Quote Originally Posted by LoyalPaladin View Post
I hope someone saw this coming. Eat your heart out, Abjurant Champion.

Spoiler: Awesomeness
Show
Junior Tormlet
Hit Die
d8

Requirements
Deity: Torm
Feats: Any Exalted
Special: Must be taken as an apprentice by a Paladin of Torm.

Class Skills
The Junior Tormlet’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Additional Level
2 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Spellcasting
1st +1 +2 +0 +0 Duty of Three, Divine Grace +1 level of existing spellcasting class
2nd +2 +3 +0 +0 Chosen Smite 1/day +1 level of existing spellcasting class
3rd +3 +3 +1 +1 Journey of Absolution +1 level of existing spellcasting class
4th +4 +4 +1 +1 Chosen Smite 2/day -
5th +5 +4 +1 +1 Purge Evil, Aura of Courage +1 level of existing spellcasting class
6th +6 +5 +2 +2 Chosen Smite 3/day +1 level of existing spellcasting class
7th +7 +5 +2 +2 Lay on Hands +1 level of existing spellcasting class
8th +8 +6 +2 +2 Chosen Smite 4/day -
9th +9 +6 +3 +3 Final Absolution +1 level of existing spellcasting class
10th +10 +7 +3 +3 Tempered Resolve, Chosen Smite 5/day +1 level of existing spellcasting class

Class Features
All the following are Class Features of the Junior Tormlet prestige class.

Weapon and Armor Proficiency
Junior Tormlets are proficient with all types of armor and the greatsword.

Duty of Three
A Junior Tormlet is now responsible for fulfilling the Penance of Duty, Debt of Dereliction, and Debt of Destruction.

Divine Grace (Su)
A Junior Tormlet gains a bonus equal to their Charisma bonus (if any) on all saving throws.

Chosen Smite
A Junior Tormlet chooses one of two tools to aid them against evil. You may select to gain the benefit of the Smiting Spell feat or a Paladin's Smite Evil class feature.

You gain one use of this per day every even class level.

Journey of Absolution
You have begun your journey towards the path of righteousness. If your paladin mentor deems you worthy, he may bring you into a temple of Torm to have atonement cast on you. This will bring your alignment one step closer to Lawful Good.

Purge Evil
You gain the benefits of Favored Enemy against any creature that worships Bane as their patron deity.

Aura of Courage (Su)
A Junior Tormlet is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the Junior Tormlet is conscious, but not if they are unconscious or dead.

Lay on Hands (Su)
A Junior Tormlet with a Charisma score of 12 or higher can heal wounds (their own or those of others) by touch. Each day they can heal a total number of hit points of damage equal to their spellcaster level × their Charisma bonus. A Junior Tormlet may choose to divide their healing among multiple recipients, and they don't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a Junior Tormlet can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Junior Tormlet decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Final Absolution
You have completed your journey towards righteousness. If your paladin mentor deems you worthy, he may bring you into a temple of Torm to have atonement cast on you. This will change your alignment to Lawful Good.

Tempered Resolve (Su)
A Junior Tormlet is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of the Tormlet's character level.
Quote Originally Posted by LoyalPaladin View Post
If I was writing it for homebrew, I would have named it Disciple of Torm. But since it is for my Jr. Tormlet in this thread, it gets to be the Jr. Tormlet.

I have a dream, that with this PrC, one day there will be little Tormtar all around. Smiting Banites and doing their duties.
Quote Originally Posted by Zaydos View Post
And a rather late now, but I'd already started it (darn potion feats eluding me) and by Asmodeus and the flooding Styx I was going to finish it.

Spoiler: Even more Awesomeness
Show
Soul Brewer

Demons, fey, dragons, beings from beyond the realms of sanity, and the elements themselves are all sources of extreme power which have been tapped time and time again by mortals. They are not the only sources, however. A Soul Brewer taps another source, one that many may condemnn yet they would exalt. The great social lubricant which can be traced back to when the first people changed from hunter gatherers to sedentary settlements, the very foundations of civilization. Condemned as a root of evil, but drunk in the halls of the gods on Ysgard, Arborea, and even within the hallowed realms of the Archons on Mount Celestia and the stodgy realms of Arcadia. Soul Brewers draw great power from the very essence of wine, beer, ale, or as many of them may call it the social lubricant. They brew it, they make it, and they invoke its power.

