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Thread: PrC Contest XVII: Mono e Mono

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    Ogre in the Playground
    Join Date
    Aug 2008
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    Midwest, not Middle East
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    Default Re: PrC Contest XVII: Mono e Mono

    Bookkeeping note: I'm partnering with Spate. His class is here.

    Scion of Awesome

    Park my bike, would you? Watch out, it bites.- Thorgrim Blazebeard, Scion of Awesome

    Some people are born to greatness. Some achieve greatness through hard work. And some ride a flaming motorcycle through flaming hoops while firing fire. These are Scions of Awesome

    Becoming A Scion of Awesome
    A Scion of Awesome undergoes a transcendent experience. He may kick a goblin through the window of a burning orphanage onto the big bad evil guy; he may ride a griffin into the eye of a kraken; he may do any of a number of suicidal actions. But he doesn't die. This teaches him that he is the central character in the story that is being told. This is, to say the least, powerful information. This belief can nudge the universe.

    ENTRY REQUIREMENTS
    -8 ranks in Intimidate
    -8 ranks in two other skills
    -One [luck] feat
    -Special: Must have done something awesome, at the DM's discretion.

    Class Skills
    The Scion of Awesome's class skills are selected by the Scion of Awesome. Choose Intimidate and seven other skills, two of which must be the skills used to qualify for this class.
    Skills Points at Each Level: 4 + Int Modifier

    Hit Dice: d8
    Level BAB Fort Ref Will Special
    1st +1 +2 +2 +0 Sweet Ride, Do the Impossible: Plot Armor
    2nd +2 +3 +3 +0 Bonus Feat, Do the Impossible: Damage
    3rd +3 +3 +3 +1 Inexhaustible Awesome, Bounce
    4th +4 +4 +4 +1 Evasion Plus, Do the Impossible: Touch the Untouchable
    5th +5 +4 +4 +1 Bonus Feat, Sweeter Ride, Practiced Protagonist, Dramatic Dive
    6th +6 +5 +5 +2 Double Impossible, Never Outnumbered, Do the Impossible: Walk it off
    7th +7 +5 +5 +2 Bonus Feat, Awesome Ball on Rubber Sheet
    8th +8 +6 +6 +2 Do the Impossible: Break the Unbreakable, Jaw Dropper
    9th +9 +6 +6 +3 Do the Impossible: Speed, Shake the Unshakable
    10th +10 +7 +7 +3 Awesome Apothesis, Do the Impossible: Heroic Durability

    Weapon Proficiencies: A Scion of Awesome gains no new proficiencies with weapons or armor, but see Awesome Apothesis.

    Sweet Ride(Ex): A Scion of Awesome selects one of three awesome mounts at first level. The options are motorcycle, zepplin, and riding bear. The creature selected has HD equal to the class level of the Scion of Awesome plus 5. Stat blocks follow after the class. A Scion of Awesome may use Intimidate instead of Ride for purposes of riding the special mount and qualifying for feats and PrC's and such. The mount also benefits from Do the Impossible, the bonuses a Scion of Awesome gets from that feature also apply to the mount.

    If the mount dies, the Scion of Awesome may acquire a new one after 24 hours.

    Do the Impossible(Ex): A first level Scion of Awesome has convinced himself he is the lead character in the story of his life. A bit of this conviction leaks out into the universe and shields him. As a free action at the beginning of an encounter, a Scion of Awesome can make an intimidate check and consult the accompanying table to see what bonus he gets to his armor class. This is a luck bonus.

    A second level level Scion of Awesome can intimidate the universe itself in to making his strikes more powerful. He may, instead of a bonus to armor class, gain a bonus on damage from all his attacks determined by an intimidate check. He may only gain one bonus from Do the Impossible (but see Double Impossible).

    A fourth level Scion of Awesome has reality so cowed that the possibility of his strikes missing diminishes. He can apply the bonus from his Do the Impossible check to increase his to-hit by the listed bonus, as a luck bonus.

    A sixth level Scion of Awesome isn't really hurt as badly by your attacks as you might think. He gains a pool of hit points equal to the bonus from the table according to his Intimidate check multiplied by his charisma modifier plus his class level. He can use some or all of this to heal himself as a swift action. The pool does not refill mid combat and it disappears at the end of combat. If this power is shared via Awesome Ball on Rubber Sheet each party member gets a separate pool of healing. The Mount also gains a separate pool if the Scion chooses this use of Do the Impossible.

    An eighth level Scion of Awesome has refined his damaging blows; he can now gain twice the listed bonus as a bonus to damage from attacks. It is still a luck bonus.

