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View Full Version : PrC Contest IV: My Faith is Unswerving



dman11235
2008-09-01, 09:57 PM
VOTE NOW! (http://www.giantitp.com/forums/showthread.php?t=91769)

My Faith is Unswerving



My religion is better than yours!

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

The contest begins with the posting of this thread and will run through midnight of September 23rd.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.[/CENTER]

Rules

1) You will be creating an 'original' prestige class. Your deity is great, and we all should know it. You prestige class must be made with a specific deity in mind, including the entry requirement: "Must worship X", where "X" is your deity.

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here (http://www.giantitp.com/forums/showthread.php?t=81995) in the chat thread.

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. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.

dman11235
2008-09-01, 09:59 PM
On the Philosophy of Class Design (http://www.giantitp.com/forums/showthread.php%3Ft%3D55947)

Fax Celestis' Prestige Class Creation Thread (http://www.giantitp.com/forums/showthread.php?t=10433)

As well here is the format you are to use, with a copy/paste version in spoiler blocks. The table is for 20 levels, just eliminate the levels you do not need. The image is optional.

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

{table=head]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|
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+x|Class Ability

5th|
+x|
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+x|Class Ability

6th|
+x|
+x|
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+x|Class Ability

7th|
+x|
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+x|Class Ability

8th|
+x|
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+x|Class Ability

9th|
+x|
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+x|Class Ability

10th|
+x|
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+x|Class Ability

11th|
+x|
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12th|
+x|
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13th|
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14th|
+x|
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+x|Class Ability

15th|
+x|
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16th|
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17th|
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18th|
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19th|
+x|
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+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

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

{table=head]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|
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+x|Class Ability

6th|
+x|
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+x|Class Ability

7th|
+x|
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+x|Class Ability

8th|
+x|
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+x|Class Ability

9th|
+x|
+x|
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+x|Class Ability

10th|
+x|
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+x|Class Ability

11th|
+x|
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12th|
+x|
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13th|
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14th|
+x|
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+x|Class Ability

15th|
+x|
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16th|
+x|
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17th|
+x|
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+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

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

boomwolf
2008-09-02, 04:21 PM
Does "Worship himself" counts? because I have a cute Idea for a PrC for somebody that is WAY over narcissistic.

thegurullamen
2008-09-03, 05:30 PM
Guardians of the Eldritch Blood

http://tn3-1.deviantart.com/fs22/300W/f/2007/344/9/a/Orc_Shaman_by_TadeoTadei.jpg

The Mana-Blooded has done more to bring the hordes of our people out of the darkness of primal instincts than any before him. You speak highly of Gruumsh, but what has he done? He has destroyed us. He has reduced our proud race to scavenging, to baseness, to blind ignorance. The Mana-Blooded is the light, the one remaining hope for our people. He will cleanse us of the taint of the slaughter-god and reestablish us as the race we were always meant to be.
-Ahn Kerroan, noted half-orc scholar and Guardian general addressing a captured cleric of Gruumsh.

Many worship the Mana-Blooded, but few truly devote themselves to the dream the half-orc god has espoused for generations. Those who do push for orcish unity and a civilized future oftentimes find themselves at threat from whatever bickering and petty warlord claims rule over their lands. Under such conditions, many flee to the lands of the Church of the Eldritch Blood, which has begun the long process of civilizing the orc lands. The key defenders and generals of this new nation are the guardians, orcish youths trained in the militaristic and arcane arts. While many rise to the call, few among them show as much promise as those orcs and half-orcs marked by the Mana-Blooded himself. Displaying a mastery of the most basic combat maneuvers and spells, the marked may go on to become true Guardians of the Eldritch Blood, standing as the staunchest defenders of their religion and, should the opportunity present itself, the liberators of their race.

BECOMING A GUARDIAN OF THE ELDRITCH BLOOD
Most Guardians are Swordsages and Sorcerers, though martial adepts and casters from other traditions are not unheard of in the Church's ranks. Guardians must be marked by their god and show a talent for mystical combat.

ENTRY REQUIREMENTS
Deity: Must worship The Mana-Blooded
Feats: Mark of the Mana Blooded*, Any feat tied to a Martial Discipline.
Skills: Spellcasting 8 ranks, Knowledge (Arcana) 4 ranks, Martial Lore 4 ranks
Special: Must be proficient with a martial weapon. Must be able to cast arcane spells of 2nd level or higher. Must have access to at least 2nd level maneuvers and 1st level stances.

Class Skills
The Guardian's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Martial Lore (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis).
Skills Points at Each Level: 2 + Int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Orc Magic, Orc Mysticism|+1 level of existing arcane spellcasting class

2nd|
+1|
+3|
+0|
+3|Improved Mark|+1 level of existing arcane spellcasting class

3rd|
+2|
+3|
+1|
+3|Horde Tactics|+1 level of existing arcane spellcasting class

4th|
+3|
+4|
+1|
+4|Greater Orc Magic|+1 level of existing arcane spellcasting class

5th|
+3|
+4|
+1|
+4|Inner Fire|+1 level of existing arcane spellcasting class

6th|
+4|
+5|
+2|
+5|Greater Horde Tactics|+1 level of existing arcane spellcasting class

7th|
+5|
+5|
+2|
+5|Mana-Blooded|+1 level of existing arcane spellcasting class

8th|
+6|
+6|
+2|
+6|Signature Markings|+1 level of existing arcane spellcasting class

9th|
+6|
+6|
+3|
+6|My People, One With the Horde|+1 level of existing arcane spellcasting class

10th|
+7|
+7|
+3|
+7|Eldritch Blood Rage|+1 level of existing arcane spellcasting class[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|0|1|1
3rd|1|0|0
4th|0|0|0
5th|1|1|0
6th|0|0|1
7th|1|0|0
8th|0|1|0
9th|1|0|0
10th|0|0|1
[/table]

Weapon Proficiencies: A Guardian gains no weapon proficiencies. A Guardian is proficient with light or medium armor but not with shields.

Spells per Day/Spells Known
When a new Guardian level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class , he must decide to which class he adds each level for the purpose of determining spells per day.

Maneuvers: At each odd level, a spirit champion gains new maneuvers known from the Devoted Spirit, Diamond Mind, Kaledoscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163), Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816), Shadow Hand, Stone Dragon or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Guardian levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 2nd, 5th and 8th levels, you gain additional maneuvers readied per day.

Stances Known: At 2nd, 6th and 10th levels, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Kaledoscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163), Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816), Shadow Hand, Stone Dragon or White Raven disciplines. You must meet the stances prerequisites to learn it.

Orc Magic Guardians draw on their races' prediliction towards spirited melee combat. When initiating a maneuver, a Guardian may use his primary casting attribute's ability bonus in place of his Strength bonus for either the attack roll or damage. All maneuver DCs are now keyed to his primary casting modifier. A Guardian may cast in any light armor without the normal chance of arcane spell failure.

Orc Mysticism Hidden deep within the warrior spirit of the orc race lies the innate understanding of combat. By releasing a fragment of control over the arcane arts, a Guardian may tap into this well of insight. In addition to the normal method or methods used to regain spent maneuvers, a Guardian may regain any single maneuver initiated by casting a spell as a wild spell (see description in C. Arc. under the Wild Mage PrC.) The spell must have a casting time of one standard action or greater. This ability can only be used once per encounter.

Improved Mark Guardians recieve guidance through their connection to the world of magic; their god-given mark. At 2nd level, your Mark begins manifesting protective energies. Three times per day, you may cast Shield or Protection from Chaos/Evil/Good/Law (whichever spell or spells are appropriate for your alignment/character) as a spell-like ability with a caster level equal to your Hit Dice. In addition, you may now redraw the mark in any way you wish--including suppressing it entirely--as a standard action.

Horde Tactics The Mana-Blooded favors he who favors his allies. As a swift action, you may grant one ally per three levels of this class the benefits of your current stance. Allies must be within 60 feet to benefit from the stance. While you no longer gain benefits from this stance yourself, you gain +1 caster level for any spells or spell-like abilities cast while helping your allies. (This cannot be activated outside of combat.) This is a supernatural ability.

Greater Orc Magic At 4th level, a Guardian taps into the raw fury of the Orc soul. When initiating a maneuver, a Guardian may use his primary casting attribute's ability bonus in place of his Strength bonus for both the attack roll and damage. A Guardian may cast in any light or medium armor without the normal chance of arcane spell failure.

Inner Fire Your mark reveals the secrets of the Mana-Blooded and shows you the subtle ways in which mysticism and arcana intertwine. When you initiate a maneuver with an initiation time of at least one standard action, you may expend a spell or spell slot as a free action. If the maneuver hits, you gain temporary hit points equal to twice the level of the spell sacrificed. These temporary hit points last until the end of the encounter. If you miss, the spell is wasted, but the maneuver remains unused. This is a supernatural ability.

Greater Horde Tactics The Mana-Blooded really, really favors he who favors his allies. As an immediate action, you may grant one ally per two levels of this class the benefits of any of your known stances. Allies must be within 60 feet to benefit from the stance. While active, you no longer gain benefits from any stance yourself but you gain +2 caster level for any spells or spell-like abilities cast while helping your allies. (This cannot be activated outside of combat.) This is a supernatural ability.

Mana-Blooded Your mark glows with arcane energy as most of your blood becomes pure magic. At 7th level, a Guardian gains protection from spells. As a swift action, he may enter the Mana-Blooded stance. This stance grants SR equal to 15 + his Hit Dice. (This is a supernatural stance.) In addition, a Guardian no longer needs to eat (though he must still drink water as normal) and also gains a +2 bonus to all saves against spells cast by an arcane caster, regardless of his current stance.

Signature Markings Your mark sheds a corona of light that intensifies when you engage in the mystical or arcane arts. At 8th level, when you cast a spell or initiate a maneuver, you gain a temporary deflection bonus to AC equal to your Con modifier (maximum equal to half of your Guardian class levels.) This is a supernatural ability. The AC bonus ends after any round when you do not initiate a maneuver or cast a spell. In addition, you may now cast your Improved Mark spells as if they were Quickened.

My People At 9th level, you have become a true protector to those close to you. As a move action, a Guardian may expend (not initiate) a maneuver in order to give an ally another saving throw against an ongoing effect. If the ally is an orc or a half-orc, he or she gains an unnamed +4 bonus on the new save. This ability cannot be used twice for the same effect; if an ally fails on the save granted by this ability, he or she cannot be granted another try for that effect.

One With the Horde When a Guardian initiates a maneuver, as a swift action he may designate one ally per Guardian level to gain the benefits of any one spell or spell-like ability he is currently being affected by. Doing so reduces the duration of the effect to one round for everyone. This ability cannot prolong the effects of a spell that is about to dissipate; a spell must have at least two rounds of duration left or it cannot be transfered.

Eldritch Blood Rage At 10th level, a Guardian may awaken his orcish soul to become a terrifying combatant for a short while. As a free action at the beginning of his turn, a Guardian may sacrifice a spell of the highest level available to him in order to enter an Eldritch Blood Rage. When all of his highest level spells are expended, a Guardian may use two of the next highest level to initiate this ability, but may never initiate it with a spell lower than the second-highest level he is able to cast. While in an Eldritch Blood Rage, a Guardian adds his unmodified primary casting attribute (Cha for Sorcerers, Int for Wizards, etc.) to his Strength. While Raging in this fashion, a Guardian suffers the same penalties as a raging Barbarian, except he may still cast spells, initiate maneuvers and use any other abilities granted by this prestige class. Raging in this fashion is draining so a Guardian cannot make a full attack action while doing so though he may still initiate full-round maneuvers. The Eldritch Blood Rage lasts a number of rounds equal to the Guardian's Constitution modifier or until he willingly ends it like a normal Rage. A Guardian may only use this ability once per encounter, though he can use it as many times per day as he has spells enough for. At the end of the Rage, the Guardian is exausted for an hour. This exhaustion cannot be overcome except by waiting for an hour. This is a supernatural ability.

PLAYING A GUARDIAN OF THE ELDRITCH BLOOD
Guardians are leaders on the battlefield, using their Horde Tactics and buffing spells in conjunction with maneuvers that can easily debilitate foes. While they have a large number of options open to them, enabling them to act as front-liners, powerful strikers and competent arcanists, trying to accomplish too much can drain them of their resources too quickly. Guardians therefore have the option of playing conservatively and contributing to the fights in intermediate ways for an extended period or playing a more "reckless" style and lighting up the battlefield with a large number of moves and buffs at the cost of longevity.
Combat: The higher level a Guardian is, the more he can hold his own on the front lines. At early levels, a Guardian flits between the front- and rear-lines, striking when he can between buffing allies and assisting in other ways. Later, a Guardian is a tough frontliner with the ability to mow down foes with sheer brutality. Alternatively, he can spend the majority of his career behind the heartier classes, contributing with a reach weapon and a few select spells.
Advancement: Because of the many avenues available to Guardians, specialists within the PrC can be as different as swordsages from sorcerers from fighters from paladins. The class was designed to do as much as possible while still retaining balance of power and class role.
Resources: This class draws from the powerful Sorc/Wiz spell list, but doesn't rely on it as thoroughly as a primary caster. The majority of this class' power comes from its abilities and maneuvers, making it more of an orc-only mystic swordsage.