BECOMING A SOUL BREWER

A Soul Brewer is formed not by intent necessarily, but by a connection to the fruit of the vine. All Soul Brewers share one thing in common, at some point they have an awakening to its power and nature. For many this comes while blacked out from drinking too much, a haunting and powerful dream in which their soul itself seems to be stirred and made to surge.

ENTRY REQUIREMENTS
Feats: Delay Potion
Skills: Craft (brewing) 8 ranks, Profession (Sommelier) 4 ranks.
Special: Must have the Blood of Wine ability or have gotten so drunk they blacked out.

Class Skills
The following skills are class skills for the Soul Brewer and their key ability scores: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

Hit Dice: d8

Level Base Attack Bonus Fort Save Ref Save Will Save Special Invocations
1st
+0
+2
+0
+2
Brew Potion, Invocations (Least and Lesser), Intoxicating Blast 1d6 1
2nd
+1
+3
+0
+3
Quick Quaff 1
3rd
+2
+3
+1
+3
Intoxicating Blast 2d6, Alcohol Immunity 2
4th
+3
+4
+1
+4
Intensify Potion 2
5th
+3
+4
+1
+4
Intoxicating Blast 3d6, Connoisseur of Souls 3
6th
+4
+5
+2
+5
Greater Invocations 4
7th
+5
+5
+2
+5
Intoxicating Blast 4d6, Poison Immunity 4
8th
+6
+6
+2
+6
Empower Potion 5
9th
+6
+6
+3
+6
Intoxicating Blast 5d6, Smell the Aroma 5
10th
+7
+7
+3
+7
Black-Out Blast 6

Weapon and Armor Proficiencies: A Soul Brewer gains no new weapon or armor proficiencies.

Invocations: A Soul Brewer is able to use invocations in a way similar to a Warlock (somatic component, no Arcane Spell Failure in light armor, etc). They may add their Caster Level in any base class to their Soul Brewer level to determine their caster level with Soul Brewer invocations (up to a maximum of their character level) and may add their Soul Brewer levels to their level in any invocation using base class to determine the highest grade of invocations they may access in that class. A Soul Brewer gains access to their own list of invocations, and gain the ability to select invocations from this list with any base class that grants invocations and may add this list to the invocations they may select with that class.

A Soul Brewer gains a new invocation at 1st, 3rd, 5th, 6th, 8th, and 10th level and they may select Least or Lesser Invocations until 6th level when they gain access to Greater Invocations.

Brew Potion: A soul brewer’s mastery of brews extend beyond mere alcohol and alchemy, stretching as far as magical potions. An intoxicanter gains Brew Potion as a bonus feat, and may emulate spells from the Cleric, Druid, and Wizard spell lists as if they were a member of the appropriate class of their character level for the purpose of creating potions. They may treat their caster level for doing so as up to their character level (and must treat it as at least the level required for a cleric, druid, or wizard to cast the spell).

Intoxicating Blast (Sp): A Soul Brewer gains the ability to focus their magical energies into a blast of almost liquid spiritual force. This functions as a 1st level spell-like ability and invocation, or the level of the highest blast shape or eldritch essence applied to it, and manifests as a 60-ft ray which deals 1d6 damage + 1d6 per 2 Soul Brewer levels beyond 1st, and allows spell resistance. Any creature struck by this blast must make a Fortitude save (DC 10 + Spell level + Soul Brewer's Charisma modifier) or be Intoxicated (see below) for 1 round. A Soul Brewer may add the damage of their Eldritch Blast, Elemental Blast, Dragonfire Adept Breath Weapon, or Intoxicanter's Dehydrating Touch to the damage of their Intoxicating Blast. They may apply Eldritch Essences and Blast Shapes to an Intoxicating Blast as if it were an Eldritch Blast, and may apply a Drunken Touch or Intoxicating Touch effect to it as if the effect were an Eldritch Essence; if they do so the Intoxicating Blast becomes SR: No.

