PDA

View Full Version : PrC Contest V: Champion of the Common Man



dman11235
2008-10-01, 03:50 PM
VOTE NOW! (http://www.giantitp.com/forums/showthread.php?p=5154982#post5154982)

Champion of the Common Man



I'm a lumberjack and I okay...

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

The contest begins with the posting of this thread and will run through midnight of October 21st

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.

Rules

1) You will be creating an 'original' prestige class. This class will not be for your PCs, but rather the common NPC. Common entry from Commoner, Warrior, Aristocrat, Adept, and Expert.

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
2008-10-01, 03:52 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|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

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

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

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

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+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

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|
+x|
+x|Class Ability

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

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

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

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+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

Lord_Gareth
2008-10-02, 01:15 PM
Spook

"Do you burn crops? Do you have your way with helpless maidens, ransack villages for their meager funds, or push peasants around because they can't push back? Don't bother looking over your shoulder. You'll never see me."
Varian Smith, a Spook

Marcus was walking alone after a night at the bar, a bright red slap mark on his face. Damn wench, refusing him again. Damn barman, telling him to get off of her. Damn them all anyway. He'd have his way with the miller's daughter again tonight, that's what he'd do.

It wasn't until he got into the old woods that he felt uneasy, like he was being watched.

His screams - and his grabbing hands - would never reach the village.

Spooks are a secretive group of vigilantes and assasins that use fear as their primary weapon. Recruited from the ranks of ordinary people in ordinary villages, Spooks are the local protectors, the guardians in the dark. Founded under the idea that even the most humble of men can be a terror and that a village should not have to rely on the kindness - or cruelty - of adventuring parties for its protection, Spooks represent the might of the ordinary and a cold lesson in spreading fear to those they destroy.

Becoming a Spook
All Spooks have backgrounds as ordinary people; the Spooks won't train someone who doesn't have the humility and perspective they deem necessary. Other than that, many Spooks have or had levels in Rogue, and more Spooks are Experts than they are Commoners. Many Spooks are lawful, and some are even good, but alignment tendencies tend to depend on how one was trained.

ENTRY REQUIREMENTS
Class Levels: Commoner or Expert 5
Base Attack Bonues: +2
Skills: Hide 4 ranks, Move Silently 4 ranks, Knowledge (Local, Geography, History, or Arcana) 4 ranks
Feats: Stealthy, Weapon Focus (Dagger)
Special: The character must be inducted into the Spooks, a process that typically involves their kidnapping and a forced training regimen disguised in various fashions (from doing chores to hiking long distances and many other creative "tortures").

Class Skills
The Class Name's class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Trapmaking) (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Move Silently (Dex), Open Lock (Dex), Swim (Str), Survival (Wis), Use Rope (Dex)
Skills Points at Each Level: 4 + Intelligence modifier

Hit Dice: D4

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

1st|
+0|
+0|
+2|
+0|Tendon Slice

2nd|
+1|
+0|
+3|
+0|Unnerving Glare (-1)

3rd|
+2|
+1|
+3|
+1|Sudden Strike +1d6

4th|
+3|
+1|
+4|
+1|Stalker's Stride, Unnerving Glare (-2)

5th|
+3|
+1|
+4|
+1|Induce Paranoia

6th|
+4|
+2|
+5|
+2|Rip Muscle, Unnerving Glare (-3), Sudden Strike +2d6

7th|
+5|
+2|
+5|
+2|Fear Immunity

8th|
+6/+1|
+2|
+6|
+2|Spook Shroud, Unnerving Glare (-4)

9th|
+7/+2|
+2|
+6|
+2|Eviscerate, Sudden Strike +3d6

10th|
+7/+2|
+3|
+7|
+3|Poltergeist's Wrath, Unnerving Glare (-5)
[/table]

Weapon and Armor Proficiencies Proficiencies: Spooks are familiar with all simple weapons and light armor, but not with shields.

Tendon Slice (Ex): A Spook's job involves putting fear into his opponents, and for that he must first be able to control their actions - such as preventing them from running away. Whenever the Spook attacks a flat-footed opponent with a dagger, they may choose to take a -2 penalty to their attack roll and aim for the tendons. If they hit and deal damage, the victim's land speed is reduced by 50% until a successful application of the Heal skill (DC 20) or healing magic is applied. Multiple uses of Tendon Slice do not stack.

