20* + detects square magic aura is emanating
30* + detects school of magic.
50* + detects rough caster level: CL-2+1d4
* Decrease by 5 if aura is overwhelming. Increase by 5 if aura is faint.

Regeneration (Ex): At 2nd level, a Deadaura Legionnaire's Regeneration begins to restore itself to his ancestor's power. He heals a number of hit points per round converted to nonlethal damage equal to half his class level, so long as he maintains his abstinence of magic.

In addition, he sloughs off his former weaknesses each time he gains an extra point of healing. Choose one damage type (force, electricity, sonic, piercing, slashing). The Deadaura Legionnaire regenerates damage of that type from then on. A Deadaura Legionnaire may not choose Acid or Fire as a chosen damage type.


Destroy Relic (Ex): At 2nd level, and every even level until 8th, a Deadaura Legionnaire can perform a special rite to improve his martial prowess. If he destroys a specified amount of magical items and gives up a small amount of experience points, he gains insight from their destruction in the form of a competence bonus to attack and damage rolls. This bonus applies to a single weapon, though if the Deadaura Legionnaire possesses the Two-Weapon Fighting feat, he may apply it to two weapons of the same type. To gain this bonus after completing the rite, he must practice with the weapon for one hour to become attuned to it's use.


Bonus Cost
+1 4,000 gp + 160xp
+2 9,000gp + 360xp
+3 16,000gp + 640xp
+4 25,000gp + 1000xp


Ability Bonus (Ex): Starting at 3rd level, a Deadaura Legionnaire gains a competence bonus to one ability score of his choice, equal to the value marked on the table. Each time he gains a new Ability Bonus, he can replace the lesser value with the greater value, and assign the lesser value to a new ability score.

Null Magic Defence (Ex): At 3rd level, a Deadaura Legionnaire learns how to slice through magic defences. Any masterwork or natural weapon he has Weapon Focus in bypasses DR/magic as if it were a magic weapon.

Metabolise Poison: At 5th level, a Deadaura Legionnaire becomes immune to poison and any nonmagical or magical disease.

Callous Skin: At 7th level, a Deadaura Legionnaire gains a natural armor bonus equal to his Con modifier (minimum +1).

Sever Magic (Ex): At 9th level, once every 5 rounds a Deadaura Legionnaire can attempt to sever the connection between magic and a creature. As a standard action, he can make a single melee touch attack with his weapon against a creature (ignoring magical bonuses to AC), and that creature must immediately make a Will save (DC15+Con modifier) or become affected as a targeted Antimagic Field for 1 round.

Null Aura (Ex): At 10th level, a Deadaura Legionnaire can actively shun an area of magic. Once per day as a standard action, he can put up an aura of dead magic in a 20ft radius centered on him, forcing anyone casting spells or using spell-like abilities to make a caster level check (DC10+Base Attack Bonus) to be able to cast spells in that area. He must concentrate to keep this aura up, using a move action each round, or a swift action with a Concentration check (DC20+number of rounds elapsed). He may keep this aura up for a number of rounds equal to his Constitution score.

Progenitor's Blood [racial]
You inherited your ancestor's regenerative abilities, but are less in tune with magical healing
Prerequisites: Trollkin, Con 15, 1st level only
Benefits: You gain Regeneration against bludgeoning damage. You do not heal any of the nonlethal damage you take. if a limb is severed, you can replace it like a troll can, or regrow it in 2d12 days. However, your connection with dead magic means that you only gain half the benefit from Conjuration (healing) effects.


PLAGUEBOW

The Marrash is a devil/demon from Monster Manual II, by the way.


