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Thread: [3.5/PF] GitP Regulars as PrCs!

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    Mar 2007

    Default Re: [3.5/PF] GitP Regulars as PrCs!

    Quote Originally Posted by Lord_Gareth View Post
    My permission is granted. This will be...interesting.
    And here we have a Gareth PrC.

    Ardent Administrator

    Some are drawn to the cause of justice because they feel a calling from a higher power. Some began as foul villains, and found redemption. Many stand in the light because they were raised into it by the sacrifices of others. For a few, though, good is not a choice, nor a calling, nor a way of life. Itís merely a fact. These people have suffered injustice, been driven by fear and rage and powerlessness, but always, inexorably, fought tooth and nail to climb towards what they think is right. For an ardent administrator, itís not ďgoodĒ thatís their way of life, but rage. Rage against their foes, rage against the cruel world around them, and above all, rage against injustice. An ardent administrator tempers his rage into a fiery passion for righteousness, using it as fuel for his tireless vigil against the forces of evil. To his allies, his rage is an occasional source of wariness, but at the same time a source of comfort, from the knowledge that no foe can rest easy while the administrator lives. To his enemies, his rage is a force of fear, driving them back to hide in their holes. To the ardent administrator, itís the force that inexorably drives him to seek out and right wrongs.

    Skills: Intimidate 8 ranks, Diplomacy 5 ranks
    Feats: Intimidating Rage
    Alignment: Any good
    Special: Rage or frenzy class feature, smite or smite evil ability

    Class Skills
    The ardent administratorís class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Martial Study (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

    Skill Points at Each Level: 4 + Int modifier.

    Hit Die: d12

    Table: Ardent Administrator
    Level BAB Fort Ref Will Special
    1st +1 +2 +0 +2 Passion 1/day, smite, righteous rage, unburden allies
    2nd +2 +3 +0 +3 Bonus feat
    3rd +3 +3 +1 +3 Terrifying tutelage
    4th +4 +4 +1 +4 Passion 2/day
    5th +5 +4 +1 +4 Furious friendship, bonus feat
    6th +6 +5 +2 +5 Greater passion
    7th +7 +5 +2 +5 Passion 3/day, perpetual passion

    Class Features
    The following are class features of the ardent administrator.

    Weapon and Armor Proficiency: Ardent administrators gain no proficiency with any weapon or armor.

    Righteous Rage (Ex): An ardent administrator can freely take levels in this prestige class without restricting future advancement as a paladin. In addition, his ardent administrator levels stack with the levels of his other classes for determining the power of any smite or smite evil abilities he possesses and how many times per day he can use those abilities.

    In addition, he is no longer beholden to the letter of any codes and oaths he has taken, only the spirit. The powers he may have sworn himself to give him a significant amount of leeway to do the right thing in times when a standard paladinís code would hinder the cause of Good. He does not fall or lose his abilities for breaking a code or oath, although he will still lose his abilities if he changes to an evil alignment or commits gross violations of his codesí spirits.

    Passion (Su): An ardent administrator has the ability to channel his rage into a controlled warpath, striking down his enemies and defending his allies in a bloody whirlwind. An ardent administrator can enter his state of passion as a free action at any time he feels that he or his allies are being threatened, even if it is not his turn. While in this state, he gains +4 to Strength and Charisma, and all allies (except himself) within 30 feet of him gain a +2 sacred bonus to their AC. The ardent administratorís state of passion lasts a number of rounds equal to 3 + his new Charisma modifier (minimum 1). An ardent administrator may prematurely end his state of passion as a free action. At when his state of passion ends, the ardent administrator loses its bonuses and becomes fatigued for the duration of the current encounter.

    In addition, while in a state of passion, the ardent administrator can use his smite or smite evil abilities without expending their normal uses per day. He can do this a number of times per passion equal to his new Charisma modifier (minimum 1). Each time he uses one of these abilities, the number of rounds he has left in his state of passion is reduced by one.

    An ardent administrator can use this ability once per day at 1st level. At 4th level and every three levels thereafter, he can enter a state of passion one additional time per day (to a maximum of four times per day at 10th level). He may also expend uses of a rage or frenzy ability to enter his state of passion.

    Any feats that would normally modify to a rage or frenzy ability (such as intimidating rage or extended rage) applies to the ardent administratorís passion ability as well.

    Unburden Allies (Ex): Starting at 1st level, an ardent administrator can no longer ride mounts. He automatically fails any Ride checks he makes. However, all allies within line of sight of him find that they can carry things significantly easier, and treat their Strength scores as 4 higher for the purposes of determining carrying capacity.

    Bonus Feats: At 2nd level and again at 5th level, an ardent administrator gains a bonus feat. These bonus feats are drawn from the list of bonus feats available to fighters, as well as any feat with the ability to rage, frenzy, or smite evil as a prerequisite. An ardent avenger must still meet all prerequisites for a bonus feat.

    Terrifying Tutelage (Su): Starting at 3rd level, an ardent administrator can use his fearsome force of presence to spur others to great heights. As an immediate action, he can make an Intimidate check (DC 10) to grant an ally within 30 feet a +2 circumstance bonus on their next attack roll, saving throw, or skill check, or as a bonus to his allyís AC against the next attack against them. For every 10 points the ardent administratorís check exceeds DC 10, this bonus increases by +1.

    Furious Friendship (Ex): While an ardent administrator might seem at first to be an exceptionally intimidating presence, once one gets to know him, he is the most stalwart of allies. When the ardent administrator uses the Intimidate skill to attempt to influence a creatureís attitude, he can roll a Diplomacy check as well (DC 15). If he succeeds, the creatureís attitude will shift to indifferent rather than unfriendly after it leaves the ardent administratorís presence.

    In addition, while the ardent administrator is in a state of passion or rage, any time an ally is damaged or otherwise harmed by an enemy, the ardent administrator can move up to its speed towards that enemy without provoking attacks of opportunity as a free action. He can only use this ability once per round.

    Greater Passion (Su): Starting at 6th level, an ardent administratorís bonuses to Strength and Charisma during his state of passion increase to +6, and the sacred bonus to his alliesí AC increases to +3.

    Perpetual Passion (Su): Starting at 7th level, an ardent administrator can focus his unbridled emotions indefinitely. When he enters his state of passion, it no longer has a duration limit; he can remain in his state of passion for as long as there is a threat to him or his allies. In addition, he is no longer fatigued when he ends his state of passion.

    Ex-Ardent Administrators
    An ardent administrator who changes to a nongood alignment or grossly violates the spirit (but not the letter) of any code or oath he has sworn or follows loses all supernatural abilities from this prestige class and other classes based on that code until he spends at least a day in reflection and atonement. He need not recieve an atonement spell to regain his abilities - understanding what he did wrong and resolving to never again make that mistake is enough.
    Last edited by Forrestfire; 2015-05-28 at 10:05 AM.
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