View Single Post

Thread: Night-Touched Paragons (P.E.A.C.H.)

  1. - Top - End - #2
    Barbarian in the Playground
     
    AugustNights's Avatar

    Join Date
    Aug 2006
    Location
    Portland, OR
    Gender
    Female

    Default Re: Night-Touched Paragons (P.E.A.C.H.)

    The Night-Touched Bon-Vivant
    ‘Ah life, how could my ancestors survive so long without it?’ ~ Aalisis, Vicomte of Swooping Drake Estates.

    Spoiler
    Show
    Some Night-Touched are truly their ancestor’s descendents. With centuries of time on their hand, amassing wealth, power, and social status is fairly simple, especially for those who can claim semi-noble bloodlines, it’s all a question of waiting until the right people die, and taking their inheritance. For some Night-Touched the waiting is a little more active than others. Even better for the Night-Touched, they much more easily blend into human society if they even choose to hide their mild bloodline, making their social graces even stronger than their ancestors.

    However, with time and accomplishment comes ennui.
    A slow creeping boredom overcomes these Night-Touched, and they constantly seek to find some thrill in life, some turn towards adventuring, others towards the thrill of the hunt, but The Night-Touched Bon-Vivant turns towards Pithy Social games and petty manipulation to light their fire. A Night-Touched Bon-Vivant will catch the ears of Kings, the dark deeds of High Priests, and the latest Gossip about the most recent scandal, even if the Bon-Vivant created it himself. The Enchantments layered within enchantments that a Bon-Vivant creates can be so convincing they have been known to affect even those who brought them into the world. A wise Vampire knows to close its ears and look away when the Bon-Vivant enters the room. Some Night-Touched believe that the Bon-Vivant are directly related to a different strand of Vampire, a Vampire kind that fed off of the psychic energy of mortals, though many Bon-Vivants deny the existence of anything as ridiculous as a ‘Psychic Vampire.’

    ‘Why do we let this Pithy Blood-Filth travel with us anyway? He’s completely useless, all he does it complain about the progression of contemporary art!’ ~ Eion the High Elven Bard protesting the party’s latest addition of a Night-Touched Bon-Vivant.

    ‘I cannae believe I ne’er noticed how much better I look in a pink skirt, o’ch, better be careful now or that Nigh’ Smitable Vampire Fella may try and convince me ta do something stupid like grow a beard.’ Borix the Righteous Dwarven Paladin Paladin after a night at the tavern and making amends with the party’s Night-Touched Bon-Vivant.

    Prerequisites
    Feats: Charming Elite*, Spell Focus [Enchantment]
    Skills: Bluff 8, Diplomacy 8, Sense Motive 4, and Spellcraft 4.
    Special: Must have the Charming Awakened Trait.
    *These feats may be found on the Night-Touched Page.

    Hit Die: d6
    {table]
    Level
    |
    Base attack bonus
    |
    Fortitude
    |
    Reflex
    |
    Will
    |
    Special
    |
    Spellcaster Level

    1st
    |
    +0
    |
    +0
    |
    +2
    |
    +2
    |
    Social Games, Charming Beast
    |
    -

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |
    The Tell
    |
    +1 Spellcaster Level

    3rd
    |
    +1
    |
    +1
    |
    +3
    |
    +3
    |
    Perfect Charming
    |
    -

    4th
    |
    +2
    |
    +1
    |
    +4
    |
    +4
    |
    Cavalier Attitude, Charm Feeding
    |
    +1 Spellcaster Level

    5th
    |
    +2
    |
    +1
    |
    +4
    |
    +4
    |
    Everlasting Friend, Subtle Enchanter
    |
    -

    6th|
    +3
    |
    +2
    |
    +5
    |
    +5
    |
    Inspiration Pool
    |
    +1 Spellcaster Level

    7th
    |
    +3
    |
    +2
    |
    +5
    |
    +5
    |
    Dominating Gaze
    |
    -

    8th
    |
    +4
    |
    +2
    |
    +6
    |
    +6
    |
    Aura of Persuasion
    |
    +1 Spellcaster Level

    9th
    |
    +4
    |
    +3
    |
    +6
    |
    +6
    |
    Always Cavalier
    |
    -

    10th
    |
    +5
    |
    +3
    |
    +7
    |
    +7
    |
    Double Layered Enchantment
    |
    +1 Spellcaster Level
    [/table]
    Class Skills:The Night-Touched Bon-Vivant's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), and Swim (Str). Skills Points at Each Level: 6 + int

    Proficiencies: Night-Touched Bon-Vivants are gains no new proficiencies with weapons or armor.

