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Thread: GitP PrC Contest II: Soul Power!

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    Default Re: GitP PrC Contest II: Soul Power!

    Heir of a Thousand

    “Oh, you misunderstand–I’m not outnumbered. My allies are always with me. Let me show you.”
    –Shira, Heir of a Thousand


    An Heir of a Thousand prepares to use his legion of a thousand ability.

    Heirs of a Thousand are warriors who have discovered the secrets of incarnum, teaching themselves to shape the soulstuff into soulmelds. The Heirs are able to draw on the incarnum of their ancestors, forming them into arms and armaments. An Heir relies on his ancestors more than any companion–they are at once ally, armament, and armor to him. No union or guild unites the Heirs of a Thousand, and in fact, most put little trust in other people, save their ancestral guardians. Only those who prove themselves in worth and battle to an Heir of a Thousand might earn they same respect he gives his ancestors.

    d10 HD

    Prerequisites
    BAB: +5
    Feats: Cobalt Power
    Skills: Concentration 4 ranks, Knowledge (History) 4 ranks
    Meldshaping: Must be able to shape soulmelds.

    Skills
    The Heir of a Thousand’s class skills are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str)

    Skill Points per Level: 2 + Int modifier.

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Soulmelds

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Ancestor’s Crest|+1 level of existing meldshaping class

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Ancestral Blade|+1 level of existing meldshaping class

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |
    |+1 level of existing meldshaping class

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Azure Aegis|+1 level of existing meldshaping class

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Shape Ancestral Blade|+1 level of existing meldshaping class

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |
    |+1 level of existing meldshaping class

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Ancestral Guidance|+1 level of existing meldshaping class

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Living Weapons|+1 level of existing meldshaping class

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |Greater Shape Ancestral Blade|+1 level of existing meldshaping class

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Legion of a Thousand|+1 level of existing meldshaping class [/table]

    Class Features
    All the following are class features of the Heir of a Thousand prestige class.

    Weapon and Armor Proficiency
    You gain no additional weapon or armor proficiencies.

    Meldshaping
    At each level, an Heir of a Thousand increases their meldshaper level, the number of soulmelds they can shape, the number and kinds of chakra binds they can create, and their essentia pool as if they had gained a level in the meldshaping class to which they belonged to prior to gaining the taker of the damned level. They do not, however gain any other abilities of that class.

    Ancestor’s Crest (Su)
    At 1st level, you are able to channel the souls of your ancestors into a unique soulmeld that aids you in battle, the ancestor’s crest. The statistic for this soulmeld are as follows:


    Ancestor’s Crest
    Classes: Heir of a Thousand
    Chakra: Brow, Crown

    A wisp of incarnum takes form above you head, lazily orbiting around you. Though no one else can hear its voice, it speaks to you with the voice of your ancestors, guiding you through battle.

    The ancestor’s crest serves as your companion, advising you in battle and enabling you to use many of your Heir of a Thousand class features. You gain a +1 insight bonus on damage rolls.

    Essentia
    For every point of essentia you invest, the bonus on damage rolls increases by one.

    Chakra Bind (Brow)
    Your ancestor’s crest takes the form of a mask overlaid on your face. As it fuses to your face, you feel the presence of your ancestors within you, guiding your body as you fight.

    When you bind your ancestor’s crest to your brow chakra, you choose one feat, plus an additional feat for every point of essentia invested in the soulmeld, from the Fighter bonus feat list. You gain those feats as bonus feats for as long as the soulmeld remains bound. You must meet all of the feats’ prerequisites. If you take a point of essentia from the soulmeld, you must choose a feat to give up. If you invest an additional point of essentia into the soulmeld, you may gain an additional feat.

    Chakra Bind (Crown)
    Your ancestor’s crest takes on the shape of a helm, molding tightly to your head. You can hear the voices of your ancestors warning you.

    You gain the mettle class feature.

    Ancestral Blade (Su)
    At 2nd level, you can transform your soulmelds into weapons. As a swift action, you may transform a single soulmeld into an ancestral blade. While you still retain all the benefits of the soulmeld, it takes material form as a light or one-handed weapon of your choice that floats beside you, connected to your body by a tether of incarnum. The ancestral blade has an enhancement bonus equal to the amount of essentia invested in the soulmeld. You can make a single attack with an ancestral blade, or attack with both it and any weapon you wield as part of a full attack, but you cannot make iterative attacks with an ancestral blade. You take a -5 penalty on all attacks you make with an ancestral blade. This penalty is reduced to -4 at 4th level, to -3 at 6th level, to -2 at 8th level, and to -1 at 10th level. An ancestral blade cannot be disarmed or sundered. You must have the ancestor’s crest soulmeld shaped to use this ability.

    Azure Aegis (Su)
    At 4th level, you can transform your soulmelds into armor that fuses with your own, creating a powerful defense. As a swift action, you may transform a single soulmeld into an azure aegis. Any armor you are wearing gains an enhancement bonus equal to the amount of essentia invested in the soulmeld, and you gain an armor bonus equal to 4 + the amount of essentia invested if you are not wearing any armor. You also gain damage reduction/adamantine equal to the amount of essentia invested. You cannot shape a single soulmeld into both an ancestral blade and an azure aegis. You must have the ancestor’s crest soulmeld shaped to use this ability.