    A ninth level Scion of Awesome moves at narrative speed. He can gain a luck bonus to move speed equal to five feet times the bonus on the table.

    A tenth level Scion of Awesome has the universe convinced that he is the main character in the story, and so he is harder to injure. He gains DR /Mundane equal to the bonus provided by the intimidate check. This may not be shared with the party via Awesome Ball on a Rubber Sheet. This is a Supernatural effect.DR/Mundane is pierced by nonmagical weaponry or some special abilities of Clerks of the Mundane


    Intimidate Result Bonus
    below 0 0
    0-7 +1
    8-14 +2
    15-21 +3
    22-28 +4
    Continue the pattern of each additional +7 on intimidate check resulting in another +1 bonus.


    Bonus Feat(Ex):
    A Scion of Awesome gains a free [Luck] feat at levels 2, 5 and 7. If there are no [Luck] feats that the Scion of Awesome qualifies for and does not already have, a) what are you doing? and b) you may gain any other feat you qualify for.

    Inexhaustible Awesome(Ex): For a third level Scion of Awesome, luck is a renewable resource. Your uses of [luck] feats are now on a per encounter basis, not a per day basis. Each per day use is now one per encounter use, so if you had three [Luck] feats that each give one use per day, you now have three uses of luck feats per encounter. This also makes the not dying ability of Tempting Fate work 1/encounter.

    Bounce(Su): A Scion of Awesome can endure falls that would destroy a lesser man. When taking falling damage, he may reduce the damage taken by the result of an intimidate check he makes as a free action when he lands. This can be done after using Tumble, Jump, etc to reduce effective fall distance.

    Evasion Plus(Ex): A fourth level Scion of Awesome is so experienced with explosions and such that effects that offer a Reflex save for half damage instead result in no damage on a successful save. Unlike the Rogue ability of a similar name, this is not limited by what type of armor or encumbrance the Scion of Awesome is currently under. This counts as Evasion for qualifying for feats, PrC's, skill tricks, etc.

    Sweeter Ride(Ex): The HD of the mount is now equal to the Scion of Awesome's hit dice if this is higher than the previous hit dice of the mount.

    Practiced Protagonist(Ex): A fifth level Scion of Awesome gets his class level as a competence bonus to intimidate checks.

    Dramatic Dive(Su): The elements themselves seem to slip off of a fifth level Scion of Awesome. As an immediate action when he would take elemental damage (fire, ice, electricity, acid, or sonic), he may make an intimidate check and reduce the damage by half of the intimidate check result. For example, if Thorgrim Blazebeard is hit with a Flamestrike that does 20 fire and 20 divine damage, if he makes an intimidate check of 44, he reduces the fire damage by 20 but cannot affect the divine damage because it is not elemental; so he takes 20 damage.

    Double Impossible(Ex): A sixth level Scion of Awesome is more practiced at bending the world to tell his story. He may now gain two different bonuses from Do the Impossible. Make a separate intimidate check for each use.

    Never Outnumbered(Ex): A sixth level Scion of Awesome gains the skill trick Never Outnumbered. If he already has this skill trick, he may select a different skill trick that he qualifies for.

    Awesome Ball on Rubber Sheet(Ex): A seventh level Scion of Awesome expands his reality alteration to his brothers in arms. He may apply his Do the Impossible bonus to all his allies within line of sight by expending a luck reroll as a free action. Applying both bonuses from Double Impossible requires using two luck rerolls. This lasts for the encounter.

    Shake the Unshakable(Su): A ninth level Scion of Awesome doesn't care about whether or not his foes can feel fear. He makes them fear anyway. He can use Intimidate on foes immune to [mind affecting] abilities, though they gain a +5 on their will save to resist being intimidated.

    Jaw Dropper(Ex): A ninth level Scion of Awesome is a consummate showman. He can do the impossible with regularity and distract people with it. Once per encounter, as a standard action, a ninth level Scion of Awesome can do something completely outrageous that causes everyone who sees it to lose their next move action out of shock, Will save DC 10+Scion level+Cha mod to negate. This affects everyone who can see the scion, even party members.

    Awesome Apothesis(Ex): A tenth level Scion of Awesome has transcended what mortals can dare to dream. He becomes an Outsider with the [Awesome] subtype. This does not affect racial hit dice, but does give all the other benefits and drawbacks of being an Outsider. His natural and weapon attacks are considered Awesome for purposes of overcoming DR. He also gains immunity to two of the five elemental damage types, chosen by the Scion upon reaching level 10. He is encouraged to light himself on fire, lick the third rail, hang out on the plane of Acid, etc.

