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Thread: GitP PrC Contest XLI: Hybrid Theory IV!

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    Bugbear in the Playground
     
    RedWizardGuy

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    Jun 2010

    Default Re: GitP PrC Contest XLI: Hybrid Theory IV!

    Curse Tamer



    Yes, I was once bound to you. Now you are bound to me.
    -D'kai Veren, Curse Tamer conversing with his Monster Within

    The Harrowed are a cursed lot, being in the unfortunate situation of sharing their body with a terrible entity bound to it, a burden, a curse even, they never asked to bear. Malefactors, on the other hand, use their control of curses to rain misfortune on their enemies, a power granted to them by birthright or, sometimes, hard work. On occasion, these two powers reside within the same person. From there, it is only a matter of time before that individual thinks to use their ability to manipulate misfortune and curses to deal with their own curse, drawing out powers unthought of from the curse they were born with, while their bretheren struggle to handle the creature lying inside of them.

    Becoming a Curse Tamer
    If a Harrowed comes into his curse-manipulating powers, it is not long before the Harrowed thinks to use those powers to help themselves with their curse. Occasionally, a Harrowed will hear of the powers over curses that a Malefactor has, and seek an apprenticeship to an experienced Malefactor in order to gain the power to deal with their curse.

    ENTRY REQUIREMENTS
    Skills:Knowledge(Arcana) 9 ranks, Intimidate 9 ranks
    Special:Torment the Weak +2d4
    Special:Tenebrous Touch 2d6
    Feats:One [Harrowed] Feat

    Class Skills
    The Curse Tamer's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).
    Skills Points at Each Level: 4 + Intelligence modifier

    Hit Dice: d8

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Burgeoning Beast, Curse Control, Grab the Reins

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Harrowing, Unleash the Beast(1/day, Basic)

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Elemental Rot(Basic), Underworld Undoing 1/encounter

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Harrowing, Unleash the Beast(1/day, Advanced)

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Share the Change(1), Elemental Rot(Bypass Resistances)

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Harrowing, Unleash the Beast(2/day, Advanced)

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Elemental Rot(Extra Damage), Underworld Undoing

    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |Harrowing, Unleash the Beast(2/day, Ultimate)

    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |Share the Change(2), Damned Downfall

    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |Conformed Curse-Beast, Harrowing, Unleash the Beast(3/day, Ultimate)[/table]

    Weapon Proficiencies: A Curse Tamer gains no new weapons or armor proficiencies

    Burgeoning Beast: The creature bound to the Curse Tamer becomes able to unleash more and more of its power as the Curse Tamer progresses along their chosen path. Curse Tamer levels stack with Harrowed levels for the purpose of determining the damage and progression of their Tenebrous Touch, as well as the progression of their Two-World Eyes class feature. This stacking of Curse Tamer and Harrowed class levels also applies to determining when they may gain the Scent the Occult, Read the Soul, Dark Whispers, and Sense the Unseen Harrowed class features, although they count as having one level less(minimum 0) in Curse Tamer than they actually do for the this purpose.

    Curse Control:In order to progress their ability to control the power of the creature their curse binds to them, a Curse Tamer must also keep up with their curse-manipulating powers. Curse Tamer levels stack with Malefactor levels for determining access to and number of Maleficient Auras and Malefactions, as well as when determining the radius of the Curse Tamer's Maleficient Aura and the progression of the Ripper's Gift class feature. This stacking of Curse Tamer and Malefactor class levels also applies to determining when they may gain the Sense Malice, Vicious Rebuttal, Alacrity, and Otherworldy Stride class features, although they count as having one level less(minimum 0) in Curse Tamer than they actually do for the this purpose.

    Grab the Reins:Even in the earliest stages of learning to control their curse, a Curse Tamer learns to draw out at least some power from their beast without incurring the risk of it taking control. At 1st level, the Curse Tamer may, a number of times per encounter equal to 1 + 1/2 their Charisma modifier, use an activated ability of the Harrowed class without incurring a Will save from The Monster Within class feature. Also, the first time each day that a Curse Tamer fails a Will save brought on by the Monster Within class feature, they may automatically re-roll the Will save.

    Harrowings:With more power leaking out, the Monster Within continues to change the Harrowed, regardless of how in control they are of it. At 2nd, 4th, and every two levels after, a Curse Tamer gains a Harrowing, as per the Harrowed class feature.

    Unleash The Beast:With more power of the Monster Within leaking out, the Monster gains more power when it is in control. At 2nd level, whenever the Curse Tamer loses a Will Save incurred by the Monster Within class feature, the Curse Tamer gains a +2 bonus to all physical ability scores(Dexterity, Constitution, and Strength), as well as a +2 to Wisdom, Charisma or Intelligence, chosen when this class feature is gained. At 4th level, these bonuses increase to +3, and at 8th level, to +4. These bonuses last for as long as the Monster Within is in control.