GUARDIANS OF THE ELDRITCH BLOOD IN THE WORLD
Never known many orcs--they're not a knowable lot!--but if they've got any more soldiers like that Guardian, the borderlands are going to get pretty interesting.
-Dennal Brown, retired adventurer and weapon merchant

All Guardians of the Eldritch Blood are charged with two goals: protecting the Church and pushing orcish culture and society in more beneficial directions through both example and leadership. While they remain a persecuted minority, they are nonetheless respected by even the most foolhardy warlords who refuse to fight one unless the odds are overpoweringly in their favor. For this reason, the bastion of the Church, the densely guarded Mana Font, has remained untouched in the short time it's been active despite lying in the heart of orcish territory. Recently, the Church has acquired enough Guardians that it has decided to spread its influence; Guardians now scout and act as (rough) diplomats to expand the Church's influence in any way they can, including travelling, founding temples and procuring rare items for expansion expenses.
Daily Life: No two Guardians are alike on the battlefield or in their personal lives. Ritualistic expressions of respect for the Mana-Blooded are just as common as free-form, infrequent prayers. Similarly, Guardians can occasionally be found as community leaders in whatever city they've decided to settle into or as loners who seek to continue their journeys for whatever reasons they hold. Guardians are rarely anti-social though, preferring the comraderie and teamwork of at the very least a small group of close allies.
Notables: The greatest Guardians of the Eldritch Blood have been clever scholars, brilliant tacticians and, rarely, horrible butchers. Most of the trainers of future Guardians are Guardians themselves, albeit low-level ones. Most high-level Guardians are encouraged to serve as protectors of Church hierarchs or to travel and spread the word and influence of the Mana-Blooded (the methods of which are left at their discretion, for better or worse.) The most famous Guardian to date was the Mana-Blooded himself, who ascended to demi-godhood by killing the contemporary demi-god Atay-urghanal, the Slayer, while in a powerful rage.
Organizations: While the Church of the Eldritch Blood is the sole trainer of its Guardians, many non-marked orcs have turned towards the arcane and mystic arts in their wake. Few make as much progress into the Church's teachings as the average Guardian, but the interest in such scholarly pursuits suits the Church's overall goals. The first orc arcanist schools and monasteries have already sprung up in Church-controlled lands which now stretch farther than ever before. Unfortunately, this growth has drawn the attention of the surrounding warords. There are aready many rumors circulating about the tribes unifying to crush the common threat.
In addition to these woes, the Church has made its opposition to the patron deity of the race, Gruumsh, well known, destroying former temples to the god on newly captured lands. Many members of the Church find the orc deity repugnant and seek growth outside of the senselessness and wanton slaughter he advocates. Others actively oppose him, waging an idealistic war on the typical orcish religion. (Ironically some Church members--a few Guardians among them--have taken this sentiment too far and have murdered many of Gruumsh's more devout followers in methods rivaling the evil god's most revered paladins.)

NPC Reaction
The Church's influence is not well known outside of its own lands; whispers of a civilized cult within the orc horde have been heard around the known world for years but few people take them seriously. Even those privvy to the inner workings of the orcish world rarely ever manage to link said rumors to the Guardians. NPCs are likely to treat Guardians just like any other orc unless they know of the Church (Knowledge-religion, history or local DC 25 near the borderlands/orc territory), in which case they tend to react slightly more favorably, but not by much; orc prejudices run deep throughout most civilization.

GUARDIANS OF THE ELDRITCH BLOOD IN THE GAME
Guardians can look overpowered at first glance due to the sheer number of abilities available to them. A closer inspection reveals that their most damaging or powerful abilities either come at significant costs, cannot be used to their (normally) full capacities or can only be activated rarely. Before approving Guardians for your campaign setting, DMs should work with players to prevent any decidedly broken combinations from cropping up during gameplay; the options presented here are best used in raw form and with only a few, general buffs (like Fly or Blink) instead of any spell specifically targeting a strength of one of the abilities. This is a plea from the creator; please don't break my toy.
Adaptation: Guardians are best used in campaigns where orcs and half-orcs have the chance to rise above the image of stupid, grunting almost-animals and become possible casters and leaders in a civilized world. While they don't work well in typical "Me orc. Me smash." campaigns, they can make for devastating NPC shamans, fulfilling the role of a leader without delving too deeply into the rationale behind how effective leaders arise in such a culture.
Note: Overall, I find it helps if DMs get rid of the (stupid and pointless) -2 Cha penalty on half-orcs as it's not balanced by any other racial bonus and doesn't make much sense overall. It also encourages odd character creations, like the half-orc bard! You know it's awesome.
Encounters: Unless the goal of the game is to indiscriminately round up every orc on the surface of the planet, most encounters with Guardians will likely be amicable. Guardians make great clients for adventurers as they have a great number of goals to accomplish when attempting to bring orcish culture to non-orcish lands, many of which require an adventuring party. On the other hand, evil Guardians can be just as bigoted and dangerous as any Chaotic Evil character and make for powerful foes as they draw from a large number of combat schools and rarely travel alone.

Sample Encounter
Guardians are rare outside of the orcish territories but it is not unheard of to encounter one on the borderlands. Reasons for fighting one vary from Guardian to Guardian, but almost any will throw down at the slightest provocation or threat towards their person, religion or race as a whole.
EL 11: Garan Donock had been cultivating land outside of (some) town when a nearby farmer spotted him. Fearing he was a scout for a raiding party, the farmer raised a posse to run him off. Garan defended himself, dispersing the mob but killing two of the townsfolk in the process. After the debacle, the surviving townsmen warded off the area and issued a bounty for his death. Garan has since tried to take a diplomatic route, but events have escalated and now skilled adventuring parties are hunting for him. The land (which was being prepared for a temple to the Mana-Blooded,) is now covered in traps as Garan waits for reinforcements from the homeland to either work out the problems between the town or (much more likely) destroy the offenders, claim the town for the Mana-Blooded and nullify the bounty.

The players may encounter Garan in the middle of his trapped land with a couple of his acolytes (half-orc swordsages, level 7).

Garan Donock
CN/male/half-orc/Barb2/Sorc4/Swdsg3/GotEB3
Init +0, Senses: Listen +1, Spot +1
Languages Orc, Common
------------------------------------------------
AC 17/21/24, touch 11/14, flat-footed (16/19)
hp 106 (13 HD)
Fort +11, Ref +5, Will +13
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +8/+3 or +10/+5 (raging/Orc magic)
Base Atk +8/+3, Grp +8
Atk Options A lot. Too much. Leave me alone.
Combat Gear +2 Flaming Greataxe, MWork Breastplate
Spells Prepared 0th level (6)-Light, D. Magic, Resisitance, Protection from Elements, Ghost Sound, Dancing Lights, Open/Close; 1st (6)- Magic Missile, Mage Armor, Shield, Grease, Obscuring Mist, Charm Person 2nd (6)-, Glitterdust, Web, Eagle's Splendor 3rd(4)- Haste, Blink (CL 11th)
Supernatural Abilities Maneuvers as a 9th level initiate.; SLA: Shield/Protection From Law 3/day.
-----------------------------------------------
Abilities Str 10, Dex 12, Con 16, Int 10, Wis 12, Cha 14
SQ
Feats Mark of the Mana-Blooded, Tiger Blooded, Devoted Bulwark, Iron Will, Practiced Spellcaster
Skills Martial Lore +8, Knowledge (arcana) +8, Spellcraft +16, Survival +11
Possessions +2 Flaming Greataxe, MW Breastplate, Amulet of Con +2, Boots of Speed

-------------------------------------------------------------------------------------------
* FEATS
Mark of the Mana-Blooded
The Mana-Blooded has marked you for your arcane potential.
Prerequisite: Must be orc or half-orc. This feat can only be taken at first level.
Effect: A character with this feat treats their relevant casting ability score as two higher for any effect dealing with arcane casting. This includes bonus spells, spell slots, save DCs, spell points and arcane-related ability checks. A character with this feat now has Sorcerer as his or her favored class.
Special: This mark may or may not manifest itself physically at first, but when the character takes their first caster level it shows up vividly.

Owrtho
2008-09-05, 12:50 AM
Believer of the Void

The Void is everything. And inside the Void there is nothing.

The Believers of the Void are generaly a strange group of people, who most don't know how to relate to. This stems partly from their highly skeptical nature. Believers of the Void are of the oppinion that the void is all that exists, and as such sorta worship it. However, as there is nothing in the void, and as the void is everything so nothing can be outside it, then all existence must be a figment of their imagination which itself does not exist. As such they feel there is no reason why they should care about anything as it doesn't exist. This tends to make them a rather pesimistic lot (atleast in appearence). They also tend to not believe in things that are real. The odd thing is, that their belief in the Void is so strong its not uncommon for them to succesfuly believe in reality and have it not affect them.

BECOMING A Believer of the Void
Usually Believers of the Void are either people who have had such fortune in life that it has come to seem meaningless to them and as if it is somehow all under their control, or people who have always been highly sceptical. Either way they somehow are introduced to the idea of the Void (either from their own musings or from some one else) and embraced it full heartedly denying all other existence. Illusionists are particularly apt to becoming Believers of the Void due to their constant interaction with things people believe to be real that realy aren't.

ENTRY REQUIREMENTS
Deity: Must believe in the Void
Feats: Iron Will
Skills: Must have an 8 in either bluff or concentration and a 4 in the other.
Alignment: Must be True neutral or Chaotic Neutral.
Special: Must have come to fully believe that all existence is a figment of your nonexistant mind and therefor doesn't exist nor is worth accepting when it doesn't suit you.

Class Skills
The Believer of the Void's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge Religion (Int), and Move Silently (Dex)
Skills Points at Each Level: 4 + int
Hit Dice: d8

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

1st|
+0|
+0|
+0|
+2|Slippery Mind, Wisdom of the Void, Skeptic, Inattentive 1, Spelless, Unattended 1

2nd|
+1|
+0|
+0|
+3|Unhindered Blow 1

3rd|
+1|
+1|
+1|
+3|Unimpeded 1, Unharmed 1

4th|
+2|
+1|
+1|
+4|Thin Existence, Unattended 2

5th|
+2|
+1|
+1|
+4|Inattentive 2, Unhindered Blow 2

6th|
+3|
+2|
+2|
+5|Unimpeded 2, Unharmed 2

7th|
+3|
+2|
+2|
+5|Unattended 3

8th|
+4|
+2|
+2|
+6|Unimpeded 3

9th|
+4|
+3|
+3|
+6|Nonexistant, Unharmed 3

10th|
+5|
+3|
+3|
+7|Inattentive 3, Unattended 4, Unhindered Blow 3[/table]

Weapon Proficiencies: Gains no new weapon or armor proficiencies.

Wisdom of the Void (SU): When using Bluff, Concentration, Disguise Escape Artist, Hide, and Move Silently, add will score to the roll. In addition Bluff and Concentration are treated as using wisdom for their key ability when used for class skills.

Sceptic (SU): Due to their lack of belief in reality, a Believer of the Void automaticly makes a check to attempt to disbelieve illusions. They also recieve a +2 bonus per class level to all checks made to disbelieve illusions. At level 5 Illusions that can affect reality no longer affect Believers of the Void. Also, they are unable to even percieve the existence of succesfuly disbelieved illusions.

Inattentive (SU): Believers of the Void tend not to pay much atention to their surroundings. As such they recieve a -3 penalty to their reflex save that increases by 1 for each level after 1 (-4 at level 2, -5 at level 3 etc.). However, due to their odd ability to disbelieve in reality, this makes it easier to disbelieve in attacks they didn't notice to begin with. If a Believer of the Void is wounded by an attack where they didn't get their Dexterity bonus (or where they would make a reflex save), they make a bluff check against the hit's attack roll (in the case of reflex saves failed the recieve a - 10 penelty that reduces to a -5 penelty at level 5 and no penelty at level 10). If successful, they don't notice the attack and as such don't believe it happened and as such don't take any damage. (note: if they succede they are not even aware that an attack could have taken place)

Spelless (SU): Believers of the Void can choose not to prepare a spell for the day (if they can cast spells). They may instead prepare their disbelief in reality to counteract magic. If they do so they may attempt to to counter and spell cast. Doing so makes the spell they are countering save against a DC of (The level of the spell slot they are using + double their Believers of the Void level + half their Concentration). The spell they are attempting to prevent adds its DC to its roll (if it does not mention one it is 10 + caster level + spell level).

Unattended (SU): Due to their lack of belief in anything except the Void, Believers are particularly resistant to divine magic. All divine spells (even beneficial ones) must make a saving throw (d20 + spell level + caster level) against the Believers Will (DC = Believer's Will + 10) to affect them. At level 4 the DC changes to Believer's Will + 15, at level 7 to Believer's Will + 20 and at level 10 to Believer's Will + 25.

Unhindered Blow (SU): A Believer of the Void thinks "What does not exist cannot impead my blow." As such they may attempt to disbelieve in an opponents armor. Doing so takes a concentration check (DC tragets AC + 10). If succesful, they ignor AC granted from shields and armor (but not natural armor) for the rest of the day. If they fail they cannot use the ability on the same target again for the rest of the day. At level 5 success causes them to ignor natural armor as well. At level 10 success causes them to use the target's touch AC and if they fail a roll they can reattempt it in 1d12 rounds.

Unharmed (SU): A Believer of the Void thinks "If I don't exist, and you don't exist, then that attack you made against me definitely doesn't exist." A Believer may make a bluff check against the attack (DC 5 + attack roll + half damage delt). If succesful the attack doesn't harm them (note that the multiple hits ate taken individualy and if a hit would deal fatal damage they may still make this roll to avoid it). At level 6 they gain a +5 to this roll. At level 9 they gain another +5 (stacks with level 6 to become + 10).