    Playing a Scion of Awesome
    You are a full BAB class with mostly personal buffs. You belong on the front line, doing something crazy.
    Combat: Hit things. Use your powers to hit things better. Don't ride your mount, use it either to run people over, crash into people, or to tear up people; depending on which mount you have at the moment.
    Advancement: Consider luck-based PrC's after finishing this class. Alternately, keep going with full BAB and take more PrC's. PrC's are good.
    Resources: You're on your own, kid. Besides your party, I hope.

    Scions of Awesome in the world
    I'm still not sure exactly what happened. One second the orcish war band was about to charge our lines, the next half of them were dead. The only clues were a line of fire through their ranks and the cackling of a dwarf. -Urist Hammerson, Dwarven Defender

    Daily Life: Not every day is full of incredible adventures. Sometimes you just drink away your earnings in the tavern while keeping an ear open for adventure hooks and an eye open for a protege.
    Notables: Orkust Bloodtusk is proof that not every Scion of Awesome is Good. He is most famous for leaping off of his zepplin to grab the archmage Zankus during the Third Battle of Bastion, a fortified mostly human city on the edge of orcish territory.
    Llellyn Whisperleaf is famous for his elimination of a marauding group of ogres that threatened an elvish city by quietly stalking each one in turn, screaming like a loon, and running them over with a Bike.
    Organizations: Scion of Awesome gravitate towards Adventurer's Guilds, special operations in military, and other high risk, high fame positions.

    NPC Reaction
    Most NPC's will view Scions of Awesome as braggarts until they see their abilities in action. Then they typically suspect magic.

    Scion of Awesome in the game
    It's not a martial adept or a spellcaster. Some of their abilities are strange and useful, but they are expected to not overshadow people any worse than a Warblade would.
    Adaptation: These could instead be divine champions, probably of Kord or a similar god. Consider changing up the special mount, and replace most of the luck bonuses with sacred bonuses.
    Encounters: A Scion of Awesome might be a useful ally, an irritating competitor for glory, or a dangerous foe.

    Sample Encounter
    EL 10: Thorgrim Blazebeard is looking for adventure. The PC's appear to be an exciting challenge. He asks to test their skills.
    Spoiler
    Show


    Thorgrim Blazebeard
    CN Dwarf Barbarian 5/ Scion of Awesome 5
    Init +2, Senses: Listen +14, Spot +1,
    Languages: Common, Dwarven
    ------------------------------------------------
    AC 20(+8 Armor, +2 Dex), touch 12, flat-footed 18
    hp 90(110 in Rage) (10 HD)
    Fort +14(16 in Rage), Ref +10, Will +8(+10 in Rage)
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +16/+11 Greataxe 1d12+8, +18/+13 for 1d12+11 in Rage
    Base Atk +10, Grp +14(16 in Rage)
    Atk Options: Attack, Full Attack
    Combat Gear: +3 Breastplate, +2 Greataxe
    Spells Prepared: Hah
    Supernatural Abilities: Do the Impossible
    -----------------------------------------------
    Abilities Str 18(22 in Rage), Dex 14, Con 16(20 in rage), Int 10, Wis 12, Cha 15
    SQ: Smite 3/encounter (+2 to hit, +5 damage), Evasion Plus,
    Feats Lucky Start, Power Attack, Iron Will, Extra Smiting, Advantageous Avoidance
    Skills: Intimidate +20 (13 ranks, 5 competence, 2 Cha), Survival +14 (13 ranks+1 Wis), Listen +14 (13 ranks+1 Wis), Jump +17 (13 ranks +4 Str)
    Possessions : +2 Greataxe, +3 Breastplate, 4 Feather Token: Tree, Vest of Resistance +3

    Do the Impossible: At the start of the encounter make an Intimidate check. On a 21, gain a +3 bonus. On 22-28, gain a +4 bonus, On 29-35, gain +5. On 36+, gain +6. Apply this to AC, to hit, or damage as a luck bonus.
    Evasion Plus: As Evasion, but in any armor.