For reference, here is the creature that gains access to the PrC.
THE RACE:

Humanoid (Gnoll, Azcatian) +2 Constitution, -2 Intelligence, -2 Wisdom, +2 Charisma: Azcatian gnolls are hardy and striking, though lacking in wit and foresight. Medium: As Medium creatures, gnolls have no special bonuses or penalties due to their size. Darkvision out to 60ft Proficient with all simple weapons: Gnolls have a natural talent for weaponry. Runestoring: An Azcatian gnoll can hold the charge of a single touch spell inside one of the many runic markings on their fur. Once the spell is cast, they can choose to use a move action to store it inside a rune on their body. It remains there for 24 hours, or until the gnoll retrieves it back into their hand, which requires another move action. In an area of dead magic, the charge persists for one hour, then fades away. If left uncast when a gnoll rests, the magic contained within the rune is metabolised, healing them by a number of hit points equal to the total spell level stored, as if they had been affected by a Conjuration (healing) effect. An Azcatian Gnoll without a constitution score cannot metabolise magic. Magic Dependency: An Azcatian gnoll is heavily dependant on magical auras for their wellbeing. In an area of dead magic, they become skittish and paranoid, often showing signs of depression. In areas of dead magic, gnolls take a -1 penalty on all attacks, save and skill check rolls. Gnolls have a +1 racial bonus on attack rolls with mythril weapons. Their racial training by the Azcatians used mythril almost exclusively. +2 racial bonus on Appraise to identify the value of and Use Magic Device checks to activate magical items. Their heritage has always been to be finely attuned to magical items.Spell like abilities: 3/day – detect magic, 1/day – read magic. +1 racial bonus on Fortitude saves against spells. Azcatian Gnolls were bred to be tough against magic that attacked the body. Automatic Languages: Azcat. Bonus Languages: Common, Elven, Orc, Dwarven, Gnoll Favoured Class: Duskblade



Plaguebow


http://img444.imageshack.us/img444/9475/gnollplaguebowhq9.jpg

The empire of Azcat held many secrets during it's existance. One of it's most abhorrent was the magical splicing of gnolls with their abyssal counterparts, the Marrash. Originally this had resulted in creatures much like the marrash, naturally excelling at archery, capable of spreading disease far and wide... but this soon faltered, as their demonic blood lead them to do horrible, unforgivable acts of evil against the innocents of Azcat. Seeing this, the experiment was cancelled, and all the Marrashi-gnolls were rounded up and destroyed. At least, they thought they had. Marrashi-gnolls were indistinguishable from normal gnolls at the time, and some had blended into the gnoll settlements, cutting off their wings and becoming part of the gnoll hierarchy.

It was not until the arcane infusions that this reared it's head again. Marrashi-blooded gnolls manifested their arcane ability differently to regular infused gnolls - they were able to use this at range, rather than just through weapons they were holding. This wasn't developed far, as Azcat fell to the tearing of magic before they were able to develop it further.

However, Marrashi-blooded gnolls still exist today, and their combination of archery and spell channelling is taught by a rare few tribes.

Prerequisites:
Base Attack Bonus: +5
Race: Azcatian Gnoll
Skills: Knowledge (the planes) 9 ranks, Knowledge (arcana) 9 ranks, Survival 9 ranks, Craft (bowmaking) 4 ranks, Spellcraft 5 ranks
Feats: Rapid Shot, Manyshot, Marrashi Bloodline
Spells: Ability to cast arcane spells.

Hit Dice: d8

The plaguebow’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (the planes) (Int), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points: 4+Int

PLAGUEBOW
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th

1st|
+0|
+2|
+2|
+0|Channel Bow, Runes|1|-

2nd|
+1|
+3|
+3|
+0|--|2|1|-

3rd|
+2|
+3|
+3|
+1|Bowfire|3|2|1|-

4th|
+3|
+4|
+4|
+1|Rune of Affliction|4|3|2|1|-

5th|
+3|
+4|
+4|
+1|--|5|4|3|2|1|-

6th|
+4|
+5|
+5|
+2|Improved Channel Bow|6|5|4|3|2|[/table]

Weapon and Armor Proficiency: A plaguebow is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Runes: A Plaguebow gains the ability to store one extra touch spell in their markings per Plaguebow level. This stacks with other effects that increase the Plaguebow's spell capacity.