Unnerving Glare (Ex): A Spook quickly masters the art of an intimidating presence. Opponents who look a level two or higher Spook in the face become unnerved and uneasy, receiving a -1 penalty to all attack rolls, damage rolls, skill checks, and saving throws made against the Spook or relating to the Spook (such as a reflex save vs. one of the Spook's spells). This penalty increases to -2 at fourth level, -3 at sixth level, -4 at eighth level and -5 at tenth level. This is a mind-affecting, fear effect that is treated as a gaze attack.

Sudden Strike (Ex): Spooks strike from ambush, learning to take advantage of their victim's surprise. At third level or higher, whenever a Spook attacks a flat-footed opponent, they deal an additional 1d6 points of damage. This damage only applies to living creatures with a discernable anatomy, and any creature immune to critical hits is also immune to this ability (see the Ninja class feature). This damage increases to 2d6 at level six, and 3d6 at level nine.

Stalker's Stride (Su): At fourth level, the Spook becomes more intimately connected to creeping dread and darkness. He may move his full speed without penalty when using the Hide and Move Silently skills. Attempts to track him while his actively hiding or moving silently suffer a -10 circumstance penalty.

Induce Paranoia (Su): As he advances in his arts, the Spook becomes more and more intimately connected with fear. Once per day per point of charisma modifier, the Spook may declare that he is stalking a particular being. As long as that being remains in sight and is unaware of the Spook, it feels a sense of creeping dread, suffering a -1 fear penalty on all rolls. If the Spook makes an active effort to scare the victim, the penalty increases by one half of the Spook's class level, rounded down. Once the victim is aware of the Spook, the penalty dissapates in a number of rounds equal to the Spook's charisma modifier. This ability can affect beings otherwise immune to fear, but they suffer only half the normal penalty, rounded down. This is a mind-affecting, fear effect.

Rip Muscle (Ex): Starting at sixth level, whenever the Spook attacks a flat-footed opponent, they may choose to forgo one die of Sudden Strike damage to inflict a point of Strength damage on their victim. This damage only applies to living creatures with a discernable anatomy, and any creature immune to critical hits is also immune to this ability. The Spook may only use this ability while weilding a dagger, and they may not forgo more than one die to use this ability, but he may choose to combine it with Eviscerate and/or Tendon Slice.

Fear Immunity (Ex): Starting at seventh level, the Spook is immune to fear.

Spook Shroud (Su): The Spook may wrap himself in fear like a cloak, and vanish from his enemies' perceptions thereby. Starting at level eight, once per encounter, the Spook may activate this ability, gaining total concealment from any being that is currently suffering a fear penalty or under a fear effect. All other beings may see the Spook normally, and the Spook may see them. The Spook may use the Hide skill while using this ability, but unless he has some other form of concealment, the use of the skill is only effective against beings suffering from a fear penalty or under a fear effect. This ability lasts a number of rounds equal to the Spook's class level.

Eviscerate (Ex): Starting at level nine, the Spook becomes sickeningly lethal with his daggers. Whenever he strikes a flat-footed opponent while using a dagger, he may choose to forgo two die of Sudden Strike damage to deal one point of constitution damage to his victim. This damage only applies to living creatures with a discernable anatomy, and any creature immune to critical hits is also immune to this ability. The Spook may not choose to forgo more than two die when using this ability, but they may choose to combine it with Rip Muscle and/or Tendon Slice.

Poltergiest's Wrath (Su): At tenth level, the Spook learns the pinnacle of his arts - the art of the poltergiest. Once per day, for a number of rounds equal to his Charisma modifier, he may choose to make himself incorporeal. The Spook may still affect the world around him as though he were corporeal; that is, he may still touch objects if he chooses to, still possesses a strength score, may still wear his equipment, et cetera. He may selectively apply this ability to, for example, be immune to enemy attacks but still recieve beneficial touch spells from allies. Once the Spook becomes fully corporeal again, he becomes exhausted due to the shock of being dropped back into the physical realm.