    At 2nd level, the Curse Tamer may draw on this ability once per day, prompting a Will save with a DC equal to 10 + 1/2 the Curse Tamer's effective character level. If the Curse Tamer succeeds, they gain the benefit of the bonuses granted by this class feature when the monster is in control. Should the Curse Tamer fail the save, the Monster Within gains control. The effects of this last for a number of rounds equal to half the Curse Tamer's Curse Tamer class level + Charisma modifier(before any improvements granted by this class feature). This may be done an additional time at 6th level and every 4 levels after.

    Elemental Rot:At 3rd level, the power drawn from the creature lying within the Curse Tamer infects their curses. Every time an enemy comes within the radius of the Curse Tamer's Maleficent Aura, they must succeed on a Will save with a DC equal to 10 + their Curse Tamer class level + their Charisma modifier, or suffer an amount of damage equal to 1/2 the Curse Tamer's class level + their Charisma modifier, of the same type of damage as the Curse Tamer's Tenebrous Touch deals, for as long as they are within range of the Curse Tamer's Maleficent Aura. Also, whenever a creature is affected by one of the Curse Tamer's Malefactions, they suffer damage as though they were within range of the Curse Tamer's Maleficent Aura for a number of rounds equal to 1/3 the Curse Tamer's class level + the Curse Tamer's Charisma modifier. The damaging abilities of this class feature do not stack, so a creature affected by one of the Curse Tamer's Malefactions while in range of the Curse Tamer's Maleficent Aura do not take extra damage for being under the effects of one of the Curse Tamer's Malefactions.

    At 5th level, this damage bypasses resistances and immunities.

    At 7th level, the taint of the elemental power drawn from the Monster within corrupts and damages the bodies of those harnessing similar power. If the damage dealt by this class feature would bypass a creature's resistances or immunities, it deals double damage to that creature.

    Share The Change:A Curse Tamer can make use of the power lying within the creature they were cursed with at birth. However, that doesn't necessarily mean they'll be selfish and keep all of that power to themselves. At 5th level, so long as they lie within the range of their Maleficent Aura, a Curse Tamer may share the abilities of one Harrowing they have with a number of allies equal to their Charisma modifier.

    At 9th level, the Curse Tamer may share two Harrowings.

    Underworld Undoing:A Curse Tamer doesn't only have the ability to draw out curses and the power of the beast they've been spiritually chained to. They can blend the two. At 7th level, as a full round action, a Curse Tamer may make an attack with their Tenebrous Touch. If it succeeds, they may use one of their Malefactions on the target of their Tenebrous Touch as a free action.

    Damned Downfall: As a Curse Tamer progresses, they become able to draw out the hatred of their bound creature to enhance their curses. At 9th level, twice per encounter, whenever a Curse Tamer uses their Underworld Undoing class feature and succeeds on either the Tenebrous Touch attack or succeeds in affecting the target with the Malefaction chosen as part of the attack, they may use this class feature. A creature affected by this class feature gains a penalty to all rolls equal to 1/2 the Curse Tamer's Charisma modifier for a number of rounds equal to half the Curse Tamer's class level. Multiple uses of this class feature on the same target do not stack or overlap.

    Also, whenever the Curse Tamer succeeds with both the Tenebrous Touch attack and affecting the target with a Malefaction with their Underworld Undoing class feature, the Curse Tamer gains a +1 bonus to both the attack roll of the next Tenebrous Touch attack they make as well as the DC of the next Malefaction they use.

    Conformed Curse-Beast: At 10th level, the Curse Tamer has finally done it. They have fully tamed the creature lying within them, or at least as fully as anyone may hope to. This reaches to the point where they may let the creature out to the extent of manifesting even parts of the creature into being. For a number of rounds per day equal to the Curse Tamer's class level, they may enter Unhinged Beast Mode. When under the effects of Unhinged Beast Mode, the Curse Tamer gains a +6 bonus to all ability scores affected by Unleash the Beast. Also, they may make use of the Underworld Undoing class feature as a standard action instead of a full-round action. The effects of Unhinged Beast Mode do not stack with Unleash the Beast. These rounds need not be spent consecutively, but must be spent in two-round intervals.



