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Thread: PrC Contest XVII: Mono e Mono

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    Halfling in the Playground
     
    Zombie

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    Oct 2009

    Default Re: PrC Contest XVII: Mono e Mono

    the clerks of the mundane



    Sir, I am just a humble sailor. –John Smith, Clerk Fifth Class.

    The clerks of mundane strive to balance out the world. With so many adventurers mucking about, dragons destroying towns, eldritch battles fought in the skies, and elder gods smacking people, who looks up for the little guy? The little guy that has to rebuild his farm after you just used it so fight a rampaging dinosaur, or the guy that has to buy new furniture for his tavern after adventurers used his old tables and chairs to brutally murder people in an honest town brawl. So, enter the clerks. They stop all his epic nonsense and let people get on with their lives.

    BECOMING A CLERK
    The easiest way to become a clerk is to live long enough to gain the class levels. As long as you are not mystically endowed or have a special destiny, you can do fine as a clerk.

    ENTRY REQUIREMENTS
    :Skills: Profession (any) 8
    :Alignment: Must be neutral on at least one axis.
    :Feats: Cannot have any of the Exotic Weapon, Exotic Armor, or Exotic Shield Proficiency feats.
    :Special: Cannot cast arcane or divine spells, manifest psionic powers, know invocations, know infusions, know mysteries, have access to truenaming, binding, meldshaping, or wildshaping.


    Class Skills
    The clerk of mundanity's class skills (and the key ability for each skill) are.... Climb(Str), Craft(Int), Disguise(Cha), Hide(Dex), Listen(Wis), Jump(Str), Profession(Wis), Ride(Dex), Spot(Wis), Swim(Str), Use Rope(Dex)
    Skills Points at Each Level: 4 + Int

    Hit Dice: d8

    clerk of the mundane
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Aura of the Mundane 10ft, Clerk’s Code, Recognize the Special, Detect the Special

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |No-one out of the ordinary, Routine Skills

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Aura 20 ft, Resist the Special, Stop the Mage 1/encounter

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Average Chances, Improved Aura (Morale, Insight)

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Aura 30 ft, Hunt the Special

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Improved Aura (Competence), Stop the Mage 2/encounter

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Aura 40 ft, Ordinary Damage

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Improved Aura (Deflection)

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Aura 50 ft, Commonplace Action, Stop the Mage 3/encounter

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Destroy the Special, Shunning Aura[/table]

    Weapon Proficiencies: A clerk of the mundane gains no new proficiencies with weapons or armor.



    Clerk’s Code:
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    If a clerk of the mundane ever learns spellcasting, manifesting, invocations, infusions, mysteries, truenaming, binding, meldshaping or wildshaping; is not neutral in at least one alignment axis; or gains proficiency in an exotic weapon, exotic armor, or exotic shield, he loses access to all his class features and can no longer take levels in clerk of the mundane. If he atones after somehow losing that ability, then he is reinstated as a clerk and progress in the class with access to all his clerk of the mundane abilities.

    Aura of the Mundane (Ex):
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    At first level, a clerk gains an aura he can project to keep the world in check. It has a range of 10ft and anyone in the aura cannot benefit from luck bonuses or use feats with the [luck] descriptor. At 3rd level and every two levels afterwards the aura grows by 10 feet. The clerk’s aura does affect himself.

    Recognize the Special (Ex):
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    A clerk always has a bonus equal to knowledge checks equal to his Wisdom modifier to identify creatures. He can also identify creatures untrained.

    Detect the Special (Ex):
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    A number of times per day equal to his class level, a clerk can use Detect the Special. When he does, he is treated as if he casted detect magic, detect good, detect chaos, detect evil, detect law, or detect psionics. His caster level is equal to his class level+Wisdom modifier.

    No-one out of the ordinary (Ex):
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    A clerk does not appears as anyone unusual, and has a bonus to Hide and Disguise checks equal to his Wisdom modifier when attempting to blend in to a crowd or appear as if he is a native to a region. Also, anyone using the Gather Information skill to attempt to learn about a clerk has a +5 to all DCs to learn information about him. It also takes twice the time.

    Routine Skills (Ex):
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    A clerk can always take ten on any skill, no matter what.

    Resist the Special (Ex):
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    A clerk gains spell resistance and power resistance equal to his class level+Wisdom modifier+10.

    Stop the Mage (Ex):
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    A clerk can dispel a spell or power 1/encounter. This is an opposed check, with the clerk’s bonus equal to his character level+Wisdom modifer. The caster/manifester adds his caster/manifester level+the spell’s/power’s level. At 6th and 9th level the clerk can do this once more per encounter.

    Average Chances (Ex):
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    Instead of rolling for miss chance, a clerk can automatically succeed on the roll. If the clerk encounters the same miss chance again from the same target, he automatically fails. After he fails once, he can use this ability again on the same miss chance.

    Improved Aura (Ex):
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    A clerk’s aura cancels out Morale and Insight bonuses at 4th level, Competence at 6th, and Deflection at 8th.