    Spell Casting: From 2nd level on, every other level gained of Night-Touched Bon-Vivant, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that He adds the level of Bon-Vivant to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

    If a character had more than one arcane spellcasting class before he became a Bon-Vivant, he must decide to which class she adds each level of Bon-Vivant for the purpose of determining spells per day.

    Charming Beast: Every level in Night-Touched Bon-Vivant increases the duration of its Awakening by 1 round. For every two levels, the Night-Touched Bon-Vivant can activate it’s Awakening an additional time per day. Further the Night-Touched Bon-Vivant gains a bonus on Sense Motive checks equal to its levels in Night-Touched Bon-Vivant.

    Social Games: Beginning at First level the Night-Touched Bon-Vivant learns to manipulate what people hear, and how to craft a story just shady enough to be passed along. The Night-Touched Bon-Vivant takes no penalty on Gather information checks when attempting to ascertain information discreetly. Further , once per week, the Bon-Vivant can create a rumor, this rumor can be about another creature, an event, an object, or anything the Bon-Vivant desires. The Night-Touched Bon-Vivant makes a Bluff check, and may set the Gather Information DC for this rumor at any DC up to or below the result of its Bluff check. When crafted about a specific individual, this rumor can affect peoples’ hostility towards that creature as a similar to a Diplomacy check. (See below.) The Night-Touched Bon-Vivant may narrow the rumor, so that it only spreads amoung a certain people by adding a +5 difficult increase to the DC. (I.e. Minors, Nobility, Vampires, King Ralph Supporters, Dwarves with Red Beards, ect.)


    The tell: Beginning at second level the Night-Touched Bon-Vivant’s awakening draws out more than just companionship from those who meet his gaze. Any creature affected by the Night-Touched Bon-Vivant’s Charming Gaze Awakening is also subjected to a Detect Thoughts like effect which immediately reveals the creatures intelligence and surface thoughts. If this creature’s intelligence is 10 higher than the Night-Touched Bon-Vivant’s Charisma Score the Detect Thoughts like effect is immediately ended, and the Bon-Vivant is stunned for 1 round, however the Charm effect persists. Further should the Night-Touched Bon-Vivant successfully overcome a spell or effect that attempts to reveal its thoughts, or is made aware of such effect that he has not overcome, he may use a bluff check opposed by a Caster Level check in order to reveal false surface thoughts.

    Perfect Charming: The Night-Touched Bon-Vivant’s understanding of the mortal mind becomes more complex, at fourth level the Bon-Vivant’s Charming Gaze may affect any living creature with its Charming Gaze effect, rather than being limited to Humanoids and Monstrous Humanoids. Further it gains a +4 bonus to Charisma while awakening, rather than the usual +2.

    Charm Feeding: At fourth level the Bon-Vivant begins to feel the hunger of its ancestors, however this perverse desire isn’t for blood, it’s for inspiration and emotions of mortal creatures. The Bon-Vivant may, as an immediate action, end any Enchantment (Charm) effect it has on any creature. This creature suffers 1d4 points of Charisma drain. The Bon-Vivant may choose either to receive a +2 profane bonus to its Charisma score or 5 temporary hp upon succeeding on this attack. Either benefit last for 1 hour. The temporary hp stacks, but the charisma bonus does not. Further, one such draining is enough ‘food’ and ‘water’ to sustain the Night-Touched Bon-Vivant for 1 day.

    Cavalier Attitude: The Night-Touched Bon-Vivant is unmoved by the greatest appeals of emotion, and never seems to respond to any situation, no matter how dire, with mild amusement at best. Beginning at fourth level the Bon-Vivant becomes immune to all moral, fear, and emotional effects, similar to a Calm Emotions effect, except the Night-Touched Bon-Vivant may make continue to make aggressive actions. Further skill checks based on appeals to emotion used against the Night-Touched Bon-Vivant suffer a circumstance penalty of -1 per class level The Night-Touched Bon-Vivant has.