Playing a Spook
Spooks are subtle characters, first and foremost; their strategies and tactics emphasize getting the most amount of results from the least amount of effort. Spooks stalk targets for long periods of time before striking and generally keep themselves out of harm's way and - preferably - out of sight.
Combat: Ambush is the Spook's modus operandi; striking from ambush lets him take advantage of his Tendon Slice, Rip Muscle, Sudden Strike and Eviscerate abilities and keeps his low hit points out of harm's way. When caught in direct combat, Spooks usually go one of two routes; mobility or feinting. A Spook who can get a Tendon Slice on an opponent can dance around them for the remainder of the battle, whittling down their health slowly. Other Spooks use feints to catch their opponents flat-footed, ripping them to shreds with Sudden Strike damage. All Spooks play up the fear penalties from their Unnerving Gaze and Induce Paranoia abilities whenever they can. Spooks typically make use of their Poltergiest's Wrath ability when they are "done playing games" and wish to finish their victim in a dramatic fashion.
Advancement: Many Spooks take levels in heroic classes after they finish advancing as a Spook, typically in Rogue or Fighter, though a few Spooks take levels in Assasin to complement their ambush tactics. Spooks tend to avoid classes that are too extraordinary, such as Hexblade, Wizard, or Spellthief; a Spook's inground humility doesn't mesh well with the exotic nature of such classes.
Resources: Spooks either operate locally, with other Spooks, or with an adventuring party, and so they cannot expect much in the way of direct resources. Spooks do share information with each other, though, and any Spook can reasonably expect to get knowledge on the local troublemakers, gangs, and ne'er-do-wells from any other Spook - if they can find one.

Spooks in the World
"Varian was always kinda creepy, sure, but I wasn't expecting that!"
Tordek, after witnessing Varian use his Poltergeist's Wrath ability.

Spooks as a whole don't stand out; their existence isn't public knowledge. They aren't a well-guarded secret, but rather one that just sort of exists - few bother to look, so few actually find. Of those that are aware of the Spooks, most view them as dangerous vigilantes or peasants with dangerous delusions of power. Every now and then, a noble will send a knight or a company to root out a Spook or a group thereof; such attempts are rarely successful.
Daily Life: Most Spooks are local people who were recruited to help protect their community, and so they live normal, every day lives during the daylight hours (though many Spooks instead sleep during the day if they are particularly busy). A Spook's routine only changes if there is a concrete threat to his community, at which point the Spook begins the stalk and, eventually, the kill.
Notables: The first Spook was a woman name Maria Vain, an elven robber-mage who was fascinated with human fear. Though initially a simple bandit, she was eventually picked up by an adventuring party and became a worshipper of Pelor. When she retired to a small village that owed she and her friends a favor, she began researching more about the nature of fear. It is from her research that the Spooks were born, and her vigorous efforts continue spreading the phenomenon. Her philosiphy of protection over good or evil gave rise to the Spook's orginal training regimen, and even today many Spooks are lawful, but neither good nor evil.

The village of Nalanden is protected by a group of Spooks known reverently as the Haunts. Rumor has it that the Haunts have defended their village from rampaging giants, demonic hordes, dragons, and even more impressive enemies. Some Spooks take a pilgrimage to Nalanden to try and learn from these masters of terror; those who succeed in finding them always leave both disturbed and educated.

Organizations: There are no major organizations that promote the Spooks; they are a grass-roots phenomenon that is supported by a single, albeit powerful, wizard.

NPC Reaction
Those who know of Spooks consider them either to be guardian angels or dangerous vigilantes; typically, the commoners view them as guardians and the nobles view them as dangerous. The Spooks themselves do their best to appear ordinary whenever they can, however, and are typically treated as a member of another class (usually Commoner or Expert).

Spooks in the Game
Spooks are battlefield control and damage; they excel when allowed to do their own thing. Typically, they fill the role of a rogue or ranger in combat, and outside of combat they excel at shadowing, spying, and breaking-and-entering.
Adaptation: Spooks could easily be adapted to be an assasin's guild, a group of vigilantes or even government enforcers - the possibilities run deep. Adapting them in this fashion means changing their entry requirements to be a bit more stiff, and possibly upping their hit die, but they can generally remain unchanged otherwise.
Encounters: Most PC encounters with Spooks will probably involve either being followed/stalked thereby (the Spook is ensuring that the PCs aren't threats to his community) or being attacked by a Spook or a gang thereof. Inexperienced or desperate Spooks may try to enlist the PCs to help them with a particularly troublesome problem, or warn them not to interfere.