Unimpeded (SU): A Believer of the Void thinks "what does not exist cannot interfere with my travel. A believer of the void may make a concentration check (DC 10 + 5 per 5 feet of known thickness minimum 5) to disbelieve in a barrier. They gain a bonus to this check equal to their level. If successful they treat the barrier as if it is an illusion. Non Believers of the Void who see them do this and are not familiar (as in the solid nature of the surface) with the area have a 40% chance to successfuly folow them if they don't bother to examine the area. The Believer of the void treats this surface as nonexistant untill they leave sight of it for atleast 5 hours (not counting going further inside of it if it is thick). They may not reatempt a failed roll until they meat the same condition for the effect to fade, but with 24 hours instead of 5 hours. At level 6 and level 8 they gain +3 bonuses to rolls made (totals to +6). Note, if they do not know the thickness of the object they assume the minimum (exception would be the ground where they assume 40 unless the know the area is full of caves or tunnels).

Thin existence (SU): Believers of the Void begin to seem somewhat less there... This causes them to begin to seem almost transparent (like a sheet of paper held up to a light so you can see shadows through it). This becomes more apparent as they increase in levels. Believers of the Void gain a +1 to hide and move silently checks for every level they take of the class after getting this skill (including the level they get the skill) and a +1 to AC for every 3 buffs from this. They are also increasingly harder for people who don't interact with them to any great amount to remember

Nonexistant (SU): A Believer of the Void can sometimes manage to succesfuly and totaly disbelieve in all existence including themself. When a believer uses this ability the become unable to interect with or even percieve reality (or be percieved by it). They may stay like this as long as they want but for every hour they do so there is a 20% cumulative chance they will be trapped like it permanantly (meaning 0% chance first hour, 20% chance 2nd hour 40% chance 3rd hour etc.). Even if they stop it takes 72 hours of not entering it again for each hour worth of time (rounded up) spent in it to go away (if they enter this state for half an hour and leave, then come back for 45 minutes the next day they will have a 20% chance of being stuck). When in this state every 10 minutes increases their displacement from reality, thus if they were to try to move 5 feet in a direction after 10 minutes they would have a 20% chance of moving 10 (after 20 minutes it would be a 40% chance of moving 10 and a 20% chance of moving an aditional 5 for a total of 15). This also causes a cumulative 20% chance that they will move in the a random direction (found by rolling a d6: 1=intended direction, 2=left, 3=right, 4=back, 5=up, 6=down). For every minute they don't move there is a cumulative 5% chance they will be displaced in a random direction by 5 feet (if the chance increases past 100%, there is a chance of becoming displaced again so 120% chance would be aoutomaticly displaced 5 ft, 20% chance of being displaced another 5 feet.)


PLAYING A BELIEVER OF THE VOID
Combat: Usualy they just go out and fight disbelieving in anything that troubles them.
Advancement: The two main paths to follow are reactive disbelief and active disbelief. Reactive focuses on disbelieving things that have already occured and use the bluff skill, while active disbelief is disbelieving something befor any interaction is made and uses the concentration skill. However, as for playing Believers of the Void, the two main catigories are those who loose motivation with the idea that nothing matters, and those who feel they can do anything they want because nothing matters. A common subcatigory of that are those who used to be illusionists and now use a combination of their Believers of the Void powers and their illusions to mess with people.
Resources: Believers of the void have the resources common to any person.

BELIEVERS OF THE VOID IN THE WORLD
Met the strangest man at the bar today. Just sat their drinking his mead like he was going to die tomarrow. When I asked what was wrong he said nothing was and started going on 'bout how nothing realing exists. Finaly settled down though befor he left, but when he did he walked strait through the wall as if it wasn't there! Really! He didn't leave a hole or nothin. No one else seemed able to duplicate the feat either.

Believers of the Void tend to be a sullen lot. They rarely go out of their way to recruit followers (after all wats the point if none of this exists anyways), but take little provocation to start going on about how nothing exists except the Void. It is usual through such rantings that new people take up the path, though it is not too uncommon for people to take it up based on their own musings about existence.
Daily Life: Usual you will go through your day not particularly caring about much of anything. If something bothers you, you simply disbelieve in it. On the other hand you may see tghe lack of existence as an excuse to do anything you want to.
Notables: There are not realy any people considered notables of the Believers of the Void. This is largly due to the fact that most who would reach a point in wich they would become notable cease to exist.
Organizations: There is a loose organization of Believers of the Void. They mostly interact whenever they happen run into one another. Usualy meetings will take place in solid objects that they have disbelieved in.

NPC Reaction
Most NPCs will view you as a rather useless (because of your lack of spellcasting) and sullen mage. Those that know what you are will likely not care and just treat you like anyone else, though some may ignor you. Most believers in other divine entities will likely have some dislikefor Believers of the Void as they refuse to believe in their god.

BELIEVERS OF THE VOID IN THE GAME
Adaptation: They usualy are a spontaniously generated group that once started gains a small group of followers and stays fairly stable in their numbers.
Encounters: They will likely be encountered doing nothing due to the futility of it, or whatever they feel like, as it doesn't matter what they do (in their oppinion). They can, if not persuing some goal at the moment, usualy be persuaded to aid one in doing something for some kind of gain (such as the aleviation of boredom).

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.


Veil Talndrin
Chaotic Neutral/Male/Human/Wizard (UA Illusionist Variant) 10, Believer of the Void 5
Init +3, Senses: Listen +14, Spot +14,
Languages Common, Aquan, Auran, Ingan, Terran
------------------------------------------------
AC 15, touch 13, flat-footed (12)
hp 50 (15 HD)
Fort +6, Ref +0, Will +14
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +11
Base Atk +7, Grp +9
Atk Options Illusions of disbelieving in combat.
Combat Gear Dagger + 3, Leather Armor
Spells Prepared (Note spells are taken from PH and Gnomes. Masters Of Illusion) 0th level - Ghost Sound (2), Alter Feature (1), Lively Rug (1); 1st level - Disguise Self (1), Ventriloquism (1), Object Invisibility (1), Plant Dance (1), Magic Missile (1); 2nd level - Minor Image (1), Mirror Image (1), Dragon of Wandering Folly (1), Gurgle Gargles (1), Rollie Fallie; 3rd level - Bestow Mirror Image (1), Floor of Horrors (1), Improved Object Invisibility (1), Phantasmal Stalker (1); 4th level - Illusory Wall (1), Invisibility Greater (1), Phantasmal Killer (1), Evard's Black Tentacles (1); 5th level - Mirage Arcana (1), Wall of Stone (1)
Supernatural Abilities Chains of Disbelief, Shadow Shaper, Illusion Mastery, Slippery Mind, Wisdom of the Void, Skeptic, Inattentive 2, Spelless, Unattended 2, Unhindered Blow 2, Unimpeded 1, Thin Existence
-----------------------------------------------
Abilities Str 13, Dex 16, Con 14, Int 18, Wis 16, Cha 13
SQ
Feats Deceitful, Spell Focus (Illusion), Greater Spell Focus (Illusion), , Weapn Finesse (Dagger), Iron Will, Spell Mastery (Magic Missle, Evard's Black Tentacles, Wall of Stone, Passwall), Armor Proficiency (light)
Skills Bluff +18, Concentration +18, Disguise +11, Escape Artist +12, Forgery +3, Hide +18, Knowledge (arcana) +2, Knowledge (religion) +2, Spellcraft +8
Possessions Dagger +3, Leather Armor



Owrtho

Xallace
2008-09-06, 09:31 AM
Eternal Explorer of Fharlanghn

”Oh, sorry. I was there just a second ago.”
-Annie Arcturus, an Eternal Explorer

Eternal Explorers are the high priests of the god of Roads. They move endlessly; motion is their prayer, and energy their sacrifice. These kinetic clerics do not run the roads of their forebears; they forge the new paths for mortals to take.

BECOMING AN ETERNAL EXPLORER

ENTRY REQUIREMENTS
Feats: Dodge, Mobility
Skills: Knowledge (Religion) 8 ranks, Survival 4 ranks
Special: Must worship Fharlanghn
Special: Must have access to the Travel Domain

Class Skills
The Eternal Explorer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int modifier

Hit Dice: d8

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

1st|
+0|
+2|
+2|
+0| Traveler’s Insight, Survivalist, World Traveler

2nd|
+1|
+3|
+3|
+0| Divine March, Agility

3rd|
+2|
+3|
+3|
+1| Walker’s Aspect (Combat)

4th|
+3|
+4|
+4|
+1| Spatial Awareness

5th|
+3|
+4|
+4|
+1| Uncanny Dodge

6th|
+4|
+5|
+5|
+2| Walker’s Aspect (Speed)

7th|
+5|
+5|
+5|
+2| Uninhibited Discovery

8th|
+6|
+6|
+6|
+2| Trackless Step

9th|
+6|
+6|
+6|
+3| Walker’s Aspect (Reflexes)

10th|
+7|
+7|
+7|
+3| One with the Road[/table]


Weapon Proficiencies: An Eternal Explorer does not gain or lose any proficiencies.

Spellcasting: At every even level, the Eternal Explorer gains spell slots and spells known as though she had gained a level in whichever spellcasting class she belonged to previously. She does not gain any other benefit of that class (such as improved turning/rebuking undead, etc.). If the Eternal Explorer had more than one spellcasting class before reaching 2nd level in Eternal Explorer, she must choose which class to advance.
Traveler’s Insight (Ex): Striding forth into the unknown can be a very dangerous venture, but the terrain often makes wearing heavy armor more of an obstacle than any sort of protection. Ergo, the Eternal Explorer learns to attune herself to her surroundings.
An Eternal Explorer gains an insight bonus to Armor Class equal to her Wisdom modifier. This bonus applies to the Eternal Explorer’s touch AC and when she is flat-footed, but she loses this bonus if she is immobilized.

Survivalist (Ex) : In order to make a trail, one must first find their way through the wilderness. Fharlagnhn knows this, and thus grants his greatest followers insight into the ways of the wild.
Eternal Explorers gain an insight bonus, equal to their Wisdom bonus, on Climb, Jump, Swim, and Survival checks. This bonus may not exceed their class level.
In addition, levels of Eternal Explorer stack with cleric levels for the effects of her Travel Domain power.

World Traveler (Ex) : Much like a bard, the Eternal Explorer has learned much in her travels. This ability works as Bardic Knowledge, except that the bonus on the check is equal to the Eternal Explorer’s class level + her Wisdom modifier.

Divine March (Su): At 2nd level, an Eternal Explorer is blessed by Fharlanghn with divine speed and endurance. She gains a +10 Insight bonus to her speed, and a +8 Insight bonus on Constitution checks to avoid fatigue from a forced march.

Agility (Ex): Also at 2nd level, the Eternal Explorer’s reflexes increase dramatically. The bonus granted by the Mobility feat improves by +4 (for a total of +8). Additionally, the Eternal Explorer may use the Weapon Finesse feat in conjunction with the Quarterstaff (her patron’s favored weapon).

Walker’s Aspect (Su): There are many dangers on the road, but not all of them are the elements. Sometimes an Eternal Explorer will come face-to-face with bandits, beasts, or worse, and she must be able to defend herself. Fharlanghn agrees.
Once per encounter (or once per minute outside of combat), as a swift action, an Eternal Explorer may channel the essence of travel. This state lasts for a number of rounds equal to 1 + the Eternal Explorer’s Wisdom modifier, after which she becomes exhausted until the end of the encounter (or for one minute, if outside of combat).
When channeling the Walker’s Aspect, the Eternal Explorer appears to blur slightly at the edges, as though she is slightly out of phase with earthly dimensions. This blur does not inhibit an enemy’s ability to hit the Eternal Explorer.
While in this state, the Eternal Explorer gains a +10 Sacred bonus to her base land speed. She may use her Wisdom bonus in place of ( not in addition to) her Dexterity bonus to determine any check or roll normally based on Dexterity (such as many skills, Initiative, attacks with Finesse weapons, etc). Any changes to Initiative come into effect immediately.
At 6th level, the Walker’s Aspect further improves the Eternal Explorer’s speed. She gains an additional +10 Sacred bonus to speed (for a total of +20). In addition, if the Eternal Explorer moves at least 20 feet in a round, she gains a +2 bonus on melee attack rolls, deals an additional +1d6 damage, and attacks against her have a 20% miss chance as her form blurs even more. If the Eternal Explorer uses the Run action, she effectively gains the benefit of an invisibility spell.
At 9th level, the Eternal Explorer may activate this ability as an immediate action.

Spatial Awareness (Ex): At 4th level, the Eternal Explorer gains an unparalleled sense of her environment. From this point on, she may use her total bonus on Spot or Listen checks (whichever is higher) in place of her Reflex saving throw bonus, if she so desires. This decision must be made before rolling any individual Reflex save.

Uncanny Dodge (Ex): At 5th level, the Eternal Explorer gains the Uncanny Dodge ability, as per the Barbarian ability of the same name. If she already has the Uncanny Dodge ability, she gains Improved Uncanny Dodge instead.

Uninhibited Discovery (Su) : At 7th level, the Eternal Explorer is blessed with ease of travel. She ignores the effects of Difficult Terrain. Additionally, the Eternal Explorer may walk or run on flat or vertical surfaces without falling; in essence, “down” is always the surface under the Eternal Explorer’s feet.