    Everlasting Friend: At fifth level the Night-Touched Bon-Vivant’s Charming Gaze becomes a deadly weapon of diplomacy. Creatures who fail their will save against this effect are charmed until the effect is dispelled by the Night-Touched Bon-Vivant, or by a Break Curse like effect. However, the Night-Touched Bon-Vivant may only have a number of creatures charmed in this manner equal to its Charisma Modifier.

    Subtle Enchantment: At fifth level a Night-Touched Bon-Vivant’s enchantments are weaved in deep deceptions that are weaved in distraction, Even after the duration of any enchantment cast or set into effect by the Night-Touched Bon-Vivant has ended, the target creature does not know that it has been directly manipulated by magic, believing they had acted on their own will. Further any creature that succeeds on a will save against the Night-Touched Bon-Vivant’s enchantment effects does not immediately become aware that it has been assaulted with such an effect.

    Inspiration Pool: Beginning at sixth level the Night-Touched Bon-Vivant may "store" Charisma he has drained from intelligent creatures against future need and draw upon this Charisma to power his body and magic. When the Bon-Vivant Drains the Charisma of an intelligent creature it may add 1 point of Inspiration to his Inspiration Pool. A Bon-Vivant’s Inspiration Pool can never exceed his HD. The Night-Touched Bon-Vivant may use its Inspiration pool in the following ways.

    Feeding: As a free action the Night-Touched Bon-Vivant may spend one point from its Inspiration pool to forgo food and water for 1 day.

    Healing: A Bon-vivant may spend a point of his Inspiration Pool to restore five points of hp it has lost. This a free action, but no more than 4 points may be spent in a single round in this way.

    Inspired Enchantment: Any Enchantment spell being cast may by the Bon-Vivant may be enhanced with any metamagic feat the Bon-Vivant knows by spending a number of points of Inspiration Pool equal to the number of extra levels the Metamagic would add to the spell. Using Inspiration Pool in this manner is a free action, but no more than 4 points may be spent in a single round in this way, and no more than 1 metamagic feat may take advantage of this effect per round.

    Inspired Art: As an immediate action, the Night-Touched Bon-Vivant may spend any number of points from its craft pool to add a profane bonus to any Perform or Craft (Any Art) check equal to twice the number of points spent.

    Dominating Gaze: Beginning at seventh level the Night-Touched Bon-Vivant Awakens, it may spend two uses of its Awakening per day instead of the usual one, in order to gain a Dominate Monster like gaze attack instead of the usual Charming One. The Bon-Vivant must use a standard action, and those merely looking at the Bon-Vivant are not affected. Anyone the Night-touched Bon-Vivant targets must make a successful Will save (DC 10 + 1/2 the Bon-Vivant’s HD + Charisma modifier) or fall under the Bon-Vivant’s complete influence as though affected by a Dominate Monster spell (caster level equal to HD). Any creature that successfully saves against this Gaze or the Bon-Vivant’s Charming Gaze cannot be affected by either of these gazes for 24 hours. The ability has a range of 30 feet. This dominated creature counts as two creatures for the purposes of ‘Everlasting Friend.’ Further the Night-Touched Bon-Vivant always gains a +6 to Charisma when Awakening it's Dominating Gaze or its Charming Gaze.

    Aura of Persuasion: At eighth level, while Awakening, the Night-Touched Bon-Vivant Treats Creatures with Immunity to Enchantment, Moral, Fear, Mind-affecting, and Charm effects as having SR against such spells and effects equal to that creature’s HD+11. If the creature already has SR use whichever is higher. If the Bon-Vivant over comes this spell resistance, the targeted creature is effected regardless of its immunity.

    Always Cavalier: By ninth level even the most subtle subconscious expressions of emotion have been removed from the Night-Touched Bon-Vivant’s behavior. Any divination effect that attempts to reveal any information about the Night-Touched Bon-Vivant fails, revealing nothing specific about the Night-Touched Bon-Vivant. If he is aware of any such divination effect he may use a bluff check opposed by a Caster Level check in order to reveal false information through this effect, this information does not necessarily need to make sense. (I.e. A Detect Evil Spell may reveal the Night-Touched Bon-Vivant’s Alignment as ‘Sweet Cherries in Summer.’)

    Double Layered Enchantment: At tenth level the Night-Touched Bon-Vivant’s words are the down fall of nations, the making of Kings, and the very stuff that the common man clings to. While Awakening, the Bon-Vivant may an Enchantment may spend a number of Inspiration points equal to the Spell Level to make it layered with another Enchantment Spell of any level lower than the current spell. If the current spell is dispelled or overcome, the target must make a will save or be affected by the secondary spell. If the original spell is not overcome, the secondary spell remains dormant until the end of the first spell’s duration, at which point it activates as if the original spell were disabled or overcome.