Spoiler: Intoxicated
Show
An intoxicated character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Any saving throw bonus against poison applies to effects which intoxicate a creature, as does poison immunity, and dwarves receive an additional +2 on saves against intoxication (this stacks with their racial bonus on saves versus poison).


Quick Quaff (Ex): A Soul Brewer is an expert on gulping down shots, and their definition of shots sometimes includes fifths. Beginning at 2nd level a soul brewer can drink a held potion as a swift action.

Alcohol Immunity (Ex): While a Soul Brewer can enjoy the buzz of the social lubricant as much as any, they find themselves spared of its worst after effects. Beginning at 3rd level a Soul Brewer is immune to the intoxicated status and all negative effects of alcohol.

Intensify Potion (Su): A Soul Brewer always gets the most out of a potion. Beginning at 4th level whenever a Soul Brewer drinks a potion they may choose to either double its duration, or double any numerical effects it may have but reduce its duration to 1 round per caster level if it was longer and to 1/2 otherwise (this reduction has no effect on instantaneous potions such as potions of Cure Light Wound though they retain the beneficial aspect). This only applies to potions they drink and has no effect on oils they apply or potions they force feed others.

Connoisseur of Souls (Su): A Soul Brewer can tell a fine wine from a common one with but a small taste of it rolled on the tongue, and souls are not too different. Beginning at 5th level a Soul Brewer can determine various information about a creature with a kiss or in theory a lick, or any other act which allows the Soul Brewer to taste them (Such as a bite attack). Doing so requires a standard action on the Soul Brewer's part and a melee touch attack unless the creature is willing, though it may also be done as part of a successful bite attack. The soul brewer learns the target's alignment, hit dice, caster level (highest if they have multiple for different effects), and creature type and subtypes.

Poison Immunity (Ex): A Soul Brewer's resistance to the harmful side effects of alcohols extends beyond just alcohols to defend against many metabolic difficulties. Beginning at 7th level a Soul Brewer is immune to poisons of all kinds.

Empower Potion (Su): To a Soul Brewer it is an easy act to charge a potion with magical power. Beginning at 8th level a Soul Brewer may, 3 times per day, touch a potion and as a standard action imbue it with power. This power increases the caster level of the touched potion by up to the Soul Brewer's class level, but cannot raise the potion's caster level to higher than the Soul Brewer's ECL. The effects of this ability on a potion last for 8 hours after which time the potion returns to its normal level of power.

Smell the Aroma (Ex): While a neophyte may identify a wine's vintage from its taste, a true connoisseur can tell it simply by its scent. At 9th level a Soul Brewer gains the Scent special quality and may, as a standard action, use their Connoisseur of Souls ability on any creature they can smell without physically tasting them.

Black-Out Blast (Sp): The power of a Soul Brewer's spiritual ale is great and heady, able to fell even stalwart dwarves with a single blast. At 10th level a Soul Brewer gains a special Eldritch Essence which they may only use 3 times per day. This eldritch essence is considered the equivalent of an 8th level Transmutation spell and causes a creature struck by the augmented intoxicating blast to be forced to make a Fortitude save or be rendered unconscious for 1d3+1 rounds. Any bonuses to saves against Intoxication or immunity to intoxication/poison applies against the effects of this eldritch essence.

Soul Brewer Invocations

Spoiler: Least Invocations
Show

  • Acidic Blast (Eldritch Essence)
  • Befoul Water
  • Beguiling Influence (CA)
  • Cocoon of Refuse (City)
  • Eldritch Glaive (DM)
  • Eldritch Spear (Blast Shape, CA)
  • Jann's Tongue
  • Magic Insight (DM)
  • Miasmic Cloud (CA)
  • Serpent's Tongue (CM)
  • Sickening Blast (Eldritch Essence, CA)
  • Swimming the Styx (CM)


Spoiler: New Invocations
Show
Acidic Blast: 2nd Level
Your Intoxicating Blast deals acid damage and any creature damaged by this blast has their Armor and Natural Armor bonuses to AC both reduced by 2 for 1 round.