Trackless Step (Ex): At 8th level, the Eternal Explorer cannot be tracked by any means, as per the Druid ability of the same name. The Eternal Explorer may activate and deactivate this ability at will.

One with the Road (Su): At 10th level, the Eternal Explorer is granted her final boon. Once per day, the Eternal Explorer may move her base land speed as an immediate action. Additionally, when using the Walker’s Aspect ability, her reach extends by an additional five feet (one square), as she bends and warps spatial proportions.

PLAYING AN ETERNAL EXPLORER
Combat: You fight with speed, pure and simple. At low levels, you’ll be little more than an unarmored cleric, and you likely won’t change how you act. But at the mid and high levels, your ability to evade your foes increases dramatically. Once you gain the Walker’s Aspect, you’ll be a furious force in melee combat. You can wade into combat with little fear of getting hurt.
Advancement: As you advance, you’ll likely want to increase your ability to move, and fight without being hit. Spring Attack is a natural choice of a feat, and Weapon Focus can help increase your chances to hit. Spending some time as a barbarian may increase your survivability and damage output without putting a damper on your survival skills.
Resources: The members of your church are few and far between. But if you do come across another of your faith, expect them to share rations and water with another traveler, or even lodging if they’ve settled down; but don’t overstay your welcome. You’re expected to be out quickly.
A group of adventuring companions is your most likely resource. Few other people can handle the life of the constant wanderer.

ETERNAL EXPLORERS IN THE WORLD
”They want to do what forever? Sounds just like a follower of Farlong… Fulang... Fergie… that walking god.”
- Archibald Gallows, Bartender


Daily Life: If you aren’t somewhere you’ve never been before, you’re planning how to get there. Most of your time will be spent on the move, but never forget to stop in at the occasional map charter to fill in the blank spaces.
Notables: One of the more famous Eternal Explorers was a woman named Annie Arcturus, daughter of a king’s bowman. It is believed by many that she is responsible for charting most of the known world today.
Organizations: As they are both rare and mostly solitary, there are no established organizations for Eternal Explorers. Occasionally one may form an exploration team, but these are usually short-lived endeavors.

NPC Reaction
Commoners will react to Eternal Explorers no differently than they would any other wanderer, as very few people even know about the Eternal Explorers. The majority of the world will begin with a starting attitude of indifferent, but followers of Fharlanghn begin with a starting attitude of helpful.

ETERNAL EXPLORERS IN THE GAME

Adaptation: As rare as they are, Eternal Explorers are rather easy to plop down into a campaign setting. They may have existed the entire time without anyone knowing.
If you want a more “go anywhere” feel for your Eternal Explorer, replace the usual benefits of Walker’s Aspect with additional movement types (such as Burrowing, Flying, etc). Allow more movement types, and further enhance existing ones at 6th and 9th levels.
Encounters: Eternal Explorers have very few enemies, and as such PCs are not likely to end up fighting against one. However, members of this class make for excellent guides; one may join them on an expedition into the unknown.

Zak Crimsonleaf
2008-09-06, 01:23 PM
Windwarrior of Akadi

"As the four winds reach to all corners of the world, sweeping away all before them, so will I allow Akadi's grace to flow through me, to all peoples of this world. I am the howling winter wind, the thunder on the plains, the warm desert breeze, the sunlit eastern horizon. I am of the air."
-Avkar the North Wind, a Windwarrior of Akadi

A Windwarrior of Akadi represents the militant arm of her church. They are the elite warriors and agents of the faith, and are most often found out in the world, working to spread her worship and eliminate the worshippers of her traditional foe, Grumbar, the god of elemental earth. They also serve to protect the peoples of the high places of the world, and the flying races. Sometimes, a Windwarrior considers their battle to be to win the hearts of others over to Akadi, and this can be done peacefully, by helping others. Evil Windwarriors may attempt to sow fear and intimidate others into respecting the goddess.

BECOMING A WINDWARRIOR OF AKADI

Because of the requirements, any Windwarrior must have at least one level of cleric, and most choose to continue on that way, but multiclass combinations are not unheard of. The two most common are cleric/fighters and cleric/wizards, known as 'cutting winds' and 'mystic winds', respectively. Other combinations are extremely rare, but there have been instances of cleric/barbarians before among savage races or tribes that worship Akadi.

ENTRY REQUIREMENTS
Deity: Must worship Akadi
Domain: Must have selected the Air Domain
Spells: Able to cast 1st Level Divine Spells
Skills: Knowledge(religion) 9 ranks
Feats: Altitude Adaptation, Air Devotion, Martial Weapon Proficiency(heavy flail)
Special: Must have undergone the Trial of Winds, where the candidate meditates on a mountaintop, unprotected, for 6 hours.

Class Skills
The Windwarrior of Akadi's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Heal (Wis), Jump (Str), Knowledge(religion) (Int), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level: 2 + Int modifier

Hit Dice: d8

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

1st|
+1|
+0|
+2|
+0|Guided By Wind

2nd|
+2|
+0|
+3|
+0|Spirit of the Breeze

3rd|
+3|
+1|
+3|
+1|Spellthunder

4th|
+4|
+1|
+4|
+1|Stormbinder

5th|
+5|
+1|
+4|
+1|Take to the Skies(glide)

6th|
+6|
+2|
+5|
+2|Breathless

7th|
+7|
+2|
+5|
+2|Take to the Skies(fly)

8th|
+8|
+2|
+6|
+2|Master Conductivity

9th|
+9|
+3|
+6|
+3|Take to the Skies(Fly-By Attack)

10th|
+10|
+3|
+7|
+3|Of the Air[/table]

Weapon Proficiencies: A Windwarrior of Akadi is proficient with simple weapons and light armor.

Class Abilities:

Spells: When a new Windwarrior 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 Windwarrior, he must decide to which class he adds the new level for purposes of determining spells per day.

Guided By Wind: A Windwarrior has an infallible sense of direction. They always know which way the four points of the compass are, and so are rarely lost. This is a supernatural ability. They may also consider an action they are about to perform, and are alerted whether it will affect their alignment or standing with Akadi. They may do this a number of times per day equal to their Wisdom modifier. They also gain Auran as a bonus language.

Spirit of the Breeze: A Windwarrior's spirit is infused with the essence of air, lifting them above and beyond normal physical limits. They become nearly weightless, and can walk across any solid surface-even water-without sinking. This ability is always active, and can be repressed or resumed as a standard action. As well, once per month, the Cleansing Wind may spend an hour in meditation to listen to the winds, and discern where they are needed to help the interests of the church. The result is then revealed in a brief vision, and they know to within twenty miles where they must go.

Spellthunder: The Windwarrior may channel the power of the storm into his spells. By expending a spell slot one level higher than the spell to be affected, that spell deals electrical or sonic damage rather than its normal type. If the spell chosen already deals electrical or sonic damage, it is treated as empowered.

Stormbinder: The Windwarrior may channel the traditional weapons of the sky (thunder and lightning) into an attack. They gain three special abilities. They may use this power twice per day, selecting which ability to manifest as they do so.
Call the Lightning: The Wind warrior may use Call Lightning as a spell-like ability, with a caster level equal to their class level.
Voice of the Thunder: The Windwararior may use Shout as a spell-like ability with a caster level equal to their class level.
Stormbound Weapon: The Windwarrior may empower their weapon with the shocking burst ability or allow it to deal +1d6 sonic damage on a successful attack.

Take to the Skies: A Windwarrior's devotion is rewarded by the ability to enter the realm of their goddess. They gain feathered wings. At 5th Level, the wings are too small to fly, and can only be used to glide. At 7th Level, the Windwarrior gains a fly speed equal to their land movement rate with good maneuverability, but it can only be used for 1 minute per class level. At 9th Level, there is no limit to the amount of time they may fly, and they gain the Fly-By Attack feat. If the Windwarrior already has a fly speed, than they gain a different set of abilities. At 5th level, their fly speed increases by 10 ft, at 7th level, they gain the Hover feat, and at 9th level they gain the Wingover feat.

Breathless: At 6th Level, the Windwarrior draws breath from the divine prescence of Akadi, and that is everywhere. They no longer need to breathe, save to speak.

Master Conductivity: The Windwarrior may command the lightning with unparalleled control. They gain the Conductivity feat, but take no damage when redirecting the electrical attack. Damage is still rolled, to find out how much they would have taken so as to apply it to their attack roll, but it is not applied.

Of the Air: The Windwarrior is truly blessed by Akadi. They gain the Air subtype, and no longer need to eat, sleep, or drink as long as they are above ground.

PLAYING A WINDWARRIOR OF AKADI

Like the air, the ranks of the Windwarriors are very different from one another quite often. They can be played as a force for good or evil, as long as it advances the interests of their deity, which can be done both ways. However, due to their combat skill, either way often involves putting themselves in the middle of the action.

Combat: Windwarriors often follow one of two paths in battle. Either they stay at the rear and use their spells and spell-like abilities to defeat their enemies, or they take advantage of their high base attack bonus and good saving throws and plunge into combat. Either option can be successful, and multiclassing Windwarriors have the choice largely dictated by their second class.
Advancement: Some of the 'mystic wind' sect sometimes take levels in Mystic Theurge to better their spell resources and not have to split advancement between their classes. Members of the 'cutting wind' sect may become members of a combat-oriented prestige class, or simply favor their second class over Windwarrior levels, using only the abilities they see fit to gain. Some Windwarriors focus on combat in the sky, once they achieve higher levels, and others prefer to wear heavy armor and trade mobility for protection.
Resources: Windwarriors, being among the high-ranking members of Akadi's church, gain automatic respect from any others of the faith, and are often able to requisition supplies or aid from the local church or shrine. If the Windwarrior in question is particularly famous or has just given the church in question a great deal of help, it is possible that they may gain the temporary service of a cleric or two in performing their duties.

WINDWARRIORS OF AKADI IN THE WORLD
"They've got their heads in the clouds a lot, but you can't really blame'em, and that's probably the best place for that lot anyway. Once they get involved in things, it won't go so well if you're on the wrong side. How do you think I lost my eyebrows?"
-Jornhold, highland farmer.

Windwarriors of Akadi tend to interact with the world through their actions more than their words, and since their actions generally involve furthering the goals of Akadi in some way, they are percieved as intensely single-minded, overly serious, and, in short, a lot like other priests, just ones that you don't want to get on the wrong side of. However, when not on a quest, they are usually quiet and courteous. The problem is that nobody really sees them unless the situation is serious enough to warrant their involvement.

Daily Life: The life of a Windwarrior revolves around their deity. They begin their day with praying for spells, and are well versed in the details of Akadi's theology and holy texts, enjoying speaking about their own thoughts and insights on them. They have few hobbies, as they are on the move so much and have a great deal of their time spoken for, but generally excel in the ones they do take up. They practice with their weapon for at least an hour every day, usually just before bed, and are generally quite flexible and nimble. The one concession that most make to free time is at meals, during which time they may become much more talkative so as to make up for their preoccupation with other things all day.
Notables: The first Windwarrior is held to be a gargoyle that rose above his savage roots and dedicated himself to Akadi. His name has been lost to time, so he is merely called the Rising Wind. The story of his search for wisdom is long and legendary, but at the end, he is held to have found the fabled Shrine of the Four Winds, and beseeched Akadi to remake him in some other image. The goddess answered, and he became a Windwarrior. The two most famous Windwarriors now are Rulon and Drevin. Rulon is a human from a barbarian tribe that was formerly his tribe's cleric, and now seeks to use her powers to initiate more Windwarriors and raise his tribe to great power, that he may conquer a civilized city and rule it like a king, in Akadi's name, of course. Drevin is a gargoyle intent on saving his people from themselves and following in the footsteps of the Rising Wind.
Organizations: There are four different major orders of Windwarriors, each one dedicated to a different wind, and each with a different self-given mission. The Order of the North Wind focuses on fighting worshippers of Grumbar and the enemies of Akadi in general, whoever they may be, with any and all force necessary. The Order of the West Wind concentrates on protecting established churches, guarding the weak, and going back and forth between the various churches and shrines to travel as much of the world as possible in pursuit of these goals. The Order of the East Wind is the most likely to try and win converts, as they prefer peaceful expansion of the faith, falling back on battle only as absolutely necessary. However, they are very aggressive in gaining worshippers, and can be very annoying to be around. The Order of the South Wind is most often found traveling and adventuring, for they believe that by seeking wisdom in many places, and showing everyone the goodwill of the Windwarriors, they will open the people's eyes to Akadi's truth. There are many Windwarriors that are not part of the four orders, of course.

NPC Reaction
Until an NPC gets to know any Windwarrior personally, and can take them at their measure, they generally regard them with wariness and careful respect. In some places, they are reviled as arrogant warriors that are only interested in doing battle in Akadi's name. In others they are praised as dedicated protectors of Akadi's faithful.

WINDWARRIORS OF AKADI IN THE GAME
The Windwarriors may necessitate the need for increasing precautions against flying opponents, and putting a Windwarrior into your party can be difficult depending on their motivation for joining. They are not so valuable in typical dungeon environments, and their electricity-based attacks may not work against some opponents.
Adaptation: While the Windwarriors can easily be inserted wholesale into the world as exactly what they are described, it is possible to alter their nature a little. Depending on the gods of the world, they may worship another god with the Air Domain, and rather than being holy warriors, they may be an order of mercenaries, an isolated mountaintop mystic order, or the elite fighters of a highland tribe.
Encounters: The PCs may encounter the Windwarriors in many ways. They may run afoul of one that travels with them in exchange for preaching about the virtues of Akadi all the time and trying to convert them to the faith, they may find themselves on the wrong side of a battle where, for whatever reason, a Windwarrior fights against them, or they could be investigating the same problem as a Windwarrior, and wind up working together to solve it.

