1. - Top - End - #9
    Troll in the Playground
    Join Date
    Mar 2009
    Location
    Jyväskylä, Finland
    Gender
    Male

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    *Work in progress*

    I’ve got something else here. I don’t have a nice picture, but I do have a theme song! Anyway, I decided to create this class for arcanists, not because I think they do not get enough attention, but because I wanted to make an arcane PrC that focuses on team play. That’s the arcanist I prefer, both as player and as DM.


    Breaking the Law!
    Following the rules does not make one lawful, making them does!

    Members of this class are lawful by definition, but they do not conform to the general consensus on what makes a lawful being. Most people associate lawful with loyalty, abiding laws laid down by government and esoteric concepts forced upon humanoidkind by exterior forces. This makes that some see the members of this class as chaotic, but make no mistake: ‘those who break the laws’ are utterly lawful. Teamwork and discipline is their motto, but they just uphold a different definition of the law.

    To those of you who read this and qualify for the prestige class: Let’s be real here, huh? Who makes the laws? Some fancy deity, whose followers put so much inspiration into their piety, granting them a bland substitute for magic? The king of the land, a most likely lazy man that issues laws at his whim to oppress the dim-witted average man? The determined knight who does not have the capabilities to oversee what he is doing? Or our most fierce opponent: Nature? Yes, any law can be bent and broken, but all have to obey the laws of nature.

    All? No, not us. We stand above these laws. We do not listen to the gods, we understand the gods, their motives and concepts. We do not answer to the kings, the kings come to us, begging for advice while the knight fears our power. And the laws of nature, seriously? Not having to obey them separates us from the rest!

    How to break the law
    Breaking the law comes most naturally to wizards, though any sorcerer that has the mental faculties can become one. While the typical bard has almost all it takes to join the ranks, they tend to lack the sense of order, discipline and team work to pursue breaking the law (well, the laws that matter). There are rumors of distant lands where psionicists have taken a habit of breaking the law, but let’s focus on the arcanists for now.

    While one might think otherwise, breaking the law does not stem from direct training in most cases. It tends to be an insight obtained at a certain point in life. Order, commanding and synergy can drive yourself as well as the meek to greater heights, and what greater pleasure is there to bend the laws of nature and at the same time propel others to greatness, leaving out the necessity to expose yourself to various forms of messes?

    ENTRY REQUIREMENTS
    Alignment: Any lawful
    Arcane caster level 5
    Must have a familiar

    Class Skills
    Breaking the law class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft [all] (Int), Diplomacy (Cha), Knowledge [any two] (Int), Profession [all] (Wis), Sense motive (Wis), Spellcraft (Int)
    Skills Points at Each Level: 2 + Intelligence modifier

    Hit Dice: d4

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Team work I| -

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Breaking the Law | +1 to existing arcane caster level

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    | | +1 to existing arcane caster level

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    | | +1 to existing arcane caster level

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Planning ahead | +1 to existing arcane caster level

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | | -

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | | +1 to existing arcane caster level

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    | | +1 to existing arcane caster level

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    | | +1 to existing arcane caster level

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    | Team work II | +1 to existing arcane caster level [/table]

    Weapon Proficiencies: Breaking the law does not grant you any extra weapon or armor proficiencies.

    Team work I Team work starts with your closest ally, your familiar. The special bonus (such as a +2 to reflex saves) your familiar grants you, is doubled. Also, levels in this prestige class add to your effective level that determines your familiar special abilities.

    Breaking the Law You are the one with the brains and the insight to lead this operation. Guiding your team mates is your job and the best way to inspire them is to show your awesomeness, to break the laws. Breaking the laws of physics and nature is your job. While casting, you bark around commands as you oversee the battle from a safe distance, creating order where chaos tends to prevail. And when you do so, you drive your allies to greater heights. The benefits described below last for 1 round for each level you have been breaking the law. You can break the laws in three different ways:

    Breaking the Physical Laws Starting at level 2, when you cast an Evocation spell that alters the physical conditions on the battlefield (such as a Wall of … spell, Gust of wind or Resilient sphere) or an Illusion spell that successfully tricks your opponents into thinking it has, you can follow up with a move action during which you bark tactical orders. Following these orders, you and your allies gain double the bonus for moves that involve team work, such as flanking and aid another. Which spells and bonuses qualify are up to the DM.

    When you reach level 6, you can guide your team even better, tripling the bonus for team work rather than doubling them.