    Shape Ancestral Blade (Su)
    At 5th level, you can shape your ancestral blade into a two-handed weapon. In addition, you can transform up to two soulmelds into ancestral blades, though both must be shaped as light weapons if you do so.

    Ancestral Guidance (Su)
    At 7th level, you can tap into the knowledge of your ancestors. You can make a check with any Knowledge skill as if you were trained in it, with a modifier equal to your Intelligence modifier plus your class level plus any ranks you have in the skill. You must have the ancestor’s crest soulmeld shaped to use this ability.

    Living Weapons (Su)
    At 8th level, your ancestral blades can act independently of you, guided by the souls of your ancestors. As a move action, you may move one of your ancestral blades out of your square and up to 30 ft. You can then either make a single attack with or, or attack an enemy with it as part of a full attack. At the end of your turn, the ancestral blade returns to your square.

    Greater Shape Ancestral Blade (Su)
    At 9th level, you can shape your ancestral blade, you can transform two soulmelds into ancestral blades while shaping them into light or one-handed weapons. You may transform three soulmelds into ancestral blades if all of them are shaped into light weapons.

    Legion of a Thousand (Su)
    At 10th level, you can call your ancestors to your aid, razing your enemies in a storm of incarnum blades. As a full round action, you can choose one of your ancestral weapons. You then create and fire multiple replicas of that ancestral weapon, attacking each creature within 30 ft. of you with one. Each ancestral weapon makes a full attack against its target, though it makes one less iterative attack than it normally would. Afterwards, the duplicate ancestral weapons fade away.
    [hr]
    Playing an Heir of a Thousand

    Heirs of a Thousand are melee specialists. Their class features allow them to make numerous attacks, and strengthen there defenses, allowing them to soak up damage and deal it out in return.

    Combat
    An Heir of a Thousand’s place in combat is in melee. An Heir of a Thousand’s ancestral blade class feature allows him to make additional attacks during combat. As there are no penalties to shaping an ancestral blade, there is almost never any reason not to use it. As an Heir of a Thousand gains class levels, he can shape multiple ancestral blades, and even use them to attack enemies far away, allowing him to engage in melee while still handling remoter threats.

    Advancement
    An Heir of a Thousand is all about melee, and he should take options that improve his combat ability as he advances. Offensive feats and soulmelds are all of advantage to an Heir.

    Resources
    Heirs of a Thousand have no formal organization uniting them, and thus rarely have any additional resources as a result of their status. Higher level Heirs do, however, gain access to the knowledge of their ancestors, which is always a useful resource.
    [hr]
    Heirs of a Thousand in the World

    “One minute he’s just sittin’ there, drinkin’ his ale quiet as anything, and then some orc says somethin’ or another bout his grandaddy, and he’s surrounded with all these floating swords!”
    –Twofingers Edric, Kobold Bard, about an Heir of a Thousand

    Daily Life
    Heirs of a Thousand tend either towards a life of adventure or warfare. A sedentary lifestyle is simply unbearable to those who can feel the warrior spirits of all their ancestors speaking within them, so most go out into the world to prove their mettle. Heirs of a Thousand are rarely given over to social life, most preferring only the company of their ancestors and perhaps a few worthy friends.

    Notables
    Prince Shira was once the heir to the throne of a noble kingdom, but his evil uncle assassinated his father and drove Shira from the kingdom. Shira has learned to channel the soul of his father and ancestors, and has begun a one-man vendetta against the corrupt king.

    Cassius Alsatius Praefectus is the ruthless head of the Laughing Sovereigns mercenary army. A powerful Heir of a Thousand, he is cruel and relentless in battle, using his ancestral blades to rend and tear his foes asunder. His services can be had to anyone for a fee, but he prefers serving under masters as cruel as he is.

    Organizations
    No formal organizations or guilds exist that unite the Heirs of a Thousand, but many can be found among armies or mercenary groups, such as Cassius Praefectus’s Laughing Sovereigns.
    [hr]
    NPC Reaction
    Few NPCs will be able to tell the difference between an ordinary fighter and an Heir of a Thousand–until they see the Heir in battle. The Heirs are not well-known, and thus most will assume their powers are some kind of magic, reacting as they typically would towards a wizard or similar.
    [hr]
    Heirs of a Thousand in the Game

    Adaptation
    The Heir of a Thousand prestige class can easily be adapted by changing their source of power. For example, they could be changed to a group of holy warriors who all channel the soul of a single saintly warrior, gaining martial power from their shared bond. Or they could be merciless assassins who channel the souls of their victims into weapons of incarnum, or similar.

    Encounters
    Heirs of a Thousand make good encounters for PC’s. An Heir can be of any alignment, and has no overarching group it belongs to, allowing an Heir of a Thousand encounter to be added in to any campaign with little work on the DM’s part.
    Last edited by The Demented One; 2008-07-05 at 05:40 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.