Sample
Encounter
EL 10: Avkar the North Wind is a member of the Order from which he takes his name, and even among them is shunned for his overzealous nature. He wants nothing more than battle against Akadi's enemies, and will go to any lengths to find them. The PCs may find themselves on the wrong end of his flail in a variety of ways. Perhaps they did a favor for someone he has reason to consider an enemy, or perhaps they give the wrong answers when he meets them on the road. Whatever way battle begins, the PCs will have a fight on their hands.

Avkar the North Wind
Lawful Neutral Male Human Cleric5/Wnd5
Init +3, Senses: Listen +4, Spot +10,
Languages Common, Auran
------------------------------------------------
AC 19, touch 13, flat-footed 16
HP: 75 (10d8 HD + 20)
Fort +7, Ref +8, Will +9
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +11 +1 holy heavy flail (1d10+2) +11 Ranged Touch Spell
Base Atk +8, Grp +10
Atk Options
Combat Gear
Typical Spells Prepared 1st-Shield of Faith, Sanctuary, Bless, 2nd-Spiritual Weapon, Zone of Truth, Hold Person, Sound Burst, 3rd-Searing Light, Magic Circle Against Evil, Protection from Energy, 4th-Discern Lies, Death Ward, 5th-Flame Strike, Righteous Might
Supernatural Abilities Guided By Wind, Spirit of the Breeze
-----------------------------------------------
Abilities Str 14, Dex 16, Con 14, Int 10, Wis 18, Cha 9
SQ Stormbinder, Spellthunder, Take to the Skies(glide)
Feats Altitude Adaptation, Air Devotion, Martial Weapon Proficiecy(heavy flail), Combat Casting, Quick Draw
Skills Concentration +10, Knowledge(religion) +18, Spot +6
Possessions +1 Elven Chain of Moderate Fortification, +1 Holy Heavy Flail, Necklace of Adaptation, Phylactery of Faithfulness, Handy Haversack, Eyes of the Eagle, Potion of Invisibility

Vaynor
2008-09-16, 07:56 PM
Evangelist of Urogon

http://wizards.com/dnd/images/5n_gallery/89996.jpg
Note: Image belongs to Wizards of the Coast.

”Fear not, for the cleansing fire of Urogon will cleanse your body and save your soul!”
- Krehkon, half-orc evangelist of Urogon

Evangelists of Urogon travel the world forcibly inflicting their god’s will on anyone they come across. His word, at all costs, will be spread. In general, evangelist’s of Urogon are clerics, paladins, or priests outfitted for a “righteous” crusade, regardless of its questionable ethics.

BECOMING AN EVANGELIST OF UROGON
Through pious worship of Urogon, some followers realize the need to spread the word of Urogon and leave their lives to convert those who have not seen the way.

ENTRY REQUIREMENTS
Deity: Must worship Orogon.
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Knowledge (religion) 4 ranks.
Alignment: True Neutral.
Feats: True Believer (Complete Divine).
Spells: Must be able to cast 2nd level divine spells.
Special: Must have undergone the Ritual of Empowerment (detailed below).

Class Skills
The evangelist of Urogon’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + int

Hit Dice: d10



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


1st

+1

+2

+0

+0
Convincing Strike +1d6, Convert



2nd

+2

+3

+0

+0
Convincing Strike +2d6
+1 level of existing divine spellcasting class


3rd

+3

+3

+1

+1
Convincing Strike +3d6
+1 level of existing divine spellcasting class


4th

+4

+4

+1

+1
Convincing Strike +4d6
+1 level of existing divine spellcasting class


5th

+5

+4

+1

+1
Convincing Strike +5d6, Wrath of Urogon



6th

+6

+5

+2

+2
Convincing Strike +6d6
+1 level of existing divine spellcasting class


7th

+7

+5

+2

+2
Convincing Strike +7d6
+1 level of existing divine spellcasting class


8th

+8

+6

+2

+2
Convincing Strike +8d6
+1 level of existing divine spellcasting class


9th

+9

+6

+3

+3
Convincing Strike +9d6
+1 level of existing divine spellcasting class


10th

+10

+7

+3

+3
Convincing Strike +10d6, Ritual of Empowerment
+1 level of existing divine spellcasting class



Weapon and Armor Proficiencies:
The evangelist of Urogon gains proficiency with the greatclub. Armor proficiencies are not changed.

Spells per Day/Spells Known:
When a new evangelist of Urogon level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class in which he could cast before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class, he must decide to which class he adds each level for the purpose of determining spells per day.

Convincing Strike:
An amount of times per day equal to evangelist of Urogon class level + charisma modifier per day, an evangelist of Urogon may infuse a melee strike with extra force. If the melee attack is a success, the target must succeed on a DC 10 + evangelist of Urogon class level + charisma modifier Will save or be charmed (as charm person (http://www.d20srd.org/srd/spells/charmPerson.htm), except the target receives no bonus when being attacked, and treat the target’s attitude as helpful instead of friendly). If the charm is resisted, Urogon lashes out in fury at the attempted target, dealing extra damage equal to 1d6/evangelist of Urogon class level. This damage cannot be avoided. The charm effect lasts for 1 hour/evangelist of Urogon class level.

Convert:
As a full-round action, an evangelist of Urogon may attempt to sway the target’s faith using a Diplomacy check. This may only be used to convert the target. No penalty is incurred for making a rushed Diplomacy check in this fashion. As well, any possible convert is treated as having their initial attitude lowered in the evangelist’s favor by one step for the purpose of determining the DC of the skill check. Once the possible convert’s attitude level has reached helpful, the evangelist of Urogon may attempt one more time to sway the opinion of the subject. This time, however, the target must make a Will save with a DC equal to a Diplomacy check made by the evangelist of Urogon. If the target fails, he is charmed as if by Convincing Strike.

Wrath of Urogon: If a target fails to be converted by use of Convincing Strike or Convert (or any other Diplomacy check to the same effect) more than once, the evangelist of Urogon may call upon his god to smite the heretic. A pillar of fire falls from the sky, striking the target for 1d10/evangelist of Urogon class level + charisma modifier damage (half of the damage dealt is fire, the rest is either holy or unholy energy depending on which will have the most effect). This ability may be used once per day per evangelist of Urogon class level.

Ritual of Empowerment: An evangelist of Urogon may permanently convert anyone currently under the charm effects of Convincing Strike (or similar) or to a willing target by spending 10 minutes to effectively lobotomize them with the Ritual of Empowerment. The charmed creature is not allowed to make a charisma check to disregard this command as they would be able to normally, even if they would have been opposed to the procedure.

Once “empowered,” the target follows any order given it (similar to being dominated) as well as the normal effects of the Ritual of Empowerment. An evangelist of Urogon can have an as many minions as they require, as long as the total HD of the minions combined does not exceed 20, with no single minion having more than half of that. If an evangelist of Urogon attempts to exceed this number, the procedure is effective but the target is not under the control of the evangelist. However, if the evangelist has the Leadership feat (or similar effect), treat his leadership score as two higher for the purpose of attracting followers if all followers have undergone the Ritual of Empowerment.

When an evangelist of Urogon dies, the minions are freed, but are still under the effects of the Ritual of Empowerment unless the process is reversed.

PLAYING AN EVANGELIST OF UROGON

Playing an evangelist of Urogon is straightforward, convert anything that moves. They are neither a force for good nor one for evil, simply a force that will just as soon murder a stubborn paladin as destroy a reluctant necromancer.

Combat: When entering combat, an evangelist of Urogon will attempt first to convert the adversary with diplomacy, and, if that fails, will use force instead as a conversion tool.
Advancement: Evangelists of Urogon whose previous classes are less combat oriented will often take levels in Divine Crusader or similar class to further improve their skill in battle. Or, alternatively, an evangelist of Urogon will take levels in the Evangelist prestige class to increase their skill in conversion.
Resources: An evangelist of Urogon can easily gain resources by acquisition from converted subjects, or from the church itself, which will freely donate to any of their cause to increase conversion.

EVANGELISTS OF UROGON IN THE WORLD
”A scourge upon the world, that they are. How can I run a decent church with that lot runnin’ around screwin’ with people’s minds?”
- Alice Frelek, human priestess of Pelor

Evangelists of Urogon are solitary beings (with the exception of any minions they might currently have), conversion is something to be sought by a single missionary, not a group. Society, however, perceives them as over zealous religious fanatics, until they start converting.
Daily Life: All day, every day, is devoted to Urogon. When awoken in the morning, an evangelist of Urogon devotes two hours to prayer, then sets out to meet his personally determined conversion quotient for the day. After that has been done, there is more prayer (thanking Urogon for a fruitful day) and then sleep.
Notables: Father Alastorn, as he was called, is the most well-known evangelist of Urogon. His exploits in converting savages along the eastern coast are legendary among the other worshippers of Urogon, and barely known to anyone else (a status few Urogon worshippers achieve).
Organizations: Churches of Urogon tend to appear in large, urban areas, and although they are small, through charm and persuasion they can grow large with surprising speed, sometimes even encompassing entire towns.

NPC Reaction
Most NPCs will be wary of an evangelist of Urogon, not only for his fervently disturbing beliefs but also for the arrogant disposition with which they act. However, NPCs of the Urogon faith are immediately personable to any evangelist of Urogon.

EVANGELISTS OF UROGON IN THE GAME
Evangelists of Urogon may be slightly difficult to integrate into the game, because of their overwhelming need to convert those that they will travel with. However, they know when it is in their best interest to put conversion to the side when there are more important problems to worry about.
Adaptation: Being minions of a small, religious sect, evangelist’s of Urogon can be inserted into almost any campaign setting with ease. If a god with similar views as Urogon is already present, they may alternatively worship that one instead of Urogon.
Encounters: PCs will most likely encounter an evangelist of Urogon attempting to convert someone, and in the process attacking an innocent person, whom the PCs may attempt to defend.

Urogon
The Merciless One, The Tyrant, Lord of Cleansing Fire
Lesser Deity
Symbol: A man’s head bleeding from the forehead
Alignment: True Neutral
Portfolio: Discipline, conquest, endurance, tyranny, zeal, justice
Worshippers: Clerics, paladins, favored souls, religious persecutors
Cleric Alignments: NG, LN, TN, CN, NE
Domains: Nobility, strength, war, fire
Favored Weapon: Greatclub

Urogon’s dogma dictates that everyone must be a follower of him, that if they do not follow him they are sick in the head and cannot be trusted. Urogon’s followers treat conversion as a way of life, and will stop at nothing to “save” even one life from doom.

The Ritual of Empowerment
Followers of Urogon have part of their brain removed in a religious ceremony, called the Ritual of Empowerment. The effects of this procedure are different for every patient, but present after every operation is the permanent and unwavering faith in Urogon (alignment also immediately changes to TN). The subject goes mad, no longer seeing reason except that of their god. At this point it is literally impossible to stop fervently believing in Urogon, and the subject can never become an ex-member of any divine class (such as ex-cleric, or ex-paladin) due to alignment change or disbelief in his deity. Alignment, as well, can never differ from true neutral. This process may be reversed by any spell similar or greater in effect and power to a greater restoration spell.

Sample Encounter
EL 8: Grogar the Mighty has been terrorizing a town the PCs are passing through, and he will not stop his attempts to convert the townsfolk unless killed. The mayor has asked the PCs to help them the next time Grogar attacks.

Grogar the Mighty
True Neutral Male Human Paladin 5/Evangelist 3
Init +5, Senses: Listen +5, Spot +6
Languages Common, Orcish
------------------------------------------------
AC 18 (+1 Dex, +5 breastplate, +2 heavy steel shield), touch 11, flat-footed 17
HP 8d10 + 24 (68 hp)
Fort +10, Ref +3, Will +4
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Greatclub +13 melee (1d10+3, 19-20/x2)
Base Atk +8, Grp +11
Atk Options Convincing Strike, Smite 2/day
Combat Gear Breastplate, +1 greatclub, heavy steel shield
Spells Prepared 1st - Divine Favor, Cure Light Wounds; 2nd - Bull’s Strength
Supernatural Abilities Convert, Detect Alignment, Lay on Hands, Turn Unbeliever
-----------------------------------------------
Abilities Str 17, Dex 12, Con 16, Int 12, Wis 14, Cha 15
Special Qualities Aura of Neutrality, Aura of Courage, Divine Health, Divine Grace
Feats True Believer, Improved Initiative, Weapon Focus (Greatclub), Improved Critical (Greatclub)
Skills Bluff +10, Diplomacy +10, Knowledge (religion) +5
Possessions 1,350 gold, potion of cure moderate wounds (x2), scroll of charm person (x4)




Special Notes

A paladin who takes levels in Evangelist of Urogon and thus changes his alignment to True Neutral may continue advancing and does not lose any levels acquired in the paladin class (i.e. he does not become an ex-paladin). The following abilities are also changed: smite evil (changed to smite, can affect anyone who does not worship Urogon), aura of good (changed to aura of neutrality), detect evil (changed to detect alignment), turn undead (changed to turn unbeliever; affects anyone who does not worship Urogon).

