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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Some kind of hell
    Gender
    Male

    Default PrC Contest IX: It's Morphin' Time! (CONTEST CLOSED!)

    It's Morphin' Time!
    Contest Closed!
    Vote here!
    Voting Closed!
    Winner is Krimm Blackleaf with his Huixxa Vo Nyarlathotep Prestige class!


    ---

    Why be me when I can be anything else?

    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

    Giant in the Playground PrC Contest IX

    The contest begins with the posting of this thread and will run through midnight of March 23rd.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of April 3rd.

    Chat thread for balancing and critiques before voting.

    Rules

    1) You will be creating an 'original' prestige class. Your class must be capable of some sort of transformational effect, be it permanent alteration (such as with the Dragon Disciple), or the ability to enact temporary changes (such as with the Warshaper or Druid).

    2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

    3) Entries must be 3.5, using the standard format below.

    4) Post all entries in this thread. Post all conversation, questions, etc here in the chat thread.

    5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

    6) Entries must be your own work, and must not be copied for other places. Such entries will be disqualified.

    7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.


    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

    And here's a helper if you need it!

    (Fax Celestis' Prestige Class Creation Thread)

    ---
    As promised, I will administer the next GitP PrC Contest. Happy homebrewing!

    -X
    Last edited by ErrantX; 2009-04-04 at 04:55 AM.
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.

    My extended homebrew signature!

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Some kind of hell
    Gender
    Male

    Default Re: PrC Contest IX: It's Morphin' Time!

    All entries received must be in the following format, or they will not be accepted. Please read the rules above, and above all, have fun! -X
    ---

    PRESTIGE CLASS NAME

    A picture could go here.

    Quote of Some Kind by a member of the class!

    A general description of whatever the class is!

    BECOMING A CLASS NAME
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    :
    :
    :
    :
    :

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: x + int

    Hit Dice: dx

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

    1st|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    2nd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    3rd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    4th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    5th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    6th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    7th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    8th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    9th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    11th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    12th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    13th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    14th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    15th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    16th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    17th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    18th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    19th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    20th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability[/table]

    Weapon Proficiencies: A place to put the different proficiencies.
    Put all the different class abilities in here!

    PLAYING A CLASS NAME
    Brief description on how to play the class you are designing.
    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: What resources might a member of this PrC be able to draw on..

    CLASS NAME IN THE WORLD
    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    CLASS NAME IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.

    My extended homebrew signature!

  3. - Top - End - #3
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: PrC Contest IX: It's Morphin' Time!

    Excruciator

    "Is that the best you have? I want more - hurt me more!"
    - Marianna Vess, an Excruciator, to a very disturbed Regdar

    Macho men and athletes since time immemorial have said, in one way or another, "No pain, no gain." Most people understand this saying to mean that gain often requires loss, and that pain is to be expected when on the road to success.

    Excruciators take the saying a little more...literally. Dedicated to turning pain and loss into strength directly, Excruciators are some of the most disturbing opponents many warriors will face. Masochistic, supernatural, and deadly, Excruciators can alter their form, cripple their enemies, and even drink pain.

    Becoming an Excruciator
    Excruciators are made by other Excruciators. If a potential candidate wants it enough, and if they can survive the tests, they are given the power and then abandoned to learn on their own. Fighters, barbarians, and psychic warriors are the most common Excruciators, though paladins, clerics, knights, and the occasional druid also take up the class.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +5
    Feats: Diehard, Improved Toughness
    Special: The candidate must survive three days of torture at the hands of an Excruciator.

    Class Skills
    The Excruciator's class skills (and the key ability for each skill) are: Autohypnosis (Wis), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Survival (Wis)
    Skills Points at Each Level:2 + Intelligence modifier

    Hit Dice: D10

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Sanguine Transformation (Aberration), Masochism (+1)

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Sanguine Empowerment (Strength)

    3rd|
    +3
    |
    +3
    |
    +0
    |
    +0
    |Masochism (+2), Sanguine Shield

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Sanguine Transformation (Size Change)

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Masochism (+3), Cripple

    6th|
    +6/+1
    |
    +5
    |
    +1
    |
    +1
    |Sanguine Empowerment (Dexterity)

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |Masochism (+4); Sanguine Transformation (Dragon)

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    |Sanguine Adaptation

    9th|
    +9/+4
    |
    +6
    |
    +2
    |
    +2
    |Masochism (+5), Sanguine Feast

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |Sanguine Transformation (Undead), Excruciate[/table]

    Weapon Proficiencies: Excruciators gain no new weapon or armor proficiencies.

