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Thread: PrC Contest XVII: Mono e Mono

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    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: PrC Contest XVII: Mono e Mono

    Temple Waker



    The Onyx Dream is not just a reflection of the Prime, like the rest of the Plane of Shadow. No, it is much more than it. Within its depths lie the memories of long dead heroes and a past, to it, still present. – Jon Rogge, Temple Waker

    Archivists are known for obscure lore, delving deeper into realms than any mortal should. Even so, they are not always a collaborative bunch, bickering over details most could barely comprehend. The “Plane” of the Onyx Dream is generally such a topic.

    Few have heard solid evidence about such a place, considering it merely to be an area of the Plane of Shadow with stronger ties to either the Prime or some other plane. Some consider it to truly exist on its own, but rather than being a full-fledged plane, it merely acts as an sort of demi-plane to the Realm of Shadows, explaining many people’s troubles with finding it. Of this group, a select few know the truth: just as the Plane of Shadow reflects the Prime, the Onyx Dream reflects the Plane of Shadow.

    This few that learn the truth learn to bring the very nature of the plane forth to their own worlds in order to study lost relics and temples that even the oldest of elves have forgotten.


    BECOMING A Temple Waker
    Most Temple Wakers come from a schools or priesthoods with an emphasis on the Plane of Shadow, although faith is never a requirement into learning the paths needed. Generally, some amount of study into the so-called Onyx Dream is needed, however.

    ENTRY REQUIREMENTS
    Skills: Knowledge (The Planes) 8 ranks, Knowledge (Religion) 8 ranks.
    Spellcasting: Ability to cast 3rd level divine spells.
    Feats: Master of Knowledge and Skill Focus: Any Knowledge
    Special: Must have the Dark Knowledge class feature.
    Special: Must have researched the Onyx Dream.

    Class Skills
    The Temple Waker's class skills (and the key ability for each skill) are: Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (all skills, taken individually), Profession, Search, Spellcraft
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Shadow’s Enlightenment (Exterior), +1 level of divine spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Slumbering Shrine, +1 level of divine spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Dark Knowledge, +1 level of divine spellcasting class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Shadow’s Enlightenment (Interior), +1 level of divine spellcasting class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Traveling Tabernacle, +1 level of divine spellcasting class

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Bonus Feat, +1 level of divine spellcasting class

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Shadow’s Enlightenment (Nether), +1 level of divine spellcasting class

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Dawning Temple, +1 level of divine spellcasting class

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Bonus Feat, +1 level of divine spellcasting class

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Shadow’s Enlightenment (Unfathomable), +1 level of divine spellcasting class[/table]

    Class Features

    Weapon Proficiencies: A Temple Waker gains no new weapon or armor proficiencies.

    Spellcasting: At each level indicated on the table, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Temple Waker, you must decide which class gains each level for the purpose of determining spells per day, caster level, and spells known.

    Shadow’s Enlightenment (Su): Once per day per Temple Waker level, a Temple Waker may draw power from this knowledge of the Onyx Dream - the Shadow’s Shadow. Doing this counts as a move action and works depending on where the Temple Waker is when activating this ability.

    This ability requires a certain Knowledge check, depending on where the Temple Waker is when he initiates the ability. Use (The Planes) for extraplanar locals, (Dungeoneering) for natural underground complexes, (Architecture and Engineering) for dungeons, cities, and other “man-made” structures, and (Geography) for above ground, natural areas. Areas may fall under more than one category. For example, around the entrance of a cave in the Outlands, a Temple Waker could use (The Planes), (Dungeoneering), or (Geography). In the case that multiply categories apply, the Temple Waker may choose which of the Knowledge skills to roll. Thus, a Temple Waker at the mouth of a cave on the Elemental Plane of Fire could choose between The Planes, Geography, and Dungeoneering for his Shadow’s Enlightenment ability, but could only roll one for each use.

    For a creature to be effected by Shadow’s Enlightenment, it must be within 60 feet of the Temple Waker. When used, the chosen area around the Temple Waker takes on the appearance of the Onyx Dream itself, although no planar traits are changed. These effects last for 1 minute unless otherwise stated.

    Exterior: Traveling to the Onyx Dream itself is a dangerous risk. Instead, Temple Wakers learn to overlap the real with its reflection within the Onyx Dream. Woods twist and bend, revealing trees long since absent. Roads fade into dirt paths at best and wild prairies at worst. In addition to these cosmetic changes, hinting at once was, all creatures within the area feel a slight sway from the Dream.