Blue Ghost
2008-09-20, 05:07 PM
Deceiver of Asmodeus

http://farm3.static.flickr.com/2096/2205704162_254a53e5ec.jpg?v=0

“Hearken to me, my friends, for I shall speak to you the truth, like you have never heard it before. The truth shall liberate you from the lies you have been told all your life, and open your eyes to the true light.”
--Cerinthus, prophet and secret devotee of Asmodeus

“Because of the signs he was given power to do on behalf of the first beast, he deceived the inhabitants of the earth.”
--Revelation 13:14

Asmodeus, the Lord of the Nine Hells, is the embodiment of treachery and deceit. When the Lord of Deception wishes to extend his reach over the mortal realm, he ordains mortal servants to be deceivers.
The deceiver of Asmodeus is the quintessential false prophet, a wolf in sheep’s clothing who promises peace but brings death. He is an expert in treachery and manipulation, and spreading heresy and corruption to further the cause of the Lord of the Nine on the mortal realm. Deceivers are seldom recognized for what they are, but go about masquerading as agents of light, swaying the crowds with their diabolical powers.


BECOMING A DECEIVER OF ASMODEUS
Most deceivers of Asmodeus begin as favored souls, who already have the charisma and mystical link to Asmodeus necessary for entry into the class. Almost as many begin as clerics, for Asmodeus’s most loyal mortal servants often come from that class. A surprising number of ur-priests are ordained as deceivers as well; these tend to focus on undermining the power of the true gods on the mortal realm.

ENTRY REQUIREMENTS
Alignment: Lawful evil.
Skills: Bluff 10 ranks, Diplomacy 5 ranks, Perform (oratory) 5 ranks
Feats: Disciple of Darkness (Asmodeus), Chosen of Asmodeus*
Religion: Must worship Asmodeus
Spellcasting: Must be capable of casting 4th-level divine spells.
*New feat detailed below.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (arcana, local, religion, the planes) (Int), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), and Spellcraft (Int).
Skills Points at Each Level: 4 + int

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|False worship, fascinate, undetectable alignment|+1 level of existing divine spellcasting class

2nd|
+1|
+0|
+0|
+3|Dark influence (suggestion)|+1 level of existing divine spellcasting class

3rd|
+1|
+1|
+1|
+3|Master of lies, mask of goodness|+1 level of existing divine spellcasting class

4th|
+2|
+1|
+1|
+4|Corruption, false wonder|+1 level of existing divine spellcasting class

5th|
+2|
+1|
+1|
+4|Dark influence (modify memory), irresistible enchantment|+1 level of existing divine spellcasting class

6th|
+3|
+2|
+2|
+5|False benevolence|+1 level of existing divine spellcasting class

7th|
+3|
+2|
+2|
+5|Emulate domain|+1 level of existing divine spellcasting class

8th|
+4|
+2|
+2|
+6|Dark influence (dominate monster)|+1 level of existing divine spellcasting class

9th|
+4|
+3|
+3|
+6|Mask other|+1 level of existing divine spellcasting class

10th|
+5|
+3|
+3|
+7|Awesome wonder|+1 level of existing divine spellcasting class[/table]

Weapon Proficiencies: A deceiver of Asmodeus gains no proficiencies with any weapons or any type of armor.
Spellcasting: When a new deceiver level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine 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 caster level. If a character had more than one spellcasting class before becoming a deceiver, he must decide to which class he adds the new level for purposes of determining spells per day.
False Worship (Ex): A deceiver of Asmodeus may appear to be praying to another god while actually praying to the Archdevil. He can invoke the name of any deity when casting or praying for divine spells, and he can use the holy symbol of any deity. Observers can make Sense Motive checks, opposed by the deceiver’s Bluff check, to detect the deception. Also, the deceiver has no alignment restrictions in spellcasting, and can cast chaotic and good spells freely.
Fascinate (Sp): A number of times per day equal to his Charisma modifier, a deceiver of Asmodeus can mesmerize listeners with his speeches. This works exactly like the bard’s fascinate ability, with a duration of concentration, up to 1 minute per deceiver level. The save DC is set by the deceiver’s Perform (oratory) check. If the deceiver fascinates a creature for 1 minute or more, he can make a Perform (oratory) check to influence the attitudes of all affected creatures (as with the Diplomacy skill). He makes a single check for all affected creatures, and this check can affect creatures that he has tried to influence before, regardless of previous success or failure. This is an enchantment (compulsion), mind-affecting ability.
Undetectable Alignment (Su): A deceiver of Asmodeus is constantly under an undetectable alignment effect, as the spell.
Dark Influence (Sp): Beginning at 2nd level, the deceiver gains the ability to plant subconscious influences in the minds of the creatures he fascinates. Each time the deceiver uses his fascinate ability, he can choose to use his dark influence to affect either a single creature with any number of HD, or any number of creatures whose individual HD does not exceed the deceiver’s class level. Each targeted creature must make a Will save (DC = 10 + deceiver’s class level + deceiver’s Cha modifier) or be affected by a suggestion effect. If the deceiver chooses to target multiple creatures, each affected creature must receive the same suggestion. This is an enchantment (compulsion), mind-affecting effect.
Beginning at 5th level, the deceiver can affect individuals with modify memory instead of suggestion. Each individual affected must have his memory modified in the same way (with the same memory added, erased, or altered).
Beginning at 8th level, the deceiver can use his dark influence to dominate individuals. He can control dominated individuals separately.
Master of Lies (Ex): At 3rd level, the deceiver is so proficient with the art of deception that lying no longer creates disturbances in his aura. He cannot be affected by detect lies, zone of truth, or similar magic. In addition, he gains a +4 profane bonus to Bluff checks.
Mask of Goodness (Su): At 3rd level, the deceiver gains the ability to make his alignment appear to be something other than what it is. As a free action, the deceiver can choose an alignment. He registers as the chosen alignment for the purposes of all detect spells until he chooses a different alignment. This replaces the deceiver’s undetectable alignment class feature.
Corruption: At 4th level, the deceiver gains the ability to corrupt the souls of those he affects with his fascinate ability. Once per week, after using his fascinate ability for at least 1 minute, the deceiver can attempt to corrupt the listeners. All fascinated creatures whose HD do not exceed the deceiver’s class level must make a Will save (DC = 10 + deceiver’s class level + deceiver’s Cha modifier) or have their alignment shifted 1 step toward either law or evil (the deceiver’s choice). The targets gain modifiers to their Will saves as detailed below:

{table=head]Circumstance|Modifier
Target is determined to keep current alignment|+4
Target will lose class abilities if converted (e.g. cleric, paladin)|+4 (stacks with above factor)
Target has 5 or more ranks in Sense Motive|+2
Target has been affected by the deceiver’s fascinate ability before|-1 per previous exposure[/table]

Creatures who beat the save DC by 5 or more become aware of the deceiver’s attempt to corrupt them.
False WonderAt 4th level, the deceiver adds major image to his class spell list as a 3rd-level spell, and charm monster and phantasmal killer as 4th-level spells.
Irresistible Enchantment (Su): At 5th level, the deceiver gains a +2 profane bonus to the save DCs of all his mind-affecting spells and abilities.
False Benevolence (Su): At 6th level, the deceiver gains the ability to spontaneously cast cure spells as a good cleric does, and he casts healing spells at +1 caster level.
Emulate Domain: At 7th level, the deceiver can emulate the power of the servants of another deity. He gains any bonus domain of his choice.
Mask Other (Su): At 9th level, the deceiver can make the alignments of other people to appear different from what they really are. As a standard action, he can cause the alignment of another creature within 60 feet to detect as a different alignment of his choice for 1 hour per deceiver level. Unwilling creatures gain a Will save (DC = 10 + deceiver’s class level + deceiver’s Cha modifier) to resist the effect.
Awesome Wonder (Sp): Upon reaching 10th level, the deceiver can awe crowds into bowing before him with his displays of power. Once per day, when the deceiver casts a divine spell, he can will those around him into bowing down. All creatures within 60 feet who can see the deceiver casting the spell and who can see the effect of the spell must make a Will save with a DC equal to the spell’s DC (or the DC the spell would have, if it doesn’t have a save). Those who fail fall prostrate (treat as cowering) and take no actions for a number of rounds equal to the deceiver’s Cha modifier.

PLAYING A DECEIVER OF ASMODEUS
Brief description on how to play the class you are designing.
Combat: The deceiver of Asmodeus was designed mainly as a class for NPC villains. However, the deceiver can make a good antihero in an adventuring party, especially if the campaign focuses on fighting against demons, whom Asmodeus hates as much as any good character.
A deceiver of Asmodeus usually draws the notice of Asmodeus long before he takes up the class. From the beginning of his service to Asmodeus, he is carefully watched by the Lord of the Nine, scrutinized to make sure he really has what it takes to take on such a great responsibility in the Archdevil’s plans. When the time is right, an aspect of Asmodeus appears to the candidate, usually in a dream, and whisks him away to an isolated wilderness in the Nine Hells. There, the prospective deceiver is tested in a series of ordeals designed to measure his loyalty to Asmodeus and his cunning. Those who pass become official deceivers of Asmodeus.
Advancement: As the deceiver progresses, he gradually earns Asmodeus’s trust with his service, and is given more and more powerful deceptions. The deceiver usually continues to max out his Bluff skill for optimal deception. Diplomacy and Perform (oratory) are also needed to expand the deceiver’s influence.
Resources: The deceiver’s primary resource is his ability to hold sway over people’s minds with his fascinate ability and other abilities for controlling others. His divine spellcasting is as strong as a full caster’s, and he uses it to his advantage.

DECEIVERS OF ASMODEUS IN THE WORLD
“’E’s a great guy, that Cerinthus. ‘E’s the real thing for sure, ‘e ain’t afraid to go against the church tradition. I wouldn’t even be surprised if ‘e turned out to be Pelor hisself.”
--Tomos Smithers, barkeep

Asmodeus is much less powerful than the true deities, and ordains deceivers only when necessary for his goals. Thus, deceivers of Asmodeus are not common in the world. Deceivers are seldom recognized for who they are, but rather masquerade as servants of other deities or causes. They tend to hold influential positions in society, where they can most effectively deceive the masses.
Daily Life: Deceivers of Asmodeus generally appear to be very pious, making prayers (which are secretly addressed to Asmodeus) in public. Some pray directly to Asmodeus when they are alone, while others invoke the names of other deities even when they are not being watched. Many deceivers are also secret members or leaders of cults of Asmodeus in addition to their assumed role in society.
Notables: Deceivers are few and far between, but they tend to go down in history for the roles they play. Father Dakkiro founded the first organized church of Asmodeus and made many converts. King Dormin the Just started a bloody war with a neighboring kingdom, in which thousands were slaughtered, and is still praised as the king who righteously defended his people against foreign invaders. Lady Ba’ah Le’lastri was a drow devotee of Asmodeus who assumed the role of the high priestess of Lolth and started a drow civil war, effectively putting the church of the demon goddess out of commission for nearly a century.
Organizations: Most deceivers of Asmodeus are members of the church of Asmodeus. Some, after becoming deceivers, leave the organized church, instead taking direction directly from Asmodeus and his fiendish servants. Others remain in the church, where they tend to rise to leadership roles. Deceivers of Asmodeus generally infiltrate other organizations, mostly churches, where they seek to deceive and corrupt the members.

NPC Reaction
Deceivers of Asmodeus are seldom recognized for what they really are. The reactions they draw from the populace depends largely on the role they assume. Most are influential and well-beloved by the people. The few who suspect their true nature look upon them with fear and mistrust, but are generally unable to convince the people of the deceiver’s deceptions.

DECEIVERS OF ASMODEUS IN THE GAME
A deceiver of Asmodeus works best as a major villain in the game, whom the PCs are constantly trying to expose. He may be the main villain of the campaign, or perhaps a lackey of the main villain whose role is to pave the way for when the villain shows himself.
Adaptation: The deceiver of Asmodeus works well for any false prophet-type character. The class can easily be adapted to other gods, such as Vecna, Lolth, or even Olidammara with a few cosmetic changes.
Encounters: An encounter with a deceiver of Asmodeus typically involves intrigue more than combat, as the deceiver is probably too influential among the people for the PCs to attack directly. The PCs usually must first find a means of revealing the deceiver’s true nature before engaging him in battle.

Sample Encounter
The PCs might come across a deceiver in a new town they come to, or they may be introduced to one early in the campaign and not learn of his intentions until later.
EL 15: Cerinthus is a charismatic street preacher of Pelor. He backs up his revolutionary teachings with awesome miracles. He has gained a cult following among the people of his town, and is slowly exceeding the local church of Pelor in popularity. Few suspect that he is in reality a deceiver of Asmodeus, corrupting the minds of his followers with his venomous heresies. The PCs might be approached by a member of the church who suspects Cerinthus’s intents, and asked to exposed him.