Sample Encounter
The PC's have wandered into a small, xenophobic village that has been under attack by nonhumans for quite some time. They consider the PCs to be dangerous interloper's, and a local gang of Spooks has decided to drive them away - or eliminate them.
EL 9: The local Spooks are dressed in black and attack by night with hoods up, weilding long, thin-bladed daggers. They speak orders in code to each other during the fight (Sense Motive DC 25 to decode the orders; grants a +1 circumstance bonus to rolls vs. the Spooks) and move to offer flanking opportunities to each other and to keep the PCs off-balance. They try to Tendon Slice as many of the player characters as possible and flee if outmatched.


Spooks (4)
Lawful Evil/Male/Human/Expert 5/Spook 1
Init +3, Senses: Listen +10, Spot +10,
Languages: Common, Thieves' Cant
------------------------------------------------
AC 17 (21 with Mage Armor) , 13 (17) touch , flat-footed 14 (18)
hp 28 (6 HD)
Fort +2, Ref +6, Will +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4
Ranged +6
Base Atk +3, Grp +4
Atk Options +1 Dagger +6 melee/+8 ranged, 1d4+2 piercing or slashing, 19-20x2 critical, 10 foot range increment (Combat Expertise, Improved Feint, Tendon Slice)
Combat Gear Chain Shirt, +1 Dagger, Potion of Cure Light Wounds, Potion of Mage Armor
Supernatural Abilities - None
-----------------------------------------------
Abilities Str 12 +1, Dex 16+3, Con 12+1, Int 14 +2, Wis 10 +0, Cha 14 +2
SQ None
Feats Stealthy, Weapon Focus (Dagger), Combat Expertise, Improved Feint
Skills Balance +12, Bluff +10, Craft (Trapmaking) +10, Hide +12, Knowledge (Local) +11, Move Silently +12, Spot +9, Listen +9, Use Rope +11
Possessions Combat Gear + Masterwork Artisan's Tools (Trapmaking) and 100 feet of hemp rope.

Xallace
2008-10-03, 09:47 PM
ANGRY MOB RIOTER

“It’s mobbin’ time!”
- Derek Shepard, a not-so-successful Angry Mob Rioter

Cabal of witches hex your crops? Ogre in the nearby swamp getting you down? What you need is an angry mob, and fast. Fortunately, that's why angry mob rioters exist. Angry mob rioters specialize in turning the most docile townsfolk into a crazed, justice-seeking mass.

BECOMING AN ANGRY MOB RIOTER
Angry mob rioters can arise anywhere. They tend to be charismatic, well-liked, and with some amount of authority. Most come from towns where adventurers are a common occurrence; for wherever there are adventurers, there's bound to be trouble. Angry mob rioters usually start as commoners or experts, but some take levels in bard to augment their abilities.

ENTRY REQUIREMENTS
Feats: Leadership
Skills: Diplomacy 3 Ranks

Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each Level: 4 + int

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2| Rally the Crowd
2nd|
+1|
+0|
+0|
+3| Torches and Pitchforks
3rd|
+2|
+1|
+1|
+3| Rally the Crowd (Greater Heights)
4th|
+3|
+1|
+1|
+3| They’re Getting Away!
5th|
+3|
+1|
+1|
+3| Rally the Crowd (Fast Talkin’)[/table]


Weapon Proficiencies: Angry Mob Rioters do not gain or lose any weapon or armor proficiencies.

Rally the Crowd (Ex): The primary talent of the Angry Mob Rioter is to inspire a crowd of people into something greater than the sum of its parts. This requires one full minute of speaking. At the end of this period, the Rioter makes a single Diplomacy check; any creature that heard the Rioter speak and has its attitude improved to Helpful or better becomes part of the Mob (see “Angry Mob,” below). A Rioter needs at least four additional humanoid creatures to form an angry mob. Angry Mobs last for 1 hour per class level, and can never have more Hit Dice than the Rioter has character levels.
If the Rioter is killed or knocked unconscious before the Angry Mob is dispersed, the Mob attacks the creature that dealt the final blow until that creature is knocked unconscious or killed, or the Mob is dispersed.
As long as a Rioter is within 20 feet of an Angry Mob he creates, the Rioter gains a Morale bonus on Intimidate checks equal to the Mob’s HD.
At 3rd level and higher, an Angry Mob Rioter gains a Morale bonus on attack rolls equal to his class level for as long as he remains within 20 feet of his Mob.
At 5th level, the Rioter can form an Angry Mob after only a full round of speaking.