    Sanguine Transformation (Su): Starting at first level, an Excruciator can alter the composition of her blood and body in order to take on an entirely new type or size. This process is painful, but instantaenous, requiring the Excruciator to take on a variable amount of Constitution damage as an immediate action. Do not recalculate the Excruciators hit dice, skills, or base attack bonus. Recalculate saves only if the new saving throws would be higher. An Excruciator remains in her new type (or size) for one hour per class level, until she chooses to end it as a free action, or until she is slain.

    At first level, the Excruciator may take on the Aberration type by taking one point of Constitution damage. In addition to the normal benefits of the Aberration type, the Excruciator gains fast healing equal to half of their class level, rounded down (minimum one).

    At fourth level, the Excruciator may adjust her size either one category up or one category down from her natural size by taking on one point of Constitution damage.

    At seventh level, the Excruciator may take on the Dragon type by taking on two points of Constitution damage. In addition to the normal benefits, of the Dragon type, the Excruciator may take on either the Cold or Fire subtype (or neither, at her discretion) and gains a natural armor bonus equal to her class level.

    At tenth level, the Excruciator may take on the Undead type by taking on four points of Constitution damage. In addition to the normal benefits of the Undead type, the Excruciator cannot be turned or rebuked and gains the energy drain special ability, inflicting one negative level on any being she touches (as a melee touch attack) or strikes with her natural weapons/unarmed strikes. The Excruciator gains five temporary hit points that last for up to an hour for each negative level bestowed this way. Note: An Excruciator who takes on the undead type no longer possesses a Constitution score, and thus cannot use any of her class features that require one.

    Masochism (Ex): Starting at first level, the Excruciator gains confidence and skill whenever she is in pain. As long as the Excruciator is suffering from a pain effect or if she has taken ten or more points of hit point damage since her last action, she gains a +1 competence bonus to her attack rolls, damage rolls, skill checks and saving throws. In addition, the Excruciator is immune to penalties that originate from pain effects.

    Sanguine Empowerment (Su): An Excruciator draws power from her own suffering. Starting at second level, she benefits from an enhancement bonus to Strength equal to the amount of Constitution damage she has (thus, an Excruciator with three points of Constitution damage gains a +3 enhancement bonus to strength). At sixth level, this bonus also applies to Dexterity.

    Sanguine Shield (Su): Starting at third level, the Excruciator can animate her spilt blood to protect herself from harm. As an immediate action, she may deal herself hit point damage up to her levels in this class and gain DR X/-, where X was the amount of damage she dealt, until the end of the encounter. Dispel Magic and similar powers can end this effect, but the Excruciator can simply use it again as an immediate action.

    Cripple (Ex) - Excruciators always hit where it hurts. Starting at fifth level, whenever the Excruciator deals slashing or piercing damage to a living creature with a discernable anatomy, they may choose to deal a point of Strength or Dexterity damage as well. This ability may only be used on any given victim until the ability score in question is reduced to one half of its normal maximum (rounded down). This is a pain-based effect, and creatures immune to critical hits are also immune to this ability.

    Sanguine Adaptation (Su): Starting at eighth level, the Excruciator can take on aspects of creatures who share the types she transforms into. Whenever she changes her type, she may take on one subtype of a creature that shares her new type within one hundred feet. Additionally, she may take on one supernatural, spell-like, or psi-like ability of the same creature. The subtype and/or abilities last until the Excrutiator takes on her normal form or chooses to dismiss them as a free action.

    Sanguine Feast (Su): Starting at ninth level, the Excruciator can drink pain and suffering in order to heal her wounds. Once per round, whenever she would deal slashing or piercing damage in melee, she may declare that she is using this ability. If she hits and deals damage, she 'drinks' the pain she causes, healing an amount of hit point damage equal to the damage she deals. Missing with this attack wastes the use of the ability for the round. Additionally, whenever she takes Constitution damage to use a class feature, she heals ten points of hit point damage per point of Constitution damage taken.

    Excruciate (Su): Pain can kill, and the Excruciator is a master of pain. Once per encounter, as a swift action, the Excruciator may designate an opponent currently suffering from a pain effect. That opponent must succeed at a Fortitude save (DC = 10 + Excruciator's class level + constitution modifier) or die. Success indicates that they instead take 10d10 points of damage from sheer physical pain.