Spells: Beginning at 1st level, a plaguebow gains the ability to cast a number of arcane spells. To cast a spell, a plaguebow must have a Charisma score of at least 10 + the spell’s level, so a plaguebow with a Charisma of 10 or lower cannot cast these spells. Plaguebow bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the plaguebow’s Charisma bonus.

The plaguebow’s spell list appears below. A plaguebow casts spells just as a warmage does.

Channel Bow: Fusing their marrash heritage with their arcane blood, Plaguebows can channel touch spells through their bows as if their arrows were an extention of themselves. As a move action, they can ready a spell they have stored in their rune markings and transfer it to an arrow. If he fires that arrow within the next round, whomever he hits with his arrow is affected as if they had also been hit by the touch spell.

Bowfire: At 3rd level, a Plaguebow never takes a penalty on attack rolls for using Rapid Shot.

Rune of Affliction (Su): At 4th level a Plaguebow gains a Rune of Affliction - a special spell-storing rune that taps into his Marrash blood, and glows a dull green colour. Once every 5 rounds, a 4th level Plaguebow may imbue all his ranged attacks for that round as if they had Contagion channeled through them, except he cannot choose which disease to inflict - it is always Filth Fever. the DC for this effect is 10+class level+Con modifier. This rune may not be used for other purposes that normal spell-storing runes can.

Improved Channel Bow: At 6th level, a Plaguebow can ready a touch spell as a swift action, instead of a move action. This means that he can channel a spell through a full attack or a Rapid Shot.


Plaguebow Spell List

Plaguebows know all the spells from the following list:

1st Level
arrow mind, chill touch, detect poison, feather fall, hunter's mercy, , jump, true strike, longstrider, resist planar alignment, shocking grasp, produce flame, inflict light wounds

2nd Level
barkskin, cat's grace, cure disease, fly (swift), ghoul touch, haste (swift), snare, touch of idiocy

3rd Level
diminish plants, flame arrow, vampiric touch, poison, inflict moderate wounds

4th Level
arrowstorm, blight, dimension door, freedom of movement, inflict serious wounds

5th Level
insect plague, marrashi embrace


Marrashi Bloodline [racial]
You are a decendant of the Azcat experiments with the Marrashi demons.
Prerequisites: Azcatian Gnoll, 1st level only.
Benefit: You gain immunity to nonmagical disease, and have a +2 racial bonus against poison.


Marrashi Embrace
Transmutation
Level: Plaguebow 5
Components: V, F
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: 1 round/level (D)

With a cry of abyssal, the feather you hold sinks into your hand as huge white wings sprout from your back, vicious claws grow on your hands and feet - you feel swifter, more focused, and vengeful.

This spell gives you the gross physical qualities of a Marrash. For the duration of the spell you gain:
- Proficiency and a +2 bonus to attack rolls with all bows.
- a +4 bonus to Dexterity, a +2 bonus to Constitution, a +2 bonus to Strength.
- a fly speed of 70ft (good), but only in light or no armor.
- DR10/- against missile weapons.
- A natural bite attack (1d6) and two natural claw attacks (1d4)

Focus: The wing feather of a Marrash.

EvilElitest
2007-09-03, 10:16 PM
Really cool idea, what world is this set in (I mean, have you posted it, i'd like to see it

The Troll kin seem just a tiny bit above zero level ajustment, and the gnolls seems a tad bit underpowered, but other than that cool
from,
EE

Khatoblepas
2007-09-04, 07:17 PM
It's a homebrew world, one quite postapocalyptic, but I haven't managed to solidify all the details yet. In fact, the Trollkin and the Azcatian Gnolls are the only two races I've been able to pin down.

What makes the Trollkin overpowered compared to the Gnolls? Is it their racial abilities (which are rather weak - they can heal good?) or the feat?

Gnolls will get more than one racial background feat. :)

I updated Deadaura Legionnaire to include a way to give a mock "enhancement" bonus to their weapons.