1. - Top - End - #15
    Ogre in the Playground
    Join Date
    Aug 2008
    Midwest, not Middle East

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Marked One

    Chains can be a fetter or a weapon.

    The Mark of Justice is used to prevent repeat offenses of crime, but a powerful spell so close to a person for so long can have unintended side effects.

    Becoming a Marked One
    Marked Ones must be under the effect of a Mark of Justice. They must have a certain... presence in the world to allow them to affect their magical binding. Finally, they must have the discipline and clarity of purpose to explore their magical bonds.

    Character Level 5
    Must be under the effect of an inactive Mark of Justice spell
    Alignment: Any Lawful

    Class Skills
    The Marked One's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (Local) (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Swim (Str)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2
    Continued Focus, Welcome Mark
    2nd +1 +0 +0 +3
    Detect Offender, Not One Step Back
    3rd +2 +1 +1 +3
    Detect Chaos, Maniacal Focus
    4th +3 +1 +1 +4
    Eye of Justice
    5th +3 +1 +1 +4
    Marked For Life, Cursed Touch
    6th +4 +2 +2 +5
    Self Control
    7th +5 +2 +2 +5
    Justice for All
    8th +6 +2 +2 +6
    Will Ascendant, Curse of Inaction
    9th +6 +3 +3 +6
    10th +7 +3 +3 +7
    Paper Chains, Consummate Mark of Justice

    Weapon Proficiencies: A Marked One gains no additional weapon or armor proficiencies.
    Continued Focus(Ex): Your exploration of your magical binding does distract from your previous endeavors, but you still find time to practice your core competencies.
    A first level Marked One gains one ability from the following list:
    • Martial Focus: Marked One levels provide full BAB and stack with fighter levels for purposes of qualifying for feats.
    • Woodland Focus: Marked One levels provide a good Ref save and stack with Ranger levels for purposes of Favored Enemy
    • Stealth Focus: Marked One levels add Hide and Move Silently to the class skill list, and provide +1d6 sneak attack every three levels starting at level 1.
    • Righteous Focus: Marked One levels provide a good Fort save and stack with other classes that grant any Smite ability. If you do not have a smite ability, you gain the ability to Smite Chaos, with the same bonus to damage, bonus to hit and uses per day as a paladin of your Marked One level has of Smite Evil.

    Welcome Mark (Su): The first step in mastering your Mark of Justice is pulling it closer to yourself. This may seem strange to anyone who has not run a con.
    Upon taking his first level in this class, a Marked One must select one inactive Mark of Justice currently affecting him, which will be ‘his’ Mark of Justice for many class features. A Marked One is always entitled to a Will save against any effect that would dispel or remove his Mark of Justice, and gains an insight bonus to this save equal to his class level. In addition, he is aware of any activity he is about to do which would trigger his mark, similar to how a Phylactery of Faithfulness warns about alignment infractions. If a Marked One is not under the effect of his Mark of Justice, he loses access to any Su and SLA abilities from the Marked One class (with the exception of Marked for Life). His Mark of Justice may be reinstated with a new Mark that has the same trigger condition, though the consequence for breaking the trigger may be different.

    Detect Offender(Su): The Mark of Justice must first identify unwanted behavior. With just a gentle nudge, the Marked One can push this sense outward.
    As a standard action, a second level Marked One can detect anyone who has committed an act which would have activated his Mark of Justice in the last 24 hours. This detection works in a 60’ cone, and is blocked by certain thicknesses of certain materials just like a Detect Evil spell.

    Not One Step Back(Su):The Mark of Justice has started to warn the Marked One about unacceptable activities. An inhuman warning inside your head is enough to put steel in the spine of anyone.
    A second level Marked One gains an insight bonus against [fear] effects and intimidate checks equal to half his class level.

    Detect Chaos(SLA): Law is the natural alignment of the Mark of Justice. As the connection between Mark and Marked deepens, this alignment becomes useful.
    A third level Marked One may cast Detect Chaos, as the spell.

    Maniacal Focus(Su):The discipline and self-knowledge which are guided by the Mark of Justice pay another dividend: some wounds are not as bad as they seem.
    A third level Marked One may regain 1d8 hit points per class level. This is done as a swift action, and may be done once an encounter. This ability only works in a dangerous situation, like combat or during an avalanche.

    Eye of Justice(Ex): The Mark of Justice is a limited magical construct that watches one person for one particular infraction. The last thing to learn from the watchfulness of the spell is insight into human nature.
    A fourth level Marked One gains an insight bonus on Sense Motive checks equal to his class level.

    Marked for Life(SLA): The Mark of Justice has become part of the Marked One. He can reactivate just like he can heal a cut.
    A fifth level Marked One can re-cast the original Mark of Justice which allowed him to enter the class if it is activated or dispelled. He must target himself with this Mark of Justice, and the caster level of the mark is the same as the caster level of his original mark. He may do this despite it being a Spell Like Ability from this class, which normally he would lose if he did not have an inactive Mark of Justice on himself.

