Xyk
2007-11-23, 10:41 PM
OK guys, this is my first home-brewed class, and i don't know how to make a table on this.
Rebel Leader:
This Prestige class is based on rebellion and inspiration but also deals in sabotage. This class is based rather loosely on the dread pirate. A rogue, bard or even scout could come to this class easily. Casters may benefit from this class especially sorcerers, with the aid of magic, sabotage, rebellion-inspiring could be much easier. Divine casters would find this class exceptionally challenging.
Humans make up most of this class because they tend to lust for change more than other races. Halflings also make good rebel leaders. Half-orcs have the spirit to bring down the oppressors but not necessarily the ability.
REQUIREMENTS
Alignment: Any chaotic.
Skill: Disable Device 4 ranks, Diplomacy 8 ranks, Intimidate 4 ranks, Bluff 4 ranks, Knowledge(Local) 4 ranks,
Feat: Persuasive, leadership
Special: Must openly defy the law or governing bodies.
CLASS SKILLS
Appraise(int), Bluff(cha),Craft, Decipher Script(Int), Diplomacy(cha), Disable Device(int), Disguise(cha), Escape Artist(dex), Forgery(int), Gather Information(cha), Intimidate(cha), Knowledge(local), Knowledge(nobility and royalty), Perform(cha), Profession(wis), Sense Motive(wis), Sleight of Hand(dex), Speak Language(each taken separately), Use Magic device(cha).
Skill points at each level: 6+int mod.
CLASS FEATURES
Weapon and armor Proficiency:
A Rebel leader does not gain any new weapon proficiency but is proficient with light armor but not shields.
Inspire Rebellion
A 1st level Rebel Leader may use a speech to change someone's alignment to chaotic for 5 minutes per class level. This ability is similar to bardic music in that it is a mind-affecting ability and can be used 1/day per class level. This ability stacks with bardic music for frequency purposes only.
6th level--Inspire greater Rebellion lasts for 1 day per class level and will follow only the rebel leader. 10th--Radical rebellion will cause them to attack the governing body with no caution whatsoever. They are suicide bombers for all practical reasons.
All inspire rebellion abilities give a will save equal to 15+class level+cha mod for a helpful victim, 10+class+cha for unfriendly, 5+class+cha for hostile
Craft(explosive)--1st level
This ability allows a Rebel Leader to use the craft skill to make explosives. The craft DC is directly proportioned to damage of the explosive. DC 5=1d6 damage, DC 10=2d6, DC15=3d6 et cetera. Materials for one mine would cost 500 gold and a detonator is about 2000 gold worth of materials and DC25 Craft check. However a detonator will work until it is smashed. Mines are only used once for obvious reasons.
Detect Law--2nd level
A Rebel Leader may detect Law just as the paladin ability 'Detect Evil'.
Improved Sabotage--3rd level
A rebel leader may use disable device to sabotage a mechanical device (like a trap) by instead of disarming it like normal (DC 20) he can cause it to do whatever comes to mind. A player can be creative with this as long as the DM approves.
Smite Law--3rd level
A Rebel leader can smite law in exactly the same way a paladin smites evil.
Home Base--4th level
A Rebel Leader may pick one place to be his homebase and may teleport there the indicated number of times. He may take whoever he wants as long as they are not lawful.
Chaotic Confidence--4th level
A Rebel Leader is extremely confident when fighting a lawful opponent. Any lawful opponent acts as if he is surprised regardless of situation. The Rebel leader gets one free surprise round per combat.
Magical Sabotage--5th level
This ability functions as a rod of negation but only lasts a number of rounds equal to his class level.
In The Loop--7th level
This ability functions similar to bardic knowledge. His character level (not class level!) plus his intelligence modifier will allow him to know anything government related by the bardic knowledge table or a similiar one.
Defiant--8th level
1/month. If a rebel leader is slain for a lawful reason, by lawful people not on the same axis of good or evil (if he is CG, and is slain by LG, this doesn't happen, but if slain by LN, this does), or in the middle of doing something against the law, he becomes a ghost, whom will not die until the people who had slain him die, or the act against the law is completed. while in ghost form, he looses all class abilities except those of the rebel leader prestige class, including saves, base attack bonus, all but ability scores, excluding the things needed to become a rebel leader. If the person to complete the cause of becoming a ghost is the rebel leader, then he becomes himself again, as if the spell raise dead was cast upon him, and looses two levels of rebel leader, instead of one, and 1/2 of his other class levels are restored. if it is not the leader, he dies.
Marked Victim-9th level
He may choose one government official, and he gets one month to attack. When he attacks, he gains +8 on attack, damage, bluff, sense motive, and intimidate against that official.