Befoul Water:
Effective Level: 2nd level
School: Necromancy [Evil]
Casting Time: Standard action.
Range: Touch.
Target: 1 cubic foot of water/caster level.
Duration: Instantaneous.
Saving Throw: Fort negates (see below).
Spell Resistance: No.
Your touch spreads a plague through the water making it harbor a secret weapon which can kill those which drink from it.
You infect the water targeted with a disease as if through the Contagion spell. Any creature drinking infected water must make a Fortitude save using the DC for this spell instead of the disease's normal disease, or contract the disease. The infection within the water can be removed with Purify Food or Drink or similar effects.

Jann’s Tongue: 2nd Level
You call upon the golden tongues of the jann who, composed of all four elements, are natives to all the Inner Planes and therefore often the diplomats across them. You gain the benefits of a Tongues spell, in addition you gain a +4 insight bonus to Diplomacy and Gather Information checks for 24 hours.


Spoiler: Lesser Invocations
Show

  • Anchoring Blast (Eldritch Essence)
  • Beshadowed Blast (Eldritch Essence, CA)
  • Charm (CA)
  • Cold Comfort (CM)
  • Curse of Despair (CA)
  • Deluge Blast (Eldritch Essence)
  • Desiccating Blast (Eldritch Essence)
  • Dread Seizure (DM)
  • Eldritch Chain (Blast Shape, CA)
  • Eldritch Spray (Blast Shape)
  • Enthralling Voice (DM)
  • Flee the Scene (CA)
  • Frightful Presence (DM)
  • Humanoid Shape (DM)
  • Ignore the Pyre (DM)
  • Invocation of Night's Curse
  • Mask of Flesh (CM)
  • Naiad's Gift
  • Relentless Dispelling (CM)
  • Voracious Dispelling (CA)
  • Walk Unseen (CA)
  • Water is Formless


Spoiler: New Invocations
Show
Anchoring Blast: 4th Level
Any creature struck by your Intoxicating Blast is affected as if by a Dimensional Anchor spell for 1 round, a successful Will save at -4 negates this effect.

Deluge Blast: 4th Level
Your Intoxicating Blast includes a torrential force of water. Any creature struck must make a Reflex save or be knocked prone.

Desiccating Blast: 4th Level
Your Intoxicating Blast deals desiccation damage (see Sandstorm page 15), and all dice are increased to d8s against plants and elemental creatures of the water subtype. Any creature damaged by this blast must make a Fort save or be exhausted for 1 round.

Eldritch Spray: 4th Level
Your elemental blast fans out from your hands. This creates a line 15-ft wide and 10-ft long, continuing an additional 5-ft at 5-ft width. Any creature in the area may make a Reflex save for half damage.

Invocation of Night's Curse
Effective Level: 4th.
School: Necromancy.
Casting Time: Standard action.
Range: Medium.
Target: 1 living creature.
Duration: Permanent (D).
Saving Throw: Fortitude negates.
Spell Resistance: Yes.
With a gesture you bring the target into a world of eternal night.
The target becomes blind. This effect resists simple attempts to dispel it, and cannot be removed with the dispel magic spell. A Remove Blindness/Deafness spell can remove this effect but only if cast by a higher level caster who makes a successful caster level check (DC 16 + your caster level). It can also be removed with Remove Curse, Break Enchantment, or Greater Dispel Magic or other similar effects at least as powerful as Greater Dispel Magic but even these powerful magics require a successful caster level check (DC 16 + your caster level). A single caster may only attempt each spell once. A Mage's Disjunction, Miracle, or Wish effect can automatically remove this effect no additional roll necessary.

Naiad’s Gift: 3rd Level
Touched creature gains a Swim speed equal to their land speed and the ability to breathe water for 10 minutes/caster level.