Torches and Pitchforks (Ex): At 2nd level, the Rioter becomes able to wield improvised weapons without the normal -4 penalty on attack rolls. A Rioter can deal 1d6 points of damage with an improvised weapon at 2nd level, plus the Rioter’s Strength Modifier. At 4th level, this damage increases to 1d8.

They’re Getting Away! (Ex): At 4th level, the Angry Mob Rioter gains a +10 bonus to his base land speed.

The Angry Mob
A Rioter’s Mob works as a single creature, as detailed below.
Size and Type: An Angry Mob is of the Humanoid type, and possesses the [Swarm] Subtype. An Angry Mob begins at size Large, but increases its size category by one (up to a maximum of Colossal) for every four Hit Dice it gains. Because the creatures composing the Mob are at least Small size, an Angry Mob is not resistant to weapon attacks.
Speed: Angry Mob has a base land speed of 20 feet.
Hit Dice: An Angry Mob has 1d8 Hit Dice per creature forming it. The Angry mob’s Base Attack Bonus is equal to that of a Cleric with a level equal to the Mob’s Hit Dice.
Hit Points: An Angry Mob gains 1d8 + Con Modifier Hit Points per Hit Die. If an Angry Mob is reduced to 0 Hit Points, the mob disperses.
Armor Class: An Angry Mob’s AC is equal to 10 + the Angry Mob’s Dexterity bonus.
Attacks: The Angry Mob has a “mob” attack. Any creature that begins or ends its turn in the same square as a mob takes damage.
Damage: An Angry Mob’s “mob” attack deals damage based on its HD. Mobs of 1-4 HD deal 2d6 points of bludgeoning, piercing, and slashing damage. Mobs of 5-9 HD deal 3d6 points of damage, 10-14 HD deal 4d6 points of damage, and 15-20 deal 5d6 points of damage.
Saves: An Angry Mob has base Fortitude, Reflex, and Will saving bonuses equal to that of a Wizard with a level equal to the Mob’s Hit Dice.
Abilities: An Angry Mob begins with a base of 10 in all of its ability scores. For every Hit Die that the Mob has, the Mob’s Strength and Constitution scores increase by 1. For every two Hit Dice possessed by the Mob, the Mob’s Dexterity and Wisdom increase by 1.
Skills: An Angry Mob gains no skill points, but gains a racial bonus on Intimidate, Listen, Spot, and Survival checks equal to 3 + the Mob’s Hit Dice.
Feats: The Angry Mob gains Track as a bonus feat. Angry Mobs do not gain feats normally.
Special Abilities: A Rioter’s Angry Mob gains special abilities, as described below, based on the Rioter’s levels. A Rioter’s Angry Mob gains all of the abilities of its current level as well as the special abilities of all previous levels. All abilities are Extraordinary abilities.
{table=head]Character Level | Ability
8th-10th | Witch Hunt, Beat it With a Stick
11th-13th | Not in Our Town!
14th-16th | Vigilante Justice
17th-19th | It’s Got Earl!
20th | Everyday Heroes[/table]

Witch Hunt: Spellcasters are often the bane of innocent townsfolk, and as such an Angry Mob becomes especially aggressive when fighting a Wizard, Sorcerer, or other creature that can cast spells. Spellcasters must make a Concentration check (DC10 + the Angry mob’s HD) to cast spells while in an Angry Mob’s space, or within 5 feet of an Angry Mob.
Beat it With a Stick: Lacking magical weapons or special materials, Angry Mobs resort to sheer tenacity when faced with enemies whose Damage Reduction they cannot overcome (such as special materials, or alignment subtypes). When a creature with Damage Reduction that the Mob cannot overcome is affected by the Angry Mob’s “mob” attack, the “mob” damage increases by an amount equal to the Angry Mob’s Strength modifier x1.5.
Not in OUR Town!: Angry mobs are especially good at keeping out unwanted visitors. The spaces that an Angry Mob occupies, and all adjacent squares, count as Difficult Terrain.
Vigilante Justice: Angry Mobs take the law into their own hands. A Rioter can choose to have his Angry Mob deal non-lethal damage at will. Angry Mobs also gain a bonus on Use Rope checks equal to its Hit Dice.
It’s Got Earl!: Angry Mobs become enraged by attempts to harm one of their own. When an Angry Mob is reduced to ¾ of its Hit Points, the Angry Mob gains a +2 Morale Bonus to Armor Class, and a +2 Morale Bonus on “mob” damage. When Reduced to ½ HP, these bonuses increase to +4, and at ¼ HP these bonuses increase to +8. These bonuses last until the mob is dispersed or healed.
Everyday Heroes: An Angry Mob Rioter that stands in a square that his Mob gains a Shield bonus to Armor Class equal to ½ the Mob’s Hit Dice as his allies work feverishly to protect him. An Angry Mob Rioter can also designate allies to gain this benefit, up to as many could fit in the Mob’s space.