If someone can tell me how to make a table, I'll be happy to include one or two
Rebel Leader:
This Prestige class is based on rebellion and inspiration but also deals in sabotage. This class is based rather loosely on the dread pirate. A rogue, bard or even scout could come to this class easily. Casters may benefit from this class especially sorcerers, with the aid of magic, sabotage, rebellion-inspiring could be much easier. Divine casters would find this class exceptionally challenging.
Humans make up most of this class because they tend to lust for change more than other races. Halflings also make good rebel leaders. Half-orcs have the spirit to bring down the oppressors but not necessarily the ability.
REQUIREMENTS
Alignment: Any chaotic.
Skill: Disable Device 4 ranks, Diplomacy 8 ranks, Intimidate 4 ranks, Bluff 4 ranks, Knowledge(Local) 4 ranks,
Feat: Persuasive, leadership
Special: Must openly defy the law or governing bodies.
CLASS SKILLS
Appraise(int), Bluff(cha),Craft, Decipher Script(Int), Diplomacy(cha), Disable Device(int), Disguise(cha), Escape Artist(dex), Forgery(int), Gather Information(cha), Intimidate(cha), Knowledge(local), Knowledge(nobility and royalty), Perform(cha), Profession(wis), Sense Motive(wis), Sleight of Hand(dex), Speak Language(each taken separately), Use Magic device(cha).
Skill points at each level: 6+int mod.
CLASS FEATURES
Weapon and armor Proficiency:
A Rebel leader does not gain any new weapon proficiency but is proficient with light armor but not shields.
Inspire Rebellion
A 1st level Rebel Leader may use a speech to change someone's alignment to chaotic for 5 minutes per class level. This ability is similar to bardic music in that it is a mind-affecting ability and can be used 1/day per class level. This ability stacks with bardic music for frequency purposes only.
6th level--Inspire greater Rebellion lasts for 1 day per class level and will follow only the rebel leader. 10th--Radical rebellion will cause them to attack the governing body with no caution whatsoever. They are suicide bombers for all practical reasons.
All inspire rebellion abilities give a will save equal to 15+class level+cha mod for a helpful victim, 10+class+cha for unfriendly, 5+class+cha for hostile
Craft(explosive)--1st level
This ability allows a Rebel Leader to use the craft skill to make explosives. The craft DC is directly proportioned to damage of the explosive. DC 5=1d6 damage, DC 10=2d6, DC15=3d6 et cetera. Materials for one mine would cost 500 gold and a detonator is about 2000 gold worth of materials and DC25 Craft check. However a detonator will work until it is smashed. Mines are only used once for obvious reasons.
Detect Law--2nd level
A Rebel Leader may detect Law just as the paladin ability 'Detect Evil'.
Improved Sabotage--3rd level
A rebel leader may use disable device to sabotage a mechanical device (like a trap) by instead of disarming it like normal (DC 20) he can cause it to do whatever comes to mind. A player can be creative with this as long as the DM approves.
Smite Law--3rd level
A Rebel leader can smite law in exactly the same way a paladin smites evil.
Home Base--4th level
A Rebel Leader may pick one place to be his homebase and may teleport there the indicated number of times. He may take whoever he wants as long as they are not lawful.
Chaotic Confidence--4th level
A Rebel Leader is extremely confident when fighting a lawful opponent. Any lawful opponent acts as if he is surprised regardless of situation. The Rebel leader gets one free surprise round per combat.
Magical Sabotage--5th level
This ability functions as a rod of negation but only lasts a number of rounds equal to his class level.
In The Loop--7th level
This ability functions similar to bardic knowledge. His character level (not class level!) plus his intelligence modifier will allow him to know anything government related by the bardic knowledge table or a similiar one.
Defiant--8th level
1/month. If a rebel leader is slain for a lawful reason, by lawful people not on the same axis of good or evil (if he is CG, and is slain by LG, this doesn't happen, but if slain by LN, this does), or in the middle of doing something against the law, he becomes a ghost, whom will not die until the people who had slain him die, or the act against the law is completed. while in ghost form, he looses all class abilities except those of the rebel leader prestige class, including saves, base attack bonus, all but ability scores, excluding the things needed to become a rebel leader. If the person to complete the cause of becoming a ghost is the rebel leader, then he becomes himself again, as if the spell raise dead was cast upon him, and looses two levels of rebel leader, instead of one, and 1/2 of his other class levels are restored. if it is not the leader, he dies.
Marked Victim-9th level
He may choose one government official, and he gets one month to attack. When he attacks, he gains +8 on attack, damage, bluff, sense motive, and intimidate against that official.
If someone can tell me how to make a table, I'll be happy to include one or two