    If the Temple Waker succeeds on a DC 15 Knowledge (The Planes, Dungeoneering, Architecture and Engineering, or Geography; see above) check, all allies within the region gain a +2 bonus on the Temple Waker’s choice of attacks, saves, or skill checks. All enemies gain a -2 penalty to the same choice. If the Temple Waker beats a DC 20 Knowledge check, he may instead choose two of the above options, and if he beats a DC 30 all three apply. Both the bonuses and penalties are mind-effecting.

    Interior: More than just landscapes, the Onyx Dream also holds the memories of long dead heroes. By tapping into the memories and these legends, a Temple Waker can share their talents with those of his comrades. If the Temple Waker beats a DC 25 Knowledge (The Planes, Dungeoneering, Architecture and Engineering, or Geography) check, he and each of his allies gain the benefit of one feat. For every 15 points the Temple Waker exceeds the DC, he may impart an additional feat, to a maximum of three feats. Each recipient chooses which feats to gain, but these choices need not be similar. The recipients must meet the requirements of the feats, however, as it is difficult for a Temple Waker to truly impart “free” knowledge on someone.

    Nether: The Onyx Dream exists at an odd crossroads in the Greater Plane of Shadow. Although the Plane of Shadow echoes reality, it does so only in the present; the Onyx Dream holds tightly to its nonexistent past. By applying this nebulous time to an area, a Temple Waker may give his allies more “time” to react to threats. If the Temple Waker succeeds a DC 25 Knowledge (The Planes, Dungeoneering, Architecture and Engineering, or Geography) check, each ally, excluding the Temple Waker himself, in the affected area gains a bonus move action. If the Temple Waker succeeds a DC 40 check, he may instead give an extra swift action to everyone whom would qualify for it. If the Temple Waker succeeds a DC 55 check, he may instead give an extra standard action to everyone whom would qualify for it. The allies who gain the extra actions may use them immediately, either when the Temple Waker uses this ability, or on one of their next ten respective turns. Only one bonus action may be gained from this ability per use, and for as long as an ally has a bonus action from this ability, he may not gain another from a separate activation, but the duration for him to use that action would reset at the second activation. However, if the Temple Waker receives a high enough result on his Knowledge check, he may switch the type of action that each party member would gain from this ability.

    Unfathomable: Although most Temple Wakers prefer to avoid interacting with the Onyx Dream, some have never the less learned how to mimic certain areas of the Onyx Dream almost perfectly. If the Temple Waker can succeed a DC 25 Knowledge (The Planes, Dungeoneering, Architecture and Engineering, or Geography) check, one mile radius, centered under the Temple Waker acts as if under the effects of the Black Labyrinth mystery. For purposes of the effects, the Temple Waker may choose any number of creatures to count as the originator. Thus, a Temple Waker journeying with a Paladin and a Rogue would all be immune to the movement and teleportation effects while everyone else would suffer the full penalties. If the Temple Waker beats the DC 25 Knowledge (The Planes, Dungeoneering, Architecture and Engineering, or Geography) check by at least 15, he and his allies ignore all of the penalties except for the 50% miss chance. If the Temple Waker beats the DC 25 Knowledge (The Planes, Dungeoneering, Architecture and Engineering, or Geography) check by at least 30, he and his allies suffer none of the ill effects of the Black Labyrinth. It lasts for 1 minute.

    Dark Knowledge: Starting at 3rd level, Temple Waker levels stack with Archivist levels for determining access to new Dark Knowledge abilities. Thus, an Archivist 5/Temple Waker 10 would Dark Knowledge (foe, dread secret), but not (foreknowledge) with six uses per day.

    Slumbering Shrine (Su): A Temple Waker’s research into seemingly forgotten relics sheds light on the Onyx Dream. At 2nd level, a Temple Waker gains Dream telling (Heroes of Horror, page 122) as a bonus feat. However, this new found insight removes the Temple Waker’s ability to dream naturally, gaining immunity to sleep spells and effects. Instead, although the Temple Waker may not realize it himself, when he rests, his mind is instead transported to the Onyx Dream itself.


    Traveling Tabernacle (Su): At 5th level a Temple Waker becomes fully aware of the Onyx Dream in the cosmology. The Temple Waker may now plane shift to the Onyx Dream successfully.

    Dawning Temple (Su): Temple Wakers usually explore the Onyx Dream for lost shrines of gods long dead or similarly obscure details. Some eventually find ways to these shrines. At 8th level, once a week the Temple Waker can conjure a portal of sorts to a temple within the Onyx Dream. This functions as Mage's Magnificent Mansion. The Dream, however, remembers where mortals forget. When you leave the Temple, you may choose to exit at any point where you had conjured a portal to it before.