    Playing an Excruciator
    Excruciators love what they do and what they are, and they approach life with that firmly in mind. Many drink, feast, and wench to their heart's content. Above all, Excruciators work to recognize their strengths and focus on them, and thus seem overly specialized to some.
    Combat: Excruciators open up with their special abilities, transforming into whatever type and size they think will be most beneficial and putting up any defenses they think will be needed, then wade into melee. Excruciators aim to cripple stronger opponents first - especially spellcasters - and focus their attacks on one opponent until that opponent goes down. Excruciators are often the risk-takers of the party, especially since they can self-heal, and can buy the party valuable time as a distraction as well.
    Advancement: Excruciators most often advance as members of melee-based classes, such as Barbarian or Warblade, but a few become more curious about their shapechanging powers and take levels in druid, wizard, and other classes with form-changing magics. Those who qualify for it often take levels in Warshaper.
    Resources: Excruciators have no central organization, and thus an Excruciator must provide her own resources.

    Excruciators in the World

    "There was blood everywhere - gods, it was everywhere, coming out of her eyes, her mouth. Why wouldn't it stop? Why wouldn't it stop?
    - Goodman Lakni Smith, recalling an encounter with Marianna Vess

    Generally speaking, Excruciators are not welcome in your average home or tavern. Seen as evil, violent and perverted, Excruciators must work hard to maintain acceptance in polite society - assuming they aren't attacked by the City Watch or with torches and pitchforks first. Without exceptional circumstances, an Excruciator doing battle in front of witnesses is generally chased out of town shortly afterwards as an abomination. Those who are accepted into polite society are given a sort of maverick celebrity, a cautious and grudging respect from those they encounter.
    Daily Life: Excruciators are employed; rarely is an Excruciator an independant operator. Whether they belong to a mercenary organization, a church, an evil empire or just an adventuring party, Excruciators gravitate towards people who tell them what to hurt and when. Thus, their daily life is generally spent travelling, doing dirty jobs and collecting various rewards and bounties.
    Notables: The first Excruciator was, amazingly enough, a paladin - Sir Krain the Cursed, who suffered from horrible pain whenever he actively advanced the cause of good in the multiverse. Divine magic could not relieve him of his burden, but his wife, a powerful sorceress, discovered a way to twist and bend the energies of his curse. After mastering the newfound powers granted to him, Sir Krain used them in the pursuit of justice and eventually took on several apprentices. Three of them begged to learn the arts by which he changed his form and bent his pain into power, and he - reluctantly - taught them. From them, all other Excruciators have come.

    One, in particular, has carved herself quite a reputation as a mercenary. Marianna Vess (CN human barbarian 5/Excrutiator 7) heads the Black Blood mercenary company, working for whomever can pay them the most coin. Though she has problems following orders, Marianna is loyal once paid and will not accept a contract that causes conflict of interests. Marianna glories in combat, and quite a few cases of post-traumatic stress disorder have followed in her wake.
    Organizations: Excruciators don't tend towards any one organization in general. Evil Excruciators find that churches of slaughter or war will employ them quite readily, whereas good Excruciators tend to look for gods of defense, justice, or healing. Excruciators have a great respect for gods of suffering or pain, and will often donate to churches of such gods regardless of alignment.

    NPC Reaction
    An NPC dealing with a revealed Excruciator often become fearful and hostile, and unless the Excruciator has powerful friends, a substantial reputation as a good person, or connections, they will be driven out of town or even killed. Those witnessing Excruciators fighting are often scarred by the experience, especially if they have any squeamishness of blood. On the other hand, evil NPCs are often drawn to Excruciators, believing that they might form an alliance. How well this works out depends on the Excruciator in question.

    Excruciators in the Game
    Excruciators fill much the same role as a fighter or a barbarian would in a party - a front-line fighter who can take it and dish it. With their ability to self-heal, coupled with damage reduction and type immunities, Excruciators are very combat-independant, freeing up other members of the party from worrying about them.
    Adaptation: Excruciators are clearly supernatural, and as such can be adapted quite easily into most campaign settings; just pick a god or goddess to act as patrons, or else some kind of curse that may be passed on. In low-magic settings, Excruciators might be empowered by demons or alien beings, and in high-magic settings it might be possible for them to exist without any special accomodations.
    Encounters: PC encounters involving Excruciators are generally battles, usually with whatever group the Excruciator is a part of. Excruciators might also aid the party - usually for a price.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by Lord_Gareth; 2009-02-27 at 10:32 AM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  4. - Top - End - #4
    Dwarf in the Playground
     
    MageSparrowhawk's Avatar

    Join Date
    Oct 2007
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    Void between realities
    Gender
    Male

    Default Re: PrC Contest IX: It's Morphin' Time!