    Include 10 HD Bike named Samson
    Bike:
    Size/Type: Large Construct (Living Construct)
    Hit Dice: 10d10+20 (75 hp)
    Initiative: +3
    Speed: 60 ft. (8 squares)
    Armor Class: 24 (-1 size, +3 Dex, +10 natural, + 2 Luck), touch 14, flat-footed 21
    Base Attack/Grapple: +7/+17
    Attack: Slam +11 melee (1d6+7)
    Full Attack: Slam +11 melee (1d6+7)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Road Rage
    Special Qualities: Doctored Fuel, Heart of Metal, Soul of Steel, Through the Fire and the Flames
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 20, Dex 16, Con 14, Int 10, Wis 10, Cha 10
    Skills: Jump +34 (13 ranks, 12 speed, 4 Run, 5 Str), Balance +16 (13 ranks, 3 Dex)
    Feats: Dodge, Mobility, Run. Endurance as a bonus feat. Ability Focus: Road Rage.
    Challenge Rating: 3
    Treasure: Standard Coins
    Alignment: Any
    Advancement: 5-30,000+ HD (Large)
    Level Adjustment: -
    Road Rage(Ex): This acts as a trample attack, so it is a full round attack that is a double move that can move over opponents and does 1d6+7 damage, can only hit each creature once per turn, and allows either an attack of opportunity or a Reflex save (DC 10 + Str + half Hit Dice+Ability Focus, or 22) for half damage. The difference is the Bike does +1 damage for every five feet it will be away from where it started its movement at the end of its movement as a result of moving, not from falling off of a cliff or teleporting or similar. This means driving in a circle is not as helpful as long straight passes through the enemy.

    Doctored Fuel(Ex): Each hit die the Bike has above six hit dice increase its move speed by 5'.

    Heart of Metal(Ex): Each hit die the Bike has above six hit dice increase its natural armor by 1.

    Soul of Steel(Ex): Each two hit dice the Bike has above six hit dice give it a +1 luck bonus to Armor Class.

    Through the Fire and the Flames(Su): A eight hit die Bike has Fire resist 10. A twelve hit die bike has Fire Resist 20. A fifteen hit die Bike is immune to fire.

    A Bike appears as a motorcycle with fire shooting out of the tailpipe. The fire is only cosmetic. It is a large sized Construct with the Living Construct subtype, so it can talk. It has hit dice determined by the class level of the Scion of Awesome that owns it, called its master. It is loyal to the master, similar to a familiar or a special mount of a paladin.


    Mount Choices

    Bike:
    Spoiler
    Show

    Size/Type: Large Construct (Living Construct)
    Hit Dice: 6d10+12 (45 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +4/+12
    Attack: Slam +7 melee (1d6+6)
    Full Attack: Slam +7 melee (1d6+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Road Rage
    Special Qualities: Doctored Fuel, Heart of Metal, Soul of Steel, Through the Fire and the Flames, War Training
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 19, Dex 16, Con 14, Int 10, Wis 10, Cha 10
    Skills: selected by master, class skills are Jump, Spot, Listen, Balance. Gets 18 skill points, and two more each hit die.
    Feats: Dodge, Mobility, Run. Endurance as a bonus feat. Future feats selected by master.
    Challenge Rating: 3
    Treasure: Standard Coins
    Alignment: Any
    Advancement: 5-30,000+ HD (Large)
    Level Adjustment: -

    Road Rage(Ex): This acts as a trample attack, so it is a full round attack that is a double move that can move over opponents and does 1d6+6 damage, can only hit each creature once per turn, and allows either an attack of opportunity or a Reflex save (DC 10 + Str + half Hit Dice, or 17) for half damage. The difference is the Bike does +1 damage for every five feet it will be away from where it started its movement at the end of its movement as a result of moving, not from falling off of a cliff or teleporting or similar. This means driving in a circle is not as helpful as long straight passes through the enemy.

    Doctored Fuel(Ex): Each hit die the Bike has above six hit dice increase its move speed by 5'.

    Heart of Metal(Ex): Each hit die the Bike has above six hit dice increase its natural armor by 1.

    Soul of Steel(Ex): Each two hit dice the Bike has above six hit dice give it a +1 luck bonus to Armor Class.

    Through the Fire and the Flames(Su): A eight hit die Bike has Fire resist 10. A twelve hit die bike has Fire Resist 20. A fifteen hit die Bike is immune to fire.

    War Training(Ex): A Bike is proficient in light and medium armor, but counts as an unusual shape for armor buying concerns.

    A Bike appears as a motorcycle with fire shooting out of the tailpipe. The fire is only cosmetic. It is a large sized Construct with the Living Construct subtype, so it can talk. It has hit dice determined by the class level of the Scion of Awesome that owns it, called its master. It is loyal to the master, similar to a familiar or a special mount of a paladin.

