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

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

    Thread of Naught

    Many ask why Threads of Naught have their title, but not even the Powers themselves seem to know, it is almost as if it were simply a thing that happened. A Thread of Naught is one who has devoted themselves to being prepared for whatever circumstances should throw their way that day, remaking themselves on an almost daily basis to face the challenges which lie ahead.

    BECOMING A THREAD OF NAUGHT

    To become a Thread of Naught one must perfect their ability to adapt and meet challenges, always looking for the best methods to overcome adversity. It is a long road, and a harsh one, but at the top lies that greatest of rewards... rudisplorking.

    ENTRY REQUIREMENTS
    Skills: 2 of Use Magic Device 14 ranks, Iajutsu Focus 14 ranks, Autohypnosis 14 ranks, Concentration 14 ranks.
    Special: Must receive a total of +8 synergy bonus (4 +2s, 1 +4 and 2 +2s, etc).
    Special: If entering through Concentration must have at least 2 Diamond Mind maneuvers.

    Class Skills
    All skills are class skills for the Thread of Naught.
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +0
    Optimize Skills, Optimize Feats, Optimal Save
    2nd
    +1
    +0
    +0
    +0
    Optimize Alignment, Awesome Alchemy
    3rd
    +2
    +1
    +1
    +1
    Optimize Race, 2nd Optimal Save
    4th
    +3
    +1
    +1
    +1
    Rudisplorkin' Spells, 2nd Optimization
    5th
    +3
    +1
    +1
    +1
    Optimize Immunity, Sudden Reoptimization
    6th
    +4
    +2
    +2
    +2
    Optimal Dipping, Contingency Plan

    Weapon and Armor Proficiencies: A Thread of Naught gains proficiency in Spiked Chains, Scimitars, Medium or lighter armor (no one ever needs heavy), and animated shields (except tower shields).

    Optimize Skills (Ex): Once per day a Thread of Naught may spend 10 minutes in concentration to reassign 12 skill points per Thread of Naught level they possess; they treat these skills as if spent as a Thread of Naught (all skills are class skills).

    Optimize Feats (Ex): Once per day a Thread of Naught may spend 10 minutes in concentration to reselect 1 feat plus 1 feat per 2 Thread of Naught levels they possess.

    Optimal Save (Ex): Once per day a Thread of Naught may spend 10 minutes in concentration to select a single saving throw (Fort, Ref, or Will) they recalculate their base saving throw for that save as if it were a good save for each class they possess (+2 +1/2 class level), and use this base save until they next use this ability.

    Optimize Alignment (Su): Beginning at 2nd level a Thread of Naught can change even their moral resonance to better suit their needs. Once per day a Thread of Naught may spend 10 minutes in meditation and select a single alignment. Until they next use this ability they are considered that alignment for all purposes, but their behavior does not change.

    Awesome Alchemy (Su): Beginning at 2nd level a Thread of Naught learns how to transmute gold, platinum, and silver (but not copper) into a variety of useful items. As a standard action they may touch an amount of gold, platinum, and/or silver and make a Craft (Alchemy) check to try and transform it into an item of their choice. It is a DC 15 check to transform the wealth into a non-magical items which is no larger than the Thread of Naught, or a DC 15 + CL check to transform it into a magic item. A Thread of Naught must transform an amount of material equal to the market price of the resulting item or else this automatically fails; for items which cannot be bought this ability automatically fails. A Thread of Naught may only use Awesome Alchemy 1/day per 2 Thread of Naught levels they possess, some legends say that this is because otherwise the gods will grow frightened of the power and glass the entire continent they stand upon. Unfortunately in their attempts to test this legend Threads of Naught have found that it seems to be an actual limitation of the ability.

    Optimize Race (Su): Beginning at 3rd level a Thread of Naught may spend 10 minutes to change their race. Their new race must have no higher LA or racial hit dice than their original race and may not have an LA of -. A Thread of Naught retains any LA or racial hit dice of their original race if any.

    2nd Optimal Save (Ex): Beginning at 3rd level when a Thread of Naught uses Optimal Save they may select 2 saving throws instead of one.

    Rudisplorkin' Spells: Beginning at 4th level a Thread of Naught learns to cast 1 spell of each level up to 1/2 their character level, gaining 1 spell slot of each such level. They may select these spells off of the spell list of any base classes or domains (treating these spell slots as domain spell slots for the purposes of Anyspell) and cast them as divine spells. 1/day by spending 10 minutes in concentration a Thread of Naught may change these spells known. A Thread of Naught gains bonus spells for these spells normally and always uses their highest mental ability score for save DCs, bonus spells, and seeing what level of spells they have access to.

    2nd Optimization: Beginning at 4th level a Thread of Naught may use Optimize Skills, Optimize Feats, Optimize Alignment, Optimize Race, and Optimal Save each an additional time per day (for 2 times per day), and may change their spells known via Rudisplorkin' Spells a 2nd time each day.

    Optimize Immunity (Ex): A Thread of Naught must protect themselves. Beginning at 5th level a Thread of Naught may, 1/day, spend 10 minutes in concentration to select one of the following: Death effects, energy drain, and negative energy; Mind-Affecting effects; any 2 energy types; Force effects; or hostile level 5 and lower spells. They gain immunity to the selected effects until they next use this ability. If a Thread of Naught has 2nd Optimization they may use this ability an additional time per day.

    Sudden Re-optimization (Ex): A Thread of Naught knows that sometimes you have to be able to adapt on the fly. Beginning at 5th level a Thread of Naught may 1/day use Optimize Skills, Optimize Feats, Optimize Alignment, Optimize Race, Optimize Immunity, Optimal Dipping (if they possess that ability) and Optimal Save all as a single swift action (instead of their normal 10 minute actions). This does not cost a use of any of these abilities. In addition they may reselect their spells known from Rudisplorkin' Spells (without expending a use) when they use this ability.

    Optimal Dipping (Ex): A Thread of Naught dabbles and masters. Beginning at 6th level a Thread of Naught may 1/day (2/day if they have 2nd Optimization) spend 10 minutes in concentration to select a single base class they have no levels in and gain all benefits from the 1st and 2nd level of that class other than BAB, base saves, hit dice (they do not gain the hit dice/character level increase at all), and skill points.

    Contingency Plan (Su): Any good Thread of Naught knows never to be caught with their pants down, but sometimes things go wrong. Beginning at 6th level a Thread of Naught may once per day enact a Contingency Plan. This allows them to, as an immediate action, undo all events since the beginning of their last turn, and as part of this immediate action reselect all abilities that they could with Sudden Re-Optimization as well as perform a single act of Awesome Alchemy on the silver, gold, and/or platinum they have in their possession.
    Last edited by Zaydos; 2015-05-28 at 04:31 PM.
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