    Half-dragon Ascendant

    "You say there's some kind of winged monster around? I wouldn't worry about it if I were you, it's probably just passing through." Kethen Amavin, A disguised Half-dragon Ascendant to a distraught villager.

    Half-dragons take advantage of their heritage as a matter of course. Being stronger, tougher; constantly armed and armored; it's as much of advantage as it is a problem for them socially. Half-Dragon Ascendants take their heritage further, pulling greater abilities and might from their ancestry, until eventually being able to temporarily take the form of a full dragon.

    Becoming a Half-Dragon Ascendant
    Half-dragon Ascendants have the strange quality of being both born and made. Self made at that. For one reason or another (as all half-dragons have different backgrounds) a half-dragon will decide to delve deeper into his or her heritage. He or she will do this with a parent or relative, usually through long conversation, training combat, or arcane studies. This will begin the process of the half-dragon's blood unlocking its potential.

    Requirements
    Race: Half-Dragon
    B.A.B.: +5
    Skills: Knowledge (Arcana) 10 ranks, Intimidate 5 ranks, Sense motive 5 ranks
    Feats: Dragon Breath and one or both Draconic Tail and Draconic Wings (all three can be found in Races of the Dragon, on pages 98, 98, and 100 respectively)
    Spells: Spontaneously cast 2nd level arcane spells
    Special: You must find and spend one full day communing with one of your dragon relatives (parent is best); or at least a dragon of your variety of adult age or older

    Class Skills
    Concentration, Diplomacy, Escape artist, Intimidate, Knowledge (any), Listen, Search, Sense motive, Spellcraft, Spot, Use magic device; plus any noted in your dragon's type.
    Skill points per level: (6+int)

    Hit Die: d12

    Half-Dragon Ascendant
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +1
    |
    +1
    |
    +1
    |
    +1
    |Dragon Essence, Draconic Familiar, Frightful Interaction, Alternate Form|+1 level of existing spellcasting class

    2nd|
    +2
    |
    +1
    |
    +1
    |
    +1
    |Scaled Armor, Lesser Keen Senses|+1 level of existing spellcasting class

    3rd|
    +3
    |
    +2
    |
    +2
    |
    +2
    |Spell Resistance, Damage Reduction|+1 level of existing spellcasting class

    4th|
    +4
    |
    +2
    |
    +2
    |
    +2
    |Frightful Presence|+1 level of existing spellcasting class

    5th|
    +5
    |
    +3
    |
    +3
    |
    +3
    |Improved Breath Weapon|+1 level of existing spellcasting class

    6th|
    +6
    |
    +3
    |
    +3
    |
    +3
    |Additional Limb(s)|+1 level of existing spellcasting class

    7th|
    +7
    |
    +3
    |
    +3
    |
    +3
    |Greater Keen Senses|+1 level of existing spellcasting class

    8th|
    +8
    |
    +4
    |
    +4
    |
    +4
    |Attack Form Improvement|+1 level of existing spellcasting class

    9th|
    +9
    |
    +4
    |
    +4
    |
    +4
    |Improved Natural-Weapons|+1 level of existing spellcasting class

    10th|
    +10
    |
    +5
    |
    +5
    |
    +5
    |Draconic Ascension|+1 level of existing spellcasting class [/table]

    Spellcasting: The Half-Dragon Ascendant must have at least half of its spells known of the same subtype as its dragon type (e.g. a half red dragon must know more fire spells than any other type) or spells with a draconic theme (list to be added soon).

    Dragon Essence: Each level of Half-dragon Ascendant you gain is also treated as a racial hit die. This increases your HD based abilities accordingly(but nothing else). Also, after every five levels you must return to the dragon relative you qualified for this class with for a number of consecutive days equal to your class level. Until this is completed, no more levels in Half-dragon Ascendant may be gained. This applies past 20th level.

    Draconic Familiar: If you have a familliar, it gains the draconic template. Add half of your Half-dragon Ascendant level to your effective level when determining the abilities your familiar gains. If you do not already possess a familiar, this feature does not allow you to gain one.

    Frightful interaction: Add half your class level to intimidate checks, but subtract half your class level from diplomacy and gather information checks. These only function if you look like a half dragon or have been seen before by the person you are interacting with. You can scare people into doing what you want, but you have a harder time relating to them.

    Alternate Form: You can take the appearance of your non-dragon parent as a free action for as long as you desire any number of times per day. You appear–for all intents and purposes–a creature of your non-dragon heritage, though demonstrating superhuman(oid) feats of strength or using your breath weapon may dissuade people from believing your disguise. This is a polymorph effect.