Cerinthus
LE male human favored soul 8 / deceiver of Asmodeus 10
Init +1, Senses: Listen +3, Spot +3
Languages Common, Infernal
------------------------------------------------
AC 21, touch 11, flat-footed 20((+1 Dex, +7 called breastplate of command, +3 +1 called heavy steel shield)
hp 79 (15 HD)
Fort +9, Ref +9, Will +14
------------------------------------------------
Speed 30 ft. (6 squares) (20 ft with armor)
Melee +1 spell storing heavy mace +9 (1d8 plus hold person)
Base Atk +9, Grp +8
Atk Options fascinate 6/day, dark influence (suggestion or modify memory[i]), corruption, false benevolence
Combat Gear 2 scrolls of [i]break enchantment, 2 scrolls of spell immunity
Spells Known (6/8/8/7/7/7/7/4, save DC 13 + spell level)
0--create water, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, resistance
1st--cause fear, command*, lesser vigor, nimbus of light, remove fear, shield of faith, summon monster I
2nd--deific vengeance, eagle’s splendor, hold person*, lesser restoration, remove paralysis, spiritual weapon
3rd--bestow curse, major image, remove blindness/deafness, remove disease, searing light, wrack
4th--castigate, charm monster*, divination, phantasmal killer, restoration, tongues
5th--break enchantment, flame strike, greater command*, raise dead, slay living
6th--fires of purity, geas/quest, heal, visage of the deity
7th--destruction, greater restoration, regenerate
*Because of Cerinthus’s irresistible enchantment ability, the save DCs for these spells are 15 + spell level.
-----------------------------------------------
Abilities Str 8, Dex 12, Con 13, Int 10, Wis 16, Cha 22
SQ deity’s favor, false worship, master of lies, mask of goodness, irresistible enchantment, emulate domain (Purification)
Feats Feats Augment Healing, Chosen of Asmodeus, Disciple of Darkness (Asmodeus), Extend Spell, Improved Initiative, Quicken Spell, Spell Penetration
Skills Bluff +31, Diplomacy +29, Disguise +9 (+11 acting), Intimidate +11, Knowledge (religion) +5, Perform (oratory) +19, Sense Motive +5
Possessions called breastplate of command, +1 called heavy steel shield, +1 spell storing heavy mace (with hold person stored), cloak of Charisma +4, periapt of Wisdom +2, circlet of persuasion, silver holy symbol of Pelor (prepared for casting destruction)

Deity’s Favor: When casting a spell, Cerinthus can grant temporary hit points to one ally affected by the spell equal to 3 times the spell level. (PH2 p. 43)
Purification Domain: +1 caster level to abjuration spells.
Cerinthus's deceiver of Asmodeus class abilities have a save DC of 25.
--------------------------------------------------------------------------
New Feat: Chosen of Asmodeus
The Lord of the Nine Hells has chosen you for some great task ahead.
Prerequisites: Disciple of Darkness (Asmodeus), divine caster level 1st, Cha 15
Benefits: Bluff is always a class skill for you. Once per day, you may expend divine spell slot or prepared spell to gain a profane bonus bonus to Bluff checks equal to the level of the expended spell or spell slot for 1 hour.

Krimm_Blackleaf
2008-09-20, 06:39 PM
I decided to use this contest to give a teaser to the next Nation of the Dead supplement I'm working on, Kin of the Old ones. this is one of the PrC's featured in it.

----
Vua-Xuu q'R'lyeh
"Pa'qui n'Vaa ci'nqua vaalaa q'R'lyeh! I'a Cthulhu!" -H'guil'l, illithid cultist, raving in the name of Cthulhu

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG188.jpg
Y'kkuul, servant of Cthulhu and his own endless madness...

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn... "In his house at R'lyeh dead Cthulhu waits dreaming." Creatures of madness that wait beyond the worlds we know, existing in all times at once, in all worlds at once, and yet one of the greatest creatures also lay dormant in the ancient depths of the ocean, in the sunken city of R'lyeh. The vua-xuu q'R'lyeh are the twisted cultists and willing slaves of the sleeping elder god, masters of tunneling through alien dimensions with their minds and directly into the infinite reaches of the psyche of great Cthulhu himself.

HD: d8

Requirements
Alignment: Chaotic neutral or Chaotic evil
Race: Illithid
Skills: Knowledge (psionics) 11 ranks, Knowledge (religion) 5 ranks, Knowledge (the planes) 5 ranks
Feats: Chosen of Evil*, Slave to Evil*, any Metapsionic feat
Psionics: Ability to use 5th level psionic powers of the telepathy discipline.
Deity: Cthulhu
*These feats can be found in the book Elder Evils.

Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Psicraft, Sense Motive, Spot and Swim
Skill-points per level: 2+Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special Abilities|Psionics
1st|+0|+0|+0|+2|Mind of R'lyeh, domains|+1 of existing psionic manifesting class
2nd|+1|+0|+0|+3|Mind-rending blast|+1 of existing psionic manifesting class
3rd|+1|+1|+1|+3|--|+1 of existing psionic manifesting class
4th|+2|+1|+1|+4|Profane miracle|+1 of existing psionic manifesting class
5th|+2|+1|+1|+4|--|+1 of existing psionic manifesting class
6th|+3|+2|+2|+5|Mind-destroying blast|+1 of existing psionic manifesting class
7th|+3|+2|+2|+5|--|+1 of existing psionic manifesting class
8th|+4|+2|+2|+6|Greater profane miracle|+1 of existing psionic manifesting class
9th|+4|+3|+3|+6|--|+1 of existing psionic manifesting class
10th|+5|+3|+3|+7|Body of R'lyeh|+1 of existing psionic manifesting class
[/table]

Weapon and Armor Proficiencies: Vua-Xuu q'R'lyeh are proficient with all simple weapons and light armors, but no shields.

Manifesting: At every level, a vua-xuu q'R'lyeh gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of vua-xuu q'R'lyeh to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a vua-xuu q'R'lyeh, he must decide to which class he adds the new level of vua-xuu q'R'lyeh for the purpose of determining power points per day, powers known, and manifester level.

Mind of R'lyeh (Ex): At first level, your already alien mind reaches deep into the place where the material plane and the far realms meet: R'lyeh. This ability grants the vua-xuu q'R'lyeh immunity to damage and drain to all of it's mental ability scores as well as confusion effects. Secondly, anyone attempting to read their mind must make a Will save (DC 10+vua'xuu q'R'lyeh level+Int modifier) be rendered confused for 1d6 rounds. At 6th level, they are rendered permanently insane. Lastly, the vua'xuu q'R'lyeh is allowed to make all Knowledge checks without having ranks in them, and receives a bonus to all Knowledge skills equal to their vua'xuu q'R'lyeh level.

Domains: At first level, a vua-xuu q'R'lyeh gains a small portion of the pseudo-divine power of entropic alien dimensions that house great Cthulhu. Select two of the following domains; Chaos, Evil, Madness, Mind, Water. From now on you can manifest domain spells as if they were psionic powers. The power point cost of the domain spell is equal to (2*Spell level)-1 with a minimum cost of 1 power point.

Mind-rending Blast (Su): At 2nd level, you are capable of ripping the pure madness from your own mind and imposing it upon others. By expending 5 power points as a free action when using your mind blast racial feature, it renders those who fail the save within the cone confused for 1d6 rounds instead of stunned for 1 round.

Profane Miracle (Ps): At 4th level, you become capable of drilling a tunnel between your mind and the power of Cthulhu to perform what will be falsely considered a miracle. By expending 13 power points, a vua-xuu q'R'lyeh can use limited wish as a psi-like ability with a caster level equal to their manifester level. Using this ability burns 1 Wis, but a vua-xuu q'R'lyeh can burn 1d4 Wis for every 500 XP it can opt not to expend.

Mind-destroying Blast (Su): At 6th level, your ability to rend minds with your own is empowered. By expending 9 power points as a free action while using your mind blast, it forces anyone stuck in the cone to make two Will saves with the same DC of the normal mind blast. Failing one save renders the foe confused for 1d6 rounds, but failing both renders them permanently insane.

Greater Profane Miracle (Ps): At 8th level you can bore more powerful holes into the power stored in Cthulhu and the city of R'lyeh. This ability acts just like the profane miracle ability, except by expending 17 power points you can instead use wish as a psi-like ability. Using this ability burns 1d3 Wis, and still requires an XP cost, but a vua-xuu q'R'lyeh can burn 1d4 Wis for every 500 XP it can opt not to expend.

Body of R'lyeh (Ex): At 10th level, you acquire a true piece of the body of great Cthulhu, which warps and twists your body into a new shape. You gain the Yu q'R'lyeh template(see below), without the cost of level adjustment.


Yu q'R'lyeh template

Creating a yu q'R'lyeh
"Yu q'R'lyeh" is an acquired template that can be added to any corporeal aberration with a swim speed(referred to hereafter as the base creature).
A yu q'R'lyeh uses all the base creature’s statistics and special abilities except as noted here.

Size and Type
The creature's type changes to outsider. Size is unchanged. Do not recalculate base attack bonus or saves.

Speed
A yu q'R'lyeh receives a pair of twisted, leathery wings which grants them a fly speed equal to their base land speed or swim speed(whichever is lower) and increases the base swim speed of the creature by 30 feet.

Armor Class
The base creature's natural armor improves by 6.

Attack
A yu q'R'lyeh has two claw attacks, and if the creature had any tentacle attacks they receive an additional four tentacle attacks. These are primary natural weapons. If the base creature can use weapons, the yu q'R'lyeh retains this ability. A yu q'R'lyeh fighting without weapons uses a claws and tentacles when making an attack action.

Full Attack
A yu q'R'lyeh fighting without weapons uses both claws and all tentacles when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its claw and tentacles as natural secondary attacks.

Damage
A yu q'R'lyeh's natural weapons deal damage appropriate to your size for the natural weapons.

Special Attacks
A yu q'R'lyeh retains all the special attacks of the base creature and gains the following special attacks.

Malicious Aura (Su): You are constantly surrounded by the profane sounds that consume R'lyeh, which do not effect you but madden those around you. Anyone within 30 feet of you must at the beginning of your turn, make a Will save (DC 10+half HD+Cha modifier) or be rendered confused for 1d3 rounds. Chaotic aberrations and outsiders are immune to this effect.

Spell-like abilities
A yu q'R'lyeh has spell-like abilities depending on it's Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

{table="head"]HD|Abilities
1-2|create water 3/day, curse water 3/day
3-4|desecrate
5-6|scrying 3/day
7-8|bestow curse, evard's black tentacles 3/day
9-10|unhallow
11-12|true seeing 3/day
13-14|insanity
15-16|symbol of insanity
17-18|astral projection at will
19-20|time stop
[/table]

Special Qualities
A yu q'R'lyeh retains all the special qualities of the base creature and gains the following special qualities.


Immunity to acid, poison, disease and confusion effects.
Resistance to cold 10, fire 10 and electricity 20
Damage Reduction: 5/byshek (if HD 11 or less) or 10/byshek (if HD 12 or more).
A yu q'R'lyeh's natural weapons are treated as magic and chaotic-aligned for the purposes of overcoming damage reduction.
Spell resistance equal to creature's HD + 10 (maximum 35).


Alien Geometry (Su): Yu q'R'lyeh are capable of bending space, moving between dimensions. You can move through objects as though they were not there, as well as walk on air as though you were under the effects of the air walk spell. You can still be attacked. You must end your movement in an unoccupied square you had line of sight to when you began your movement. At the end of your turn, you are no longer between dimensions, and are treated by gravity accordingly.
Additionally, you can use greater teleport and greater plane shift at will, each as a standard action, but you are only capable of teleporting yourself plus 50 pounds of equipment.

Far Mind (Ex): A yu q'R'lyeh's mind is something that cannot even be imagined by even the most intelligent and imaginative of mortal creatures. Staring into the mind of one of these living blasphemies is sure to drive even the most stable mind mad. Anyone attempting to read the mind of a yu q'R'lyeh is forced to make a Will save (10+half HD+Cha modifier) or be driven insane, as though by the insanity spell. Anyone who passes the save is merely confused for 1 round. In either case, the attempt to read the mind will fail, as it is nothing but the random alien chaos that is constant in the Far Realms.

Abilities
Increase from the base creature as follows: Str +4, Con +6, Int +4, Wis -4, Cha +4.

Skills
A yu q'R'lyeh recieves a +8 racial bonus on all Concentration and Swim checks, and a +4 racial bonus to all Intimidate checks.

Challenge Rating
+2

Alignment
Always chaotic evil.

Level Adjustment
+4

Playing a Vua-Xuu q'R'lyeh
The vua-xuu q'R'lyeh is not a typical player class, not designed for normal social interaction or even being seen in public without a very well-played disguise. Most of these aberrant knights of madness will spend their time in subterranean or aquatic layers slowly biding time for whatever entropic plans they have and worshiping their not dead but sleeping god.
Combat: As a twisted, insane creature of Cthulhu's enslavement with the powers of the mind, use your madness against others. Vua-Xuu q'R'lyeh are effective at medium range, where they can employ most psionic powers and their mind blast, and all enhancements of the ability. Like any illithid, a vua-xuu q'R'lyeh will attempt to end any battle it can with the devouring of the creature's brain, but any low-intelligence enemies it will usually attempt to enslave.
Advancement: The best path to go on with this class is simply to be a psionic variant illithid, found in the Expanded Psionics Handbook. The variant gives the illithid levels in psionic manifesting as if it were a Telepath. Many illithids will take a few more levels of telepath before coming a member of this class.
Resources: The greatest resources for this class are the Expanded Psionics Handbook, and Elder Evils. Together they make what an illithid is at it's core; a maddening and malign horror from beyond. Other very useful books include Lords of Madness and the Nation of the Dead (http://www.giantitp.com/forums/showthread.php?t=38868) campaign setting.