    Playing a Curse Tamer
    A Curse Tamer is a character with a strong enough will to cow the same sort of beast that folks in similar situations would find to be overbearing and haunting their life. Hence, a player may want to reflect that in ways listed below.
    Combat: A Curse Tamer will be more aggressive in combat. They have more damage-dealing abilities, and at higher levels, display the ability to enhance their debuffing ability through class features like Underworld Undoing, as well as provide some buffing for their allies through Shared Change.
    Advancement: A Curse Tamer will have the combined abilities of the Harrowed and the Malefactor, and stack with them for the progression of certain abilities. It's recommended that the Curse Tamers max out their levels in the Curse Tamer class, and then focus on progressing their Harrowed and/or Malefactor levels to give them greater abilities in one area or another. Roleplay-wise, since your character is presumed to be able to cow a legendary evil creature, you may want to max out ranks in Intimidate to reflect that. Also concerning roleplay, you may want to pick up a few more [Harrowed] feats to reflect the power you've been able to wrest from the creature inside or control you've gained over it.
    Resources: What resources might a member of this PrC be able to draw on..

    Curse Tamers in the World
    "I love Talen! Whenever she comes into the room, it's like Hextor himself has entered the building!"
    -Melreth Skullbasher, an unusually cheery Cleric of Hextor, talking about her Curse Tamer companion


    A Curse Tamer is capable of cowing a legendary evil creature. This is no small feat, and even if some people don't fear them as they do a regular Harrowed, they will fear them for that. However, due to the natural charisma that Malefactors can sometimes display, Curse Tamers can usually find a group of friends who will not shun them, and even make their presence acceptable at places.
    Daily Life: A Curse Tamer's daily life is one of relaxation compared to when they were a regular Harrowed, but still somewhat cautious. A Curse Tamer must take care to hid their abilities as normal Harrowed and some Malefactors do. However, since they have gained more control over the Monster Within, they do not have to let that caution overtake their lifestyle, and thus can function as a normal person of whatever occupation they choose, adventurer or not.
    Notables: Born a normal Harrowed to one human and one half-elf parent, D'kai Veren struggled with the creature bound to him, a creature of flame and fury named Vreth. This struggle continued until puberty, when D'kai manifested the ability to use curses. He harnessed this ability for a while, until he eventually came across the idea to use his power over curses to help his curse. After a few disastrous attempts, he managed to use his power to subdue Vreth a bit. His path may have ended there, except that he came across a Harrowed that records decline to name as anything other than simply Jin. Jin was a Harrowed who had learned to somewhat tame the creature inside of him on his own through discipline, and displayed some enhanced power, although nothing like a modern Curse Tamer. D'kai learned Jin's methods, then combined them with his own abilities. Thus, he became the first Curse Tamer. He then traveled across the globe, seeking out other Harrowed and teaching them to tame the creatures lying within them, even if only a little bit, until his eventual supposed death.
    Two Curse Tamers in modern times are Verisia Claritas and J'tal Damonken. Struggling with her curse until a few years ago, Verisia struggled with her own creature within. However, during one of her rampages, she found herself lost in the wilderness. Eventually, she found a copy of the journal of D'kai Veren, and from it, learned how to control the creature inside of her and became a Curse Tamer. Inspired by the personal notes contained within the journal, Versia uses her powers to help others, even if those she helps would shun her for her powers.
    J'tal Damonken, on the other hand, helps no one. From the time he was little, J'tal had little trouble controlling the creature within, becoming a vile being all on his own. Eventually, his curse-using powers manifested, and he put them to what was a good use for him, but was extremely detrimental to others. Figuring that he wasn't doing enough evil, J'tal worked to manipulate his curse so that he could draw out more power of the creature within him to do even greater acts of evil. Although regarded by them as an example of how to not behave, the small community of Curse Tamers also respects J'tal's ability to have been one of three known self-taught Curse Tamers in history.
    Organizations: No organization currently exists for Curse Tamers. Although there is a loose network amongst Curse Tamers that allows for those seeking to become a Curse Tamer to find a mentor, there are few Harrowed in the world, and by extension even fewer Curse Tamers, leading to no current organization for Curse Tamers existing.

    NPC Reaction
    NPCs will usually react with even more fear and horror of Curse Tamers than even a regular Harrowed, as unlike a normal Harrowed, a Curse Tamer has somewhat embraced their curse, if only to control it. The exception to this rule is areas where arcane magic is predominant. Then, many wizards and other arcane spellcasters will often respect the Curse Tamer for managing to tame such a powerful creature, and inquire into their methods, while treating them as equals. Some may or may not attempt to use them as lab rats, but usually do not do anything that would inflict permanent harm.

    CLASS NAME IN THE GAME
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    Sample Encounter
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    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 Pyromancer999; 2013-06-19 at 08:16 PM.
    Newest Work: Pyromancer - My submission for Base Class Contest X
    Vote here.

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