    Bonus Feat: At 6th and 9th level, a Temple Waker gains a bonus feat from the following list: Skill Focus: (any Knowledge skill) feat, Spell Focus, any metamagic feat, or any item creation feat.


    PLAYING A Temple Waker
    Brief description on how to play the class you are designing.
    Combat: Like most Archivists, you'll most likely act as some form of support to your comrades. Although your Dark Knowledge is not as powerful as a normal Archivist's, what you've gained from Shadow's Enlightenment may still prove useful.
    Advancement: The feats that broaden applicable Dark Knowledge abilities are less useful to you than they normally would, as Shadow's Enlightenment already bypasses these restrictions. As a divine spellcaster, Metamagic Feats may prove useful. Other Prestige Classes, such as Divine Oracle, may offer further insights into the lost temples of the Onyx Dream.
    Resources: As a minority among an already small group of individuals, Temple Wakers rarely meet with each other while on the Prime Material. Occasionally, a more knowledgeable or powerful Temple Waker may lead an expedition to the Onyx Dream in hopes of initiating another pupil to the Sleeping Temple.

    Temple Wakers IN THE WORLD
    These so-called scholars see the Dream as something already passed. They would rather lock it away like the frozen wastes of Cania than allow it to grow as the world it is! - Jacen Orn, Onyxian Dreamer

    Most Temple Wakers came across some piece of information about the Onyx Dream left by a previous Temple Waker at sites sacred to deities with some connection to the Plane of Shadow. Most of the clergy, when told of such records disregard the would-be Waker. As such, in most areas of academia and worship, Temple Wakers remain quiet about these finds until more substantial proof can be brought to life.

    However, there does exist a threat strong enough to bind this often opinionated group of experts. Whereas Temple Wakers work diligently to comprehend lost wonders, other persons seem to fall into the Onyx Dream. These brash individuals rarely bother with preserving what they find in the Dream, going to such lengths as pillaging lost tombs and harassing heroes lost within the plane.
    Daily Life: Most Temple Wakers eventually become a member of the Sleeping Temple, a organization that focuses on recording the various details hidden within lost cities and ruins across the world. In reality, members of the Sleeping Temple fabricate many such ruins in order to give strength to findings within the Onyx Dream. Within the Sleeping Temple, the Crusading Chapels work to secure key regions within the Onyx Dream, removing the few malcontents that find their way there.
    Notables: Jon Rogge was one of the first individuals to access the Onyx Dream, and he wrote prolifically on the subject, although not all of the information is accurate. For a brief time, Jon Rogge worked with another individual whose name has been stricken from all of the former's records of their discussions. Members at the time rarely speak at great length as to what exactly went on between the two men, but admit that shortly after the disagreements escalated, Jon called for the creation of the Chapels.

    Jon's successors furthered his campaign, aiming for near complete control over the Onyx Dream so as to prevent any contamination within it. Under their care, the Onyx Dream was defended with the ferocity of hallowed ground and with as many resulting bodies.
    Organizations: Today, Zedekiah Drai heads the Sleeping Temple. Under his care, most of the "vagabonds" are removed quickly and quietly from the Onyx Dream such that new members to the Sleeping Temple are not alarmed by the prospect of being apart of a greater conflict. Zedekiah's official orders are to simply dismiss these self-proclaimed Dreamers. Even so, he is less than stunned by the occasional "tithe."

    NPC Reaction
    Most people would consider Temple Wakers to be another odd sect of a deity of magic or shadows. To those of similar faith, Wakers are either mavericks for their many discoveries, heretics for their claims, or, worse still, Knights Templar for how they horde the secrets they find.

    CLASS NAME IN THE GAME
    Temple Wakers often prove rigorous in their work and are known for not giving all of the details away. Although they are not often physically adept, their ability to mimic the Onyx Dream can empower allies and even hide armies.
    Adaptation: Temple Wakers have a strong connection to secrets and shadows with the Onyx Dream. As such, all Temple Wakers may have either have to be a member of a faith dealing with such subjects or be initiated by a member of such a following.
    Encounters: Most Temple Wakers are reviewed as crotchety librarians and odd philosophers or professors when encountered on the Prime. If the party is looking for tales of lost ruins or answers to some incomprehensible riddle, a Temple Waker is likely to unearth something. As Temple Wakers often have a strong distrust of all Shadowcasters, a Waker may request that the party attack a small gathering of such individuals as payment for solving whatever issue it was that brought them to him.


    (This is the other side of the coin to what you'll find lurking here.)
    Last edited by Thrice Dead Cat; 2010-03-15 at 05:49 PM.
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