PLAYING AN ANGRY MOB RIOTER
Your care about the community at large, and are the first to jump to action when trouble arises.
Combat: You are best in a fight when prepared. You rarely enter a fight without fore-thought and planning. Once in combat, you prefer to direct your more-than-capable group of friends and followers on how to fight than actually do it yourself. At higher levels, your ability to wield Improvised Weapons effectively means that you will rarely be caught in a bad situation without a chance.
Advancement: Your primary role is a negotiator. You speak on behalf of your people to nobles and tax-payers; it is you who travels to the King’s court when your community is in need. And if those pompous aristocrats can’t see it your way, you always have your friends to back you up…
Resources: Your biggest resource is the community from which you hail. Since you are expected to deal with situations that others cannot, they are often willing to pay you back with what they can. You may hold many favors with the people of your town.

ANGRY MOB RIOTERS IN THE WORLD
I don’t remember exactly. One minute, I was looting this old woman’s house- I mean, c’mon, it’s not like she was gonna need the stuff in a few years anyway- and all of a sudden I’m on the ground getting kicked repeatedly by EVERYONE. The old woman especially.”
- Merrik, an adventurer


Daily Life: Angry Mob Rioters do not lead abnormal lives. They go about their business as usual as farmers or fishermen or what-have-you.
Notables: There are possibly few and possibly many notable Rioters. Commoners form mobs so often that its hard to tell if any has actually taken this class or not.
Organizations: There are no organizations for Angry Mob Rioters. They stick to their own communities.

ANGRY MOB RIOTER IN THE GAME

Adaptation: This class needs little adaptation. If you decide to allow Mobs of types other than human, then the Mob changes type and statistics to reflect this.
Encounters: PCs will likely come face-to-faces with a Rioter and his Mob if they, well, act like adventurers. If your PCs simply decide that they can do whatever they want to a poor town of commoners just because they’re commoners, it may be time for the Rioter to show them what’s what.

Mr.Bookworm
2008-10-06, 04:01 PM
Chicken Warrior

A sword is a good weapon. A vorpal chicken is a great one.
- Joe Lannister, Chicken Warrior

A general description of whatever the class is!

Becoming a Chicken Warrior

ENTRY REQUIREMENTS
Base Attack Bonus: +2
Skills: Handle Animal 6 ranks, Profession (Farmer) 3 ranks
Special: Must have the Chicken Infested Flaw and at least five levels of Commoner

Class Skills
The Chicken Warrior's class skills (and the key ability for each skill) are: Climb (Str), Handle Animal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each Level: 4 + Intelligence Modifier

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+0|Chicken Fighter (1d8), Chicken Special, Chicken Wrangler

2nd|
+2|
+3|
+0|
+0|Magical Chicken (+1), Flying Chickens Hurt People

3rd|
+3|
+3|
+1|
+1|Bonus Feat, Kruelly Fried Chicken

4th|
+4|
+4|
+1|
+1|Magical Chicken (+2), Chicken Fighter (1d10)

5th|
+5|
+4|
+1|
+1|Army of the Chicken Warlord

6th|
+6/+1|
+5|
+2|
+2|Magical Chicken (+3), Bonus Feat

7th|
+7/+2|
+5|
+2|
+2|Cluck-tastrophe

8th|
+8/+3|
+6|
+2|
+2|Magical Chicken (+4), Chicken Fighter (1d12)

9th|
+9/+4|
+6|
+2|
+2|Bonus Feat

10th|
+10/+5|
+7|
+3|
+3|Magical Chicken (+5), Wrath of the Chicken God, Improved Chicken Wrangler
[/table]

Weapon and Armor Proficiencies: Chicken Warriors gain proficiency in using chickens as weapons and with light armor and all shields .