    Cursed Touch(Su):The Marked One has begun to explore the second part of the Mark of Justice. This is the part that metes out punishment for a transgression. This magical punishment can be useful in other ways.
    As a swift action, the Marked One may imbue his next weapon attack with a curse. If the weapon attack hits, this curse gives the target a -6 penalty to an ability score chosen by the Marked One unless the target makes a will save with a DC of 10+class level+highest mental score modifier. For example, a 6th level Marked One with a 12 Int, a 14 Wis, and a 20 Cha would have a DC of 10+6+5, or 21. The penalty to the ability score lasts for a number of hours equal to the Marked One’s class level, or until removed by a Remove Curse or stronger magic. This ability may be used a number of times per encounter equal to the Marked One’s highest mental ability score modifier (minimum 1).

    Self Control(Su):The Mark of Justice, by this point, has been stretched and pushed so far that the Marked One can use it for things it was never intended to do. It is easier to focus this power inward, so he redefines the meaning of self control.
    You may roll 2d20 for any will save and take the higher of the two rolls.

    Justice for All(SLA): The Mark has been so helpful to the Marked One, it is just common courtesy to share it.
    A seventh level Marked One may cast Mark of Justice as a spell like ability. He may select any valid punishment for breaking the Mark, as Bestow Curse.

    Will Ascendant(Su):Discipline and focus can make up for shortcomings in other areas. Students of the Diamond Mind know this, and the Marked One makes a similar discovery.
    Once per encounter, as a free action, an eight level Marked One may make a Will save in place of any save he is required to make. This benefits from Self Control as normal for a Will save, and if he has Mettle it applies.

    Curse of Inaction(Su):The Mark of Justice can unleash a terrible curse. With enough distortion of the original spell, this can be weaponized.
    The eighth level Marked One may, as a standard action, bestow a curse on a target creature within 60’. The target is entitled to a will save with a DC of 10+class level+highest mental score modifier. This curse gives the target a 50% chance of not acting each turn. It lasts for a number of days equal to the Marked One’s level, or until removed by a Remove curse or stronger spell.

    Paper Chains(Su):Almost as an afterthought, the Marked One claims full control over his mark.
    The tenth level Marked One does not trigger any Marks of Justice on himself unless he desires to, no matter what actions he takes.

    Consummate Mark of Justice(Su):The Marked One has become the authority on Marks of Justice. He has devised a rather stronger version of the spell, but it requires his specialized experience and knowledge to use.
    The tenth level Marked One has the ability to invoke a Consummate Mark of Justice. This is similar to a Mark of Justice in that it requires 10 minutes to invoke, it activates a consequence when the target commits the act specified while invoking the mark, and it lingers on the target until removed. Unlike a regular Mark, when the target transgresses he is Imprisoned, as the spell, with the exception that he is aware of time passing but is unable to act, for ten days . The spell Freedom will remove him from the Imprisonment but it will not dispel the Consummate Mark. A wish or miracle will remove the Consummate Mark, otherwise the Consummate Mark is permanent until the Marked One who invoked it dismisses it as a standard action. A Marked One may only have one Consummate Mark active at once. This effect can be detected like a 9th level Necromancy spell.

    Playing a Marked One
    You play rather like the class you entered from, except now you have powers.
    Combat: You have a few passive boosts and a few swift actions. As you progress past level 5 or so, you get more directly offensive abilities.
    Advancement: It is not a bad idea to go back to the class you left to enter this one. Alternately, take levels in Warblade. Everyone needs more Warblade.
    Resources: A Marked One often has experience with a criminal justice system, but typically from the wrong side to receive favors from it.

    Marked Ones in the world
    Strange fellow. I could tell that he wanted to strangle me, but instead he paid me for the stew. Even included a tip. -anonymous innkeeper

    Marked Ones are sometimes shunned as criminals and sometimes welcomed as people trying to change their lives for the better. Their meddling with the Mark of Justice is hard to detect..
    Daily Life: Don’t do what you shouldn’t. Aside from that... go wild.
    Notables: The king of a country whose name has been forgotten had his personal guard all enchanted with a Mark of Justice binding them to his service. Legend has it that one of his guards overcame the mark and strangled the king.
    Organizations: Typically, those who uphold the law are the ones placing Marks of Justice. They have a vested interest in Marked Ones not spreading their knowledge.

    NPC Reaction
    You’re a criminal.

    Marked Ones in the Game
    The only ability the Marked One has that is really out of line is the Consummate Mark. It is rather hard to apply it to someone though, so that should be ok. They are mostly people who do damage with weapons; they just have a few extra tricks and resistances.
    Adaptation: Other spells also mark people for a long time, but you’d need to tear the floor out of this class and rewrite a lot to make it align with, say, Polymorph Any Object..
    Encounters: Criminals. Or are they just misunderstood?

    Sample Encounter
    A man is spit on in the town. He glowers, but says nothing. The mark on his forehead is apparent.

    This class gives out a number of spells at will. If you use them to power an Energy Transformation Field then there will not be a hole deep enough for you to hide in. Consequences will catch you, and they will not be pleasant.
    Last edited by Glimbur; 2014-04-16 at 04:58 PM.