    Zepplin:
    Spoiler
    Show

    Size/Type: Gargantuan Construct (Living Construct)
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), 20 feet fly (poor)
    Armor Class: 16 (-4 size, +2 Dex, +8 natural), touch 8, flat-footed 14
    Base Attack/Grapple: +4/+24*
    Attack: Slam +5 melee (1d6+4)
    Full Attack: Slam +5 melee (1d6+4)
    Space/Reach: 20 ft./5 ft.
    Special Attacks: Crash
    Special Qualities: Fire Vulnerable, Overclocked Engines, Cupola
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 10
    Skills: selected by master, class skills are Spot, Listen, Knowledge(Geography), Knowledge (Architecture) . Gets 18 skill points, and two more each hit die.
    Feats: Hover, Endurance, Run. Weapon Focus: Slam as bonus feat. Future feats selected by master.
    Challenge Rating: 4
    Treasure: Standard Coins
    Alignment: Any
    Advancement: 5-30,000+ HD (Gargantuan)
    Level Adjustment: -
    *A zepplin is unable to initiate grapples because what are you thinking? It doesn't have arms! It can't wield weapons either... unless you graft comically oversized arms on to it. See grafting rules.

    Crash(Ex): A dead, dying, or desperate Zepplin is still dangerous. A Zepplin may as a free action set its hit points to -10. A Zepplin at -10 hit points or lower does not die... immediately. On its next turns, it may take only move actions. After its turn, it falls 150 feet. This pattern continues until it runs in to or falls on to something. Then whatever it landed on or ran in to takes 1d6 each of fire and bludgeoning damage for each hit die the Zepplin had, with a Reflex save for half. The DC is 10+half Zepplin Hit Dice+Zepplin Con Modifier. The area affected by the Crash ability is the space the Zepplin was in when it crashed, i.e. generally a 20'x20' square. Then the Zepplin is destroyed. Death effects and Disintegrate and other things that destroy the body prevent Crash from activating. After a Crash a Zepplin can only be raised via True Resurrection, or via Wish or Miracle to get a viable body to raise and then standard resurrection methods.

    Fire Vulnerable(Ex): A zepplin takes 50% more damage from fire.

    Overclocked Engines(Ex): Each two hit dice a Zepplin gains above six hit dice increases its fly speed by five feet .

    Cupola(Ex): There is a cupola on the underside of the Zepplin. Passengers can ride here and not have line of effect to the outside. There is a door on the cupola which must be closed to block line of effect. The door is part of the zepplin, so it cannot be damaged seperately. Passengers in the cupola when the Zepplin crashes take the full Crash damage, but a Reflex save is still allowed for half.

    A Zepplin is a giant gas bag in the sky, with engines and a cupola. It is a Construct with the Living Construct subtype, so it can talk. It has hit dice determined by the class level of the Scion of Awesome that owns it, called its master. It is loyal to the master, similar to a familiar or a special mount of a paladin.



    Bear with a Fez
    Spoiler
    Show

    Size/Type: Large Magical Beast
    Hit Dice: 6d10+24 (57 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
    Base Attack/Grapple: +6/+24*
    Attack: Claw +11 melee (1d8+6) or Bite +11 (2d6+6)
    Full Attack: 2 Claws +11 melee (1d8+6), Bite +9 (2d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab
    Special Qualities: Fez, War Training
    Saves: Fort +8, Ref +7, Will +4
    Abilities: Str 22, Dex 14, Con 16, Int 10, Wis 10, Cha 10
    Skills: selected by master, class skills are Spot, Listen, Balance, Climb. Gets 18 skill points, and two more each hit die.
    Feats: Improved Toughness, Iron Will, Multiattack. Bonus:Improved Unarmed Strike. Future feats chosen by master
    Challenge Rating: 4
    Treasure: Standard Coins
    Alignment: Any
    Advancement: 5-30,000+ HD (Large)
    Level Adjustment: -:

    Improved Grab (Ex)
    To use this ability, a Bear with a Fez must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
    Fez(Su): A Bear with a Fez is wearing a fez. If the fez is removed for any reason, it crumbles to dust and another one appears on the Bear with a Fez's head. This fez has two effects. One, it cannot wear a magical item in its head slot. Two, it gains a +1 Luck bonus to AC for every hit die it gains above 6th level.

    War Training(Ex): Bear with a Fez is proficient in light and medium armor.

    A Bear with a Fez is a bear of any color that is wearing a bright red fez. They typically choose not to talk, but can speak and understand common. They are loyal to the Scion of Awesome that they are a mount for.
    Last edited by Glimbur; 2014-04-06 at 06:22 PM.