Chicken Fighter (Ex): Chicken Warriors treat chickens, both ones found and the ones they summon, as simple one-handed weapons that they are proficient with. At first level, using a chicken as a weapon deals 1d8 points of damage. The damage dealt is increased to 1d10 at fourth level, and 1d12 at eighth level. A chicken deals slashing and piercing damage, deals critical hits on a 20, and deals x3 damage on a critical hit. Chickens also have a range increment of 10 ft. Feats that are applied to weapons can also be applied to chickens.

Chicken Special (Ex): At first level, Chicken Warriors lose the effects of the flaw Chicken Infested. Instead, as a swift action, they may draw a chicken out of nowhere. This chicken is alive, but disappears immediately back into nowhere if dropped.

Chicken Wrangler (Ex): Chicken Warriors get a +10 bonus on all Handle Animal, Intimidate, Listen, Spot, and Survival checks pertaining to mundane chickens. At tenth level, he gets this bonus while dealing with non-mundane or magical chickens as well.

Magical Chicken (Su): At second level, the Chicken Warrior gains the ability to enchant the chickens he wields. Anytime a Chicken Warrior is holding a chicken, that chicken gains the benefits. At second level, he may enchant chickens with a +1 bonus. This bonus increases by +1 on even-numbered class levels. For example, a second-level Chicken Warrior can enchant his chickens with the Wounding property, or he could make a +1 Keen chicken. The Chicken Warrior may determine the properties however many times he likes, by spending ten minutes without interruption sitting down while firmly grasping a chicken each time he redistributes the bonuses.

Bonus Feat: At third, sixth, and ninth levels, the Chicken Warrior gains a bonus feat. This feat must be selected from the Fighter Bonus Feat list, and the Chicken Warrior must meet the prerequisites of a feat to take it. The Chicken Warrior is treated as a Fighter for the purposes of selecting feats.

Kruelly Fried Chicken (Ex): At third level, the Chicken Warrior gains the ability to create food. They may, as a standard action, pull a metal plate with 2d4 pieces of fried chicken out of nowhere. The plate disappears as soon as all pieces of chicken have been removed from it. The Chicken Warrior may use this ability three times per day.

Army of the Chicken Warlord (Ex): At fifth level, twice per day, the Chicken Warrior can summon 1d10 chickens. These appear from the ground in the nearest open space next to the Chicken Warrior. Treat these chickens as eagles with no fly speed, a speed of 30', and a Int of 3. Their attacks deal 2d6 damage.

Cluck-tastrophe (Ex): At seventh level, once per day, the Chicken Warrior may point at an enemy within 60 feet of him. Chickens immediately erupt from the ground, out of nowhere, and mob the enemy, completely covering it, stabbing with their beaks, and disappear back into the grounds seconds later. This deals 1d4 damage per HD of the enemy.

Wrath of the Chicken God:

Playing a Chicken Warrior
Chicken
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..

Chicken Warriors in the World
Shur was a darn shame when

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: The large majority of Chicken Warriors spend their time raising chickens
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: Chicken Warriors have no formal organization, but it is not uncommon for a new Chicken Warrior to be taken under the wing of a more experienced member.

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.


Joe Lannister
Lawful Good/Male/Human/Commoner 5/Chicken Warrior 10
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

===

(A work in progress)

When this is over with, I am never going to use the word "chicken" ever again in my life.

celtois
2008-10-10, 02:46 AM
The Bargineer



Sure you hear about the sheriff's going around hunting down criminals but what I'm doing is truly heroic. I save peoples lives.
-Jake Tomson a Bargineer

Bargineers work on buying and selling goods too and from the common people. Their goal it to make sure everyone has affordable goods and to give the commoners a place to sell their produce.