Vua-Xuu q'R'lyeh In the World
"Th-th...th-th-th... nn-n-n.... I-I can... see forever!! AAAHHHHH!!!!!" -Horsek Dusk, soon after an encounter with a vua-xuu q'R'lyeh

As long as Great Cthulhu still exists, the vua-xuu q'R'lyeh will wander the world spreading madness and sewing entropy in the very fabric of existence and all that attempt to dwell there with their pitiful little grasps on sanity.
Daily Life: Breaking down the day-to-day workings of even a normal illithid would at the least sicken and disgust anyone attempting to learn about it. The daily workings of the vua-xuu q'R'lyeh can do nothing short of drive any witnesses to sheer madness. Even the rituals of Cthulhu's worship will shatter the minds of any stable minded being.
Notables: To claim there is a notable vua-xuu q'R'lyeh would mean that someone actually met one and came back with their minds wholly or even partially intact. More often than not, they are simply too mad to tell one from another.
Organizations: The only organization these horrible aberrations have in common between any two illithids is the cult of Cthulhu. Rarely, after many decades or even centuries, these cultists will gather and attempt to raise their god to consume both them and the world. Luckily, there has not been a success in this... yet.

NPC Reactions
"AAAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!!!"

Vua-Xuu q'R'lyeh In the Game
This class will provide an excellent lovecraftian horror element to any game, with the horror of a normal illithid with the levels upon levels of usable terror that comes with Cthulhu.
Adaptation: This class need not be entirely psionic, it could easily work for arcane illithids that use both mind magic and the use of divination to seek out Cthulhu. That being said, it is also possible to mesh this class with any eldritch powers available to you, such as the binder class from Tome of Magic with use of the mythos vestiges (http://www.giantitp.com/forums/showthread.php?t=68757).
Encounters: It is hard to say an exact routine of what these chaotic creatures will do. Many will stand before you raving in ancient, unknowable languages, while others will remain entirely hidden, slowly sapping your sanity to feed itself. The only trend they all share, though, is a tendency toward hostility to anyone invading areas they see as their own.

Sample Encounter
Y'kkuul(psionic illithid vua-xuu q'R'lyeh 6) started his life as all illithids do, a nearly mindless spawn somewhere in the reaches of an illithid spawning pool on a desolate island. He stayed as a tiny starspawn for decades until a good candidate was found and he invaded his mind and warped his body to become his own. He wandered alone into the world, and his warped genetic memory did what it did to many illithids, it made him a raving cultist to Great Cthulhu. He, unlike most illithids, decided to force his way even deeper into the mind and body of his god, in an attempt to become both him and his worshiper.
He wanders the islands of what was once known as The Islands of Gold around the destroyed nation of Shello. If anyone should come across him, he will attempt to stun or paralyze his foe and devour their brain in the name of Cthulhu.

The Demented One
2008-09-21, 10:58 AM
Ragged Priest

”This is your life...can you feel it ending?”
-Tetzlaf, Ragged Priest of Nerull

Nerull is the god of death and decay, the ultimate embodiment of mortality, pestilence, and entropy. His followers keep to the shadows, plotting against society and covertly carrying out their master’s profane will. While most of his loyal servants are clerics, Nerull is also served by an elite order of assassins, the Ragged Priests. Gifted by their god with power over disease and decay, they use their divine gifts to slay any who oppose their master’s will. A Ragged Priest can spread pestilence to his victims, invoke his god for blessings, and even strike at the very souls of his enemies, denying them any hope of an afterlife and binding their corpses as an undead servitor.

Hit Dice
d6

Requirements
To qualify to become a Ragged Priest, you must fulfill all the following criteria.
Alignment: Any evil
Deity: Nerull
Feats: Evil Brand (http://www.realmshelps.dandello.net/cgi-bin/feats.pl?Evil_Brand,BV)
Skills: Hide 8 ranks, Move Silently 8 ranks, Knowledge (Religion) 4 ranks
Special: Sneak Attack or Sudden Strike +3d6

Class Skills
The Ragged Priest’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points per Level
6 + Int modifier.

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st|
+0|
+0|
+2|
+2|Sneak Attack +1d6|0|–|–|–

2nd|
+1|
+0|
+3|
+3|Vile Assassin|1|–|–|–

3rd|
+2|
+1|
+3|
+3|Sneak Attack +2d6|2|0|–|–

4th|
+3|
+1|
+4|
+4|Pestilent Strike|3|1|–|–

5th|
+3|
+1|
+4|
+4|Sneak Attack +3d6|3|2|0|–

6th|
+4|
+2|
+5|
+5|Profane Provenance|3|3|1|–

7th|
+5|
+2|
+5|
+5|Sneak Attack +4d6|3|3|2|0

8th|
+6|
+2|
+6|
+6|Cancerous Strike|3|3|3|1

9th|
+6|
+3|
+6|
+6|Sneak Attack +5d6|3|3|3|2

10th|
+7|
+3|
+7|
+7|Reaper of Souls|3|3|3|3[/table]

Class Features
All of the following are class features of the Ragged Priest.

Weapon and Armor Proficiency
You gain proficiency with the scythe. You do not gain any armor or shield proficiencies.

Spellcasting
Beginning at 1st level, you gain the ability to cast a small number of divine spells. To cast a spell, you must have a Charisma score of at least 10 + the spell’s level. You gain bonus spells based on your Charisma score, and the DC of your spells is equal to 10 + the spell’s level + your Charisma modifier. If you gain 0 spells of a level, then you gain only the bonus spells you are accorded by your Charisma score. A Ragged Priest prepares spells from the Ragged Priest spell list (see below) as a cleric does, though he does not gain any cleric domains.

Sneak Attack (Ex)
At 1st level, and each subsequent odd level, your sneak attack or sudden strike bonus damage increases by 1d6.

Vile Assassin (Su)
At 2nd level, your dark master’s blessing accompanies you as you assassinate your foes. When you deal sneak attack damage, you deal an additional 1 point of vile damage for every two class levels, rounded down. In addition, the vile damage affects even creatures that are immune to sneak attacks. For more on vile damage, see the Book of Vile Darkness.

Pestilent Strike (Su)
At 4th level, you can call upon Nerull to wither your foes with disease as you strike them. Whenever you deal sneak attack damage, you may choose to forgo 4d6 sneak attack damage in order to inflict a disease on the creature hit. That creature must make a Fortitude save, DC 10 + your class level + your Charisma modifier, or contract your choice of blinding sickness, filth fever, or mindfire. The disease does not have an incubation time as normal.

Profane Provenance (Su)
At 6th level, Nerull’s dark favor keeps you safe from harm. Whenever you succeed a save against an effect that allows a save for half damage or partial effect, you may expend a use of profane provenance as an immediate action to instead take no damage or fully negate the effect. In addition, whenever you fail a save against an effect that allows such a save, you may spend a use of profane provenance as an immediate action to suffer only the reduced effect, as if you had succeeded on your save. In addition, you qualify for any divine feat that requires you to be able to turn or rebuke undead, and may expend uses of profane provenance in place of uses of turn or rebuke undead to use divine feats. You gain a number of uses of profane provenance each day equal to 3 + your Charisma modifier.

Cancerous Strike (Su)
At 8th level, you can warp and mutilate your foe’s flesh with your master’s necrotic power, inflicting a plethora of cancers upon them. Whenever you deal sneak attack damage, you may choose to forgo 6d6 sneak attack damage in order to inflict a cancer upon them. They must make a Fortitude save, DC 10 + your class level + your Charisma modifier, or take 1d6 points of Strength, Dexterity, and Constitution damage. In addition, if they fail the initial save, then each round for 10 rounds, they must make another save or take 10 damage. If they successfully make their save two rounds in a row, then this effect ends. You may only use cancerous strike once per encounter.

Reaper of Souls (Su)
At 10th level, you can claim the souls of your victims. Whenever you deal sneak attack damage, you may choose to forgo 7d6 sneak attack damage to attack your victim’s very soul. All of the damage dealt by the attack is vile damage, and the creature hit takes 1d4 negative levels. The DC to remove the negative levels is 10 + your class level + your Charisma modifier, although they never risk permanent level loss. In addition, if your victim is killed, their soul is destroyed, and does not go to the afterlife. They cannot be resurrected by any means, unless a wish or miracle is first used to restore their soul. Their corpse is reanimated with the ghoul (http://www.giantitp.com/forums/showthread.php?t=58232) template, and serves you loyally. You can control only one ghoul at a time with this ability, though, so you must dismiss any you already control in order to raise a new ghoul.

Ragged Priest Spell List

1st level
Bane
Critical Strike*
Curse Water
Deathwatch
Detect Good
Disguise Self
Distract Assailant*
Divine Favor
Doom
Entropic Shield
Grave Strike*
Inflict Light Wounds
Insightful Feint*
Magic Weapon
Obscuring Mist
Protection from Good
Shock and Awe*
Sign*
Silent Portal*
Sniper’s Shot*

2nd level
Absorb Weapon*
Align Weapon
Bear’s Endurance
Bull’s Strength
Darkness
Death Knell
Desecrate
Divine Insight*
Inflict Moderate Wounds
Invisibility
Invisibility, Swift*
Phantom Foe*
Shroud of Undeath*
Silence
Summon Swarm
Veil of Shadow*

3rd level
Animate Dead
Bestow Curse
Blindness/Deafness
Blindsight*
Deeper Darkness
Find the Gap*
Inflict Serious Wounds
Know Opponent*
Know Vulnerabilities*
Magic Circle against Good
Mantle of Evil*
Nondetection
Speak with Dead
Spectral Weapon*
Spider Poison*
Weapon of Energy*

4th level
Blindsight, Greater*
Confusion
Cursed Blade*
Death Ward
Dimension Door
Divine Power
Freedom of Movement
Greater Invisibility
Greater Magic Weapon
Heart Ripper*
Inflict Critical Wounds
Poison
Sniper’s Eye*
Unholy Blight
Vulnerability*

*From the Spell Compendium

Playing a Ragged Priest

Ragged Priests are the ultimate assassins, capable of making deadly strikes and bolstering themselves with divine blessings.

Combat: Ragged Priests use the same tactics any rogue would in combat: prey on flatfooted or flanked foes, attack from concealment or while invisible, whatever they can do to gain their sneak attack damage. In addition, however, they can use abilities like pestilent strike or cancerous strike to trade sneak attack damage for ability damage, weakening their foes even further. Most Ragged Priests will use their spells to strengthen themselves before battle, or save them to harm their foes.

Advancement: Sneak attack damage is integral to a Ragged Priest, so taking levels in classes like rogue or ninja is always advantageous. After gaining the profane provenance ability, you gain access to powerful divine feats, which will make you even stronger in combat.

Resources: The Ragged Priests do not have any guild or association that could provide resources. While they are an elite brotherhood, any gathering of them would risk their discovery, and they are not willing to take that risk. Thus, individual Ragged Priests are expected to fend for themselves. Magic items that aid in their stealth and attacks are always prized, as are rare and exotic poisons.

Ragged Priests in the World
”Graaah...”
-Nameless Ghoul, former victim of a Ragged Priest

Daily Life: Ragged Priests serve Nerull with their every action. Intricate assassination plots occupy most of their time, whether they are practical plans or simple theoretical exercises. They do not kill for money, but instead kill those they feel oppose Nerull–clerics of good deities, paladins, healers, and the like.

Notables: The more skillful and talented a Ragged Priest is, the less is known of him–fame is more inimical to them than any guard or trap. However, neophyte and skilled Ragged Priests alike speak of The Faceless Man, said to be the greatest Ragged Priest ever to walk the world, a powerful lich in service of Nerull.

Organization: While an elite brotherhood, the Ragged Priests do not associate in groups to avoid drawing attention to themselves. They are trained in a set of secret signals by which to communicate their identity to other priests, but that is the limit–a Ragged Priest might greet a fellow assassin, but would almost never risk associating with him.

NPC Reaction
Most NPCs will treat a known Ragged Priest as they would any assassin or cleric of Nerull, either shunning them or forming a lynch mob to kill the blasphemous murderer. Ragged Priests must take care to hide their true identities lest such should happen.

Ragged Priests in the Game

Adaptation: The Ragged Priest could be adapted as a servant of any setting’s local death god with little change. In order to customize it, you might remove the Trickery and Pestilence domain spells from their spell list, and add spells from the domains of the other deity.

Encounters: An enemy Ragged Priest will attempt to ambush the PCs at all cost, using his sneak attack and class features to cripple them. A badly wounded Ragged Priest will retreat if possible instead of staying to fight, and they might simply ambush, attack, and flee for the PCs to pursue them.

dman11235
2008-09-23, 12:20 AM
Okay NOW the contest is closed.

thegurullamen
2008-09-23, 12:28 AM
Okay NOW the contest is closed.

All praise be to the Mana-Blooded!

Blue Ghost
2008-09-23, 08:28 PM
All hail Asmodeus... er, I mean Pelor!

thegurullamen
2008-09-23, 09:42 PM
Huh, de-Sticky'd.

@blueghost: You know this isn't the voting thread, right?

dman11235
2008-09-23, 11:08 PM
De-stickied after the contests end....isn't that what Vorpal does with his?

3 seconds.....I hate how I'm penalized for typing fast.

Blue Ghost
2008-09-25, 08:43 PM
So... um... where is the voting thread?

thegurullamen
2008-09-25, 09:43 PM
So... um... where is the voting thread?

Here (http://www.giantitp.com/forums/showthread.php?t=91769). On page two.

dman11235
2008-09-25, 10:18 PM
It's at the top of this thread. Been there the whole time....yup...it has....I swear....why are you looking at me like that? I swear it's been there! Okay fine I forgot to put it there!

Blue Ghost
2008-09-27, 11:28 AM
I think the voting thread should be stickied.

dman11235
2008-09-27, 03:35 PM
I'll ask Roland if I can do that.