    Hunt the Special (Ex):
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    A clerk treats aberrations, dragons, elementals, fey, magical beasts, ooze, outsider(all), and undead as favored enemies. As such, he has a bonus to Bluff, Listen, Sense Motive, Spot, and Survival equal to his Wisdom Modifier when using these skills against the creatures of these types. Likewise, he adds his Wisdom modifier on weapon damage rolls against such creatures. This is treated as the ranger ability Favored Enemy in all respects for the purpose of qualifying for feats, prestige classes, etc. The bonuses provided by this ability are not increased by the presence of the Favored Enemy ability.

    Ordinary Damage (Ex):
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    A clerk can choose to do average damage instead of rolling. He must declare this ability before rolling for damage.

    Commonplace Action (Ex):
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    A clerk can choose to take ten on any attack roll, disarm attempt, trip attempt, sunder attempt, grapple check, ability check, or saving throw. He must declare this ability before rolling.

    Destroy the Special (Ex):
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    A number of times per day equal to his Wisdom modifier, a clerk can smite aberrations, dragons, elementals, fey, magical beasts, ooze, outsider(all), or undead. He adds his Wisdom modifier to the attack roll, and does extra damage equal to his class level.
    Note: Destroy the special’s and hunt the special’s damage bonuses stack with each other.

    Shunning Aura (Ex):
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    Once per encounter, a clerk can create an antimagic and null psionics field as a swift action that last for a number of minutes equal to his Wisdom bonus. His caster/manifester level is equal to his class level, and the range is equal to the range of his Aura of the Mundane class feature.


    PLAYING A CLERK
    Being a clerk is about preserving the natural order. You are a fine upstanding citizen, and do not suffer the whims of those who feel they are above you because they can shoot fireballs from their hands. Clerks prefer to do things by the sweat of their brows.
    Combat: Effect as most people with your aura. Choose things wisely, since you are very specialized. Target weird things and spellcasters. Hunt the special is useful.
    Advancement: Stay away from things that conflict with the Code, possibly become a martial adept.
    Resources: Other clerks would help, if you can recognize them. Also, townspeople fed up with adventurers ruining the economy can be a good aide.

    CLERKS IN THE WORLD
    “Man, that guy is really boring.” –Redgar the Fighter.

    Clerks are perceived as holes in the general universe. Adventurers avoid them like the plague, and monsters don’t rampage quite as well near them. The general folk of a nation love active clerks, since they clean up after themselves and others.
    Daily Life: Most clerks spend their time like all the other denizens of wherever they live. Other are much more proactive and seek out things disturbing the natural order.
    Notables: A notable clerk is Elenae Whitethistle, a powerful elf maiden who guards a vast forest. A darker side to the clerks is Naden Vlok, who uses his power to murder mages wantonly.
    Organizations: The Namber Cleaning and Storage Facility employs many clerks.

    NPC Reaction
    Most people do not realize the clerks exist, let alone react to them. All but the most powerful of clerks are largely ignored and treated just like the rest of the world, which suits the clerks just fine.

    CLERKS IN THE GAME
    Clerks take out bonuses and hinder spellcasters, manifesters, and interesting creatures. It is hard to be clerk, but they get significant bonuses as result of it.
    Adaptation: Clerks can be adapted into any setting as a group of people that just want a normal life, but clerks are not a good fit in high magic settings unless they are beefed up a bit.
    Encounters: Invariably PCs will run afoul of an angry clerk, and most clerks find it easiest to remove the problem themselves.

    Sample Encounter
    EL 10: John Smith works as a sailor on a boat hauling cargo and people from continent to continent. Why’d you have to make trouble?


    John Smith
    NN/Male/Human/Human Paragon 3/Fighter 2/Clerk 5
    Init +6, Senses: Listen +11, Spot +17,
    Languages Common, Draconic
    ------------------------------------------------
    AC 16, touch 12, flat-footed (14)
    hp (10 HD)
    Fort +8, Ref +5, Will +14
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +11/+5
    Ranged +10/+4
    Base Atk +8, Grp +14
    Atk Options Mwk Gauntlets +13/+8 (1d3+3)
    Combat Gear Mwk Chainshirt
    SQ SR 19, PR 19
    -----------------------------------------------
    Abilities Str 16, Dex 15, Con 14, Int 13, Wis 19, Cha 8
    Class Abilities Adaptive Learning (Profession), Ability Boost (Wis), Bonus Feat (x3), Aura of the Mundane 30ft, Recognize the Special, Detect the Special, No-one out of the ordinary, Routine Skills, Resist the special, Stop the Mage 1/encounter, Average Chances, Improved Aura (Morale, Insight), Hunt the Special
    Feats Improved Unarmed Strike, Deflect Arrows, Weapon Focus (Unarmed Strike), Combat Expertise, Improved Disarm, Improved Initiative, Throw Anything, Stunning Fist
    Skills Hide +12, Climb +11(+12), Profession (Sailor) +17, Spot +17, Listen +11, Swim +10(+12), Use Rope +12
    Possessions
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    Masterwork Gauntlets, Masterwork Chainshirt, Climbing Gear, Various Sundries
    (Fractional BaB used)
    Last edited by Spate; 2010-03-02 at 05:56 PM.