Water is Formless: 4th Level
Your body becomes ooze-like in consistency. You gain Moderate Fortification (as the armor quality; prevents bonus damage from 50% of critical hits and sneak attack) and may compress your body to fit through gaps and cracks of at least 1/3 an inch in width, this also means you no longer suffer penalties for fighting while squeezing. In addition you may reshape your features (and to an extent body shape) as a standard action at-will, granting you a +10 circumstance bonus to disguise checks. The benefits of this effect last 24 hours.


Spoiler: Greater Invocation
Show
  • Armor of Life
  • Baleful Geas (DM)
  • Bewitching Blast (Eldritch Essence, CA)
  • Caustic Mire (CM)
  • Devil's Whispers (City)
  • Devour Magic (CA)
  • Eldritch Burst (Blast Shape)
  • Eldritch Cone (Blast Shape, CA)
  • Eldritch Line (Blast Shape, DM)
  • Exhalation of Expanding Destruction
  • Hindering Blast (Eldritch Essence, CM)
  • Invigorating Blast (Eldritch Essence)
  • Nightmares Made Real (CM)
  • Noxious Blast (Eldritch Essence, CA)
  • Oozy Bulwark
  • Painful Slumber of Ages (CM)
  • Penetrating Blast (Eldritch Essence, DM)
  • Vitriolic Blast (Eldritch Essence, CA)
  • Water Step


Spoiler: New Invocations
Show
Armor of Life: 5th Level
You gain the benefits of a Death Ward effect. Allies within 20-ft of you gain a +4 bonus on saves against any effect it provides immunity towards.

Eldritch Burst: 5th Level
Your intoxicating blast becomes a 10-ft radius burst centered within 100-ft of you.

Exhalation of Expanding Destruction
Effective Level: 6th.
School: Conjuration (Creation) [Acid].
Casting Time: Standard action.
Range: Medium.
Effect: Cloud spreads in a 20-ft radius, 20-ft high.
Duration: 1 minute/level.
Saving Throw: Fortitude partial (see text).
Spell Resistance: Yes.
You whistle between your teeth exhaling a colored cloud which settles within range, melting away and killing creatures within it.
This invocation functions as cloudkill except that it automatically slays creatures with 4 or less hit dice, creatures with 5 or 6 HD are slain on a failed Fortitude save (taking 1d4 Constitution damage on a successful save), and living creatures with 7 or more hit dice take 1d4 Constitution damage on a failed save and half that on a success. In addition any creature in the fog, living or not, takes 1d6 acid damage per two caster levels whether they succeed even if they are immune to poison; if they succeeded on the Fortitude save this damage is halved.

Invigorating Blast: 5th level
Your intoxicating blast is infused with positive energy. Any creature healed by positive energy is healed by this blast, and any healing that would put them over their maximum hp is gained as temporary hit points, and they gain a +1 morale bonus to attack rolls and all saving throws. The temporary hit points provided by this ability stack with themselves and any creature whose temporary hit points from this ability are greater than their maximum hp explodes in a burst of pure light. The temporary hp and morale bonus from this ability both only last 1 minute. Creatures harmed by positive energy instead take full damage and suffer a -1 penalty to attack rolls and saving throws for 1 minute. No creature may be healed, gain temporary hit points, or gain morale bonuses from this blast used by a single soul brewer more than 3 times per day.

Oozing Bulwark: 5th Level
As Wall of Water (SpC) except that any creature beginning its turn inside the wall or passing through the wall takes 2d6 + ½ Caster level (max 2d6 + 10) acid damage.

Water Step: 6th
You may teleport, as Greater Teleport from any body of water that you are in contact with and which you could fully submerge yourself within to any other body of water that you could be fully submerged within and is within 100 miles per caster level.
Aww, guys, I feel so shiny right now Both very awesome PRC's, the first an excellent reason for me to finally make that divine bard and turn it up to 11, the second an excellent opportunity to channel the malicious side of my inner bartender.