    *Battle-Stake
    A hefty bit of hard wood with a sharp end.
    Spoiler
    Show
    One Handed Exotic Light Weapon
    Damage: 1d4 Piercing 20/x2
    Range: 5ft
    Special**: The Battle-Stake is an unwieldy weapon prone to breaking. The Battle stake suffers a -2 to attack, even with proficiency (It is still more or less an improvised dagger). Should the Battle-Stake threaten a critical against a vampire, the attacking character rolls to confirm even though it is undead. While the Battle-Stake does not deal extra damage to a Vampire, it does paralyze them on a successful critical, as a regular stake through the heart does.
    Market Cost: 1gp
    Weight: 1 lb.
    ** Battle-Stakes not made from wood do not suffer the attack roll penalties of normal battle-stakes nor do they gain the benefit of the special vampire paralyzing ability.

    Avenger Feats
    Spoiler
    Show

    POTENT BLOOD
    Prerequisite: In the right hands class feature.
    Benefit: By suffering 1 point of constitution damage, and spending a full round action, you may fill a small vial with blood. This small vial is treated as Holy Water. This effect is instantaneous, and does not require a use of Midnight Callings.

    WINGS OF PUNISHING [Midnight Calling]
    Prerequisite: Silver Wings Midnight Calling
    Benefit: When Midnight Calling the Midnight Star Avenger gains 2 natural Wing attacks that deal 1d4 damage, and are treated as Magical And Silver for the purposes of overcoming DR.

    PURIFYING FIRE [Midnight Calling]
    Prerequisite: Midnight Strike Midnight Calling
    Benefit: When Midnight Calling the Midnight Star Avenger’s weapons are also treated as if having the Flaming Burst Quality.

    STARRY FLESH [Midnight Calling]
    Prerequisite: Improved Midnight Flesh Midnight Calling
    Benefit: When Midnight Calling the Midnight Star Avenger further gains fast healing equal to its constitution modifier.

    REPENTANCE
    Prerequisite: Vampire, Half-Vampire, or other Vampire Like Race.
    Benefit: You may survive off of the Blood of non-sentient creatures, and further may waive the “one awakening quality” of the Midnight Star Avenger
    Special: Loose all supernatural and spell-like abilities derived from being a Vampire, Half-Vampire of other Vampire Like Race.

    Gaia’s Blood [Midnight Calling]
    Prerequisite: Venom Blood Midnight Calling
    Benefit: When Midnight Star Avenger smears a weapon with its blood via ‘Venom Blood’ Midnight Calling, this weapon is treated as Wood, for the purposes of Paralyzing vampires. If a critical is threatened, and the weapon is not a Battle-stake, the Midnight Star Avenger may take a -4 penalty to its confirmation roll in order to ram the weapon through the Vampire’s heart, paralyzing it as if it were a bit of wood through the heart.

    MASTER SLAYER
    Prerequisite: Weapon Focus (Warhammer) or Weapon Focus (Light Hammer), Weapon Focus (Battle-Stake), Two Weapon fighting.
    Benefit: Gain the following three options in combat while wielding a hammer and Battle-Stake.

    Mar The Wood With a Full Attack action, you may make an attack at full base attack bonus with both the Hammer and the Battle-Stake, if both attacks deal damage, the creature must make a DC (10+1/2 Your HD+Str Mod) Fortitude save or be Dazed for one round.

    Nailed to the Floor With a full attack action make an attack at full base attack bonus with both the Hammer and the Battle-Stake, if both attacks deal damage, and the creature attacked is standing on ground with hardness less than your Battle-Stake, it is rendered unable to move, until it makes an opposed Strength check DC.

    Pound the Heart With a full attack action that uses the Battle-Stake in the Off-Hand, you make your Off-Hand attacks first, Directly after landing an attack with the Battle stake, you may make the rest of your iterative attacks with the Hammer any successful attacks with the hammer deal an additional 1d4 damage, and threatens a critical with the Battle-Stake. (If you choose to continue attacking with the Battle-Stake you give up the extra benefits of attacking with the hammer.)
    Last edited by AugustNights; 2010-12-01 at 06:45 AM.