    Breaking the Metaphysical Laws Upon reaching level 3, after affecting one or more of your allies with an Abjuration, Enchantment or Transmutation spell, you can follow up with a move action during which you instruct them on how to optimally make use of these new advantages. Following these instructions, you inspire them all to carry these buffs beyond the benefits they usually give:

    Abjuration: After affecting one or more of your allies (excluding yourself) with an abjuration spell, all your allies (including yourself) gain a +1 insight bonus to AC and saves.

    Enchantment: After affecting one or more of your allies (excluding yourself) with an enchantment effect, all your allies (including yourself) gain a +1 circumstance bonus to attack and damage rolls.

    Transmutation: After affecting one or more of your allies (excluding yourself) with a transmutation spell, all your allies (including yourself) gain 2 temporary hp per HD.

    When you reach level 7, these bonuses double and at level 10 the bonuses triple.

    Breaking the Opponent From level 4 on, when you cast a Necromancy or Enchantment spell that disrupts the tactical plans your opponents have by impeding movement or breaking their formation (such as a Hold … spell, Confusion or Fear effect), you can follow up with a move action to inform your team on how to break your opponents’ tactical plans and give them insight in their next moves. As a result, your allies (including yourself) gain the Uncanny Dodge feature. If a character already has this, he or she instead gains blindsense out to 10ft.

    Starting at level 7, your allies (including yourself) also gain Improved Uncanny Dodge with an effective rogue level of your caster level minus three. If a character already has Improved Uncanny Dodge, he or she has his or her effective rogue level increased by three.

    Planning ahead: Altering, shaping and ordening the universe has benefits for your allies and yourself, but as the master manipulator, there is something in it just for you. From level 5 onwards, after casting a Conjuration or Divination spell, spells that allow you to shape and give you insight, you can follow up with a move action in which you re-assess the situation now it is altered by your Conjuration or now you see clearer through your Divination.

    Conjuration: After casting a conjuration spell, you gain a +1 circumstance bonus to your caster level for 1 round per level that you have been breaking the law.

    Divination: After casting a divination spell, you gain a +2 insight bonus to all skill checks for 1 minute per level that you have been breaking the law.

    Starting at level 8, these bonuses double


    Team work II Team work also ends with your closest ally. As long as you and your familiar are within 5 ft of each other, you can attempt to negate ill effects. Three times per day, as a free action, when one of you fails a saving throw against a magical effect and the other did not, the one not affected can choose to roll a save. If he/she saves successfully, both of you are unaffected. If the one that re-rolled did not save successfully, he or she is affected by the effect and the initial target is not



    Breaking the law
    Remember, by breaking the laws, you create the laws. You are in control of events when it matters. How this affects your mentality in the game is variable, though. Some who break the law are humble and serving as long as their law-breaking is not required, knowing their role. Others are more aloof, estranged to worldly matters when law-breaking is not necessary. Seldom, however, are they arrogant. You know, more than anyone else, that even the weakest peon can grow into a hero under your supervision, so earning their respect is important.

    Planning, following strategy and executing tactics in perfection is extremely important to you. Even the smallest task requires a well laid out plan and people not adhering to what was agreed have a hard time earning your respect. This makes you a sometimes frustrating member of the team for some, but typically others will find that your plans and tactics are useful and a great benefit on the battle field.

    Combat: In combat you use your arcane powers to alter reality, just like any arcanist does. However, your goal is to promote team play, synergy and coordination. You create the reality that allows them to defeat the monster.

    Advancement: Those who break ther law tend to gravitate towards other prestige classes that allow them to advance their arcane prowess as well as their ability to promote and enhance effective team play. Most notable in this regard is the War Weaver class. While a very powerfull combination, remember that for each of the special buffs this class grants, a seperate move action is needed to trigger it.

    Resources: There is not an organization all lawbreakers are tied to, but the majority of them have a history of advicing rulers, entrepeneurs and craftsmen on how to reach their goals in an optimal way, applying their logics, magics and knowledge. Often, these services are performed without payment: The thrill of finding the most logical and efficient solution to a problem is often reward enough. This means that most lawbreakers have people of reasonable power and wealth scattered throughout the lands that have a very helpful attitude towards them.

    Breaking the law in the world
    "Vera? Well she is peculiar and demanding, but if anyone can lead a team to success, she can!"

    Breaking the law in the way members of this class do is pretty rare in most worlds. Their powers can be used to advance the goals of both good and evil and as such there is no general view on members of this class. Those who assemble teams to adventure seek out members of this class to lead the team and their advice is welcomed by rulers, especially those preparing for war.
    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
    Last edited by Autopsibiofeeder; 2012-11-11 at 11:28 AM.
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