BECOMING A Bargineer
TO become a bargineer you need to be initiated into their guild
where you will learn their secret techniques

ENTRY REQUIREMENTS
Class levels:Expert or Adept 3+
Skills: Diplomacy +6 Bluff +6 any two Craft skills +4
Special: Initiation by another bargineer

Class Skills
Appraise(Int), Bluff(Cha), Diplomacy(Cha), Gather Information(Cha),
Sense Motive(Wis) and Spot(Wis)
Skills Points at Each Level: 6 + int

Hit Dice: D4

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

1st|
+0|
+0|
+0|
+2| Craft Mastery, Artisan Bonus +1, Sales pitch 1/day

2nd|
+1|
+0|
+0|
+3| Sales Pitch 3/day, Great Deal

3rd|
+1|
+1|
+1|
+3| Permanent Creation, Artisan Bonus +2, Sales Pitch 6/day

4th|
+2|
+1|
+1|
+4| Legendary Sales Pitch, Sales Pitch 12/day

5th|
+2|
+1|
+1|
+4| Artisan Bonus +3, Legendary Deals, Sales Pitch 24/day
[/table]

Weapon Proficiencies: The Bargineer doesn't gain proficiency with any weapons or armours
You work towards making good available to everyone.

Spells

Bargineers can cast spells from the bargineer list
they know all spells on the list and can cast any spell
without preparing it he can cast spells per day as the chart below

Spells Per-Day

{table=head]Level| 1st level | 2nd level | 3rd level

1st|
- |
- | -

2nd|
0 |
- | -

3rd|
1 |
0 | -

4th|
2 |
1 | 0

5th|
2 |
2 | 1
[/table]

Craft Mastery:
You gain a bonus equal to 2 * your Bargineer level to all craft checks
this bonus counts as a extraordinary bonus

Artisan Bonus

+1 everything you create via craft skills or spells costs 10% less to make
and is 10% more effective (ex. the food fills you up 10% faster and for 10% longer etc.)

+2 everything you create via craft skills or spells costs 20% less to make
and is 20% more effective (ex. the food fills you up 20% faster and for 20% longer etc.)

+3 everything you create via craft skills or spells costs 30% less to make
and is 30% more effective (ex. the food fills you up 30% faster and for 30% longer etc.)

Sales Pitch:
you gain a +10 too diplomacy and bluff when trying to sell a produc

Great Deals
You can sell items for 25% less and still turns a profit
you can buy items for 25% more without taking a loss
this is a supernatural ability

Permanent Creation:
All creation spells on your list that you cast are now permanent
this doesn't cost any exp

Legendary Sales Pitch:
your sales pitch now instills a suggestion to the target to buy whatever your selling with it. To use a legendary sales pitch you must use 2 uses of your sales pitch ability.

Legendary Deals:
You can sell all items for 50% less and still turn a profit and
you can buy all items for 50% more and not take a loss
this is a supernatural ability

Spell List:

1st
Create water
Make whole
Light
Create food and water
Stone Shape
Good berry
Wood Shape
Minor Creation
Mage Craft

2nd:
Control water
Wall of stone
Iron Wood
Major Creation
Fabricate
Heroes feast

3rd:
Major Creation
True Creation
Glibness
Polymorph any Object

[b]PLAYING A BARGINEER
You work towards making good available to everyone. You are the person who ends up selling food cheap during a year of famine so everyone stays alive
Combat: Bargineers avoid combat as much as possible and they leave it to the city guards. If they get stuck in a fight they try and talk their way out of it failing that they distract their adversaries and run away.
Advancement: Bargineers should spend their skill points on diplomacy appraise and craft skill to allow themselves to become better merchants.
Resources: They can usually drawn on their spells. The friendliness of the towns or cities they live in and their money.

BARGINEERS IN THE WORLD
Bargineers yeah I've heard of them isn't Old Jake one of them. He can always seem to cut a deal for you even when it wouldn't make sense.

Bargineers are generally well liked in the world because they sell goods real cheap allowing everyone to buy
Daily Life: The day or a bargineer isn't that different from that of any merchant really sure they attend society meeting every so often but mostly they sit in their stores and sell things
Notables: I heard about one Bargineer used to be well know all through the country for bringing prices down by making everyone compete with him
Organizations: The Bargineers are always very secretive about their society you almost wonder if their hiding something

NPC Reaction
If I ever here about a bargineer coming too town I pack up all my goods and all my money and buy as much as I can. Man I love those bargineers

Bargineers IN THE GAME
Adaptation: To adapt this class to your game you may wish to change
how bargineers get trained and some flavor other then that they should be a easy fit
Encounters: Any encounter pc's are likely to have with a Bargineer will be them bartering with him for supplies

dman11235
2008-10-22, 05:39 PM
And it's closed! Only 18.5 hours late... Voting thread up shortly!