    Scaled Armor: When you reach second level, your skin starts growing heavy scales over the course of the next eight hours you sleep, but then the scales separate from your body, creating a suit of skin-tight, form-fitting armor (that you are proficient with). The armor provides an armor bonus equal to 4+class level, has a -2 armor check penalty, a +6 max Dex bonus, no arcane spell failure chance, and is considered light armor. You may sleep in this armor despite the check penalty. The removal of this armor is much like sloughing it off (a full round action), however donning it again takes another full eight hours of rest to regrow it. During that time it provides only ½ its normal bonus, grants a 50% arcane spell failure chance and an additional -3 armor check penalty. It cannot be enchanted.

    Lesser Keen Senses: Your darkvision range increases to 90', and you gain Blindsense out to 30'. You can see twice as well as a human in shadowy illumination.

    Spell Resistance: You gain spell resistance equal to 15 plus your racial HD.

    Damage Reduction: You gain damage reduction/magic equal to your racial HD.

    Frightful Presence: You gain a frightful presence like that of a dragon. It only affects creatures of less HD than you, and functions out 30' per 3 levels. A creature who fails on a will save (DC 10+your racial HD+your Cha modifier) and has 4 or less HD become panicked for 4d6 rounds, and those with 5 or more are shaken for 4d6 rounds. On a success, the creature is unaffected by your frightful presence for the next 24 hours. Dragons ignore the frightful presence of other dragons.

    Improved Breath Weapon: You gain a bonus feat, which can be any feat with the [metabreath] or [breath] descriptor. In addition, whenever you use your breath weapon, you may loose a spell slot to add a number of dice of damage equal to the level of the spell slot. The DC also increases by the same numerical amount. This does not take any additional time.

    Additional Limb(s): You grow either a tail or wings, whichever you don't already posses (of the feats you took at first level). The tail functions as the feat Draconic Tail, and the wings grant you a fly speed of twice your movement speed (maximum 120') with average maneuverability. These grow over the course of 24 hours, and until completed, the limb(s) are nonfunctional.

    Greater Keen Senses: Your Darkvision and Blindsense ranges each increase by 30', to a total of 120' and 60' respectively. You can also see four times as well as a human in shadowy illumination, and twice as well in normal light.

    Attack Form Improvement: You gain the ability to make a tail sweep attack as a standard action. It affects a half circle around you, out to 5 feet every 5 levels. This does your tail slam damage +1.5x your strength bonus. Affected creatures may make a reflex save to take half damage (DC equal to your breath weapon DC). You also gain 2 wing slams, which are secondary, bludgeoning attacks for 1d4+1/2 Str.

    Improved Natural Weapons: All your natural weapons are treated as one size category larger. This does not grant you any extra attack forms.

    Draconic Ascension: Once you reach 10th level, you are considered a full dragon. This means you can start taking feats, prestige classes, etc. that only true dragons meet the requirements for. You may also no longer take any form or appearance other than that of a creature with the dragon type or dragon-blooded subtype besides your Alternate Form ability.

    In addition, you gain the ability to take on the appearance of a full dragon of your type for a number of rounds (divided as you wish) equal to your Charisma modifier. This takes a full turn action (this time does not count for the time spent in this form) in which you are surrounded by swirling energy similar in appearance to your breath weapon. This deals no damage, however, it does block line of sight and provides a 50% miss chance.
    You gain the size of a mature adult dragon of your type, with the corresponding size bonuses and penalties. As this is usually huge sized, it includes: +16 Str, -4 Dex, +8 Con, +5 natural armor, and -2 to hit and AC (all size modifiers). This also increases all your natural attack die sizes by 2 steps each. Your breath weapon damage increases to replicate that of a mature adult dragon of your type (save is still determined the same way, though it will be higher because of your increased Con). You may also use any spell like abilities available to a mature adult dragon listed in your dragon type's description, once each (per day).

    Playing a Half-dragon Ascendant

    As a Half-dragon Ascendant, you must learn to balance your spell casting and melee combat.
    Combat: Being a half-dragon, you're naturally a pretty stiff opponent in close-range combat. However, you're still a little squishy on hitpoints from your levels in (probably) sorcerer, as well as your level adjustment. This is compensated by the increased defenses you have at your disposal, as well as your spells, depending on what they are. You aren't the best spell caster by any means, however you are decent. Once you get into close range, you can get pretty brutal though. Never skip a chance to make a full attack action.
    Advancement: To get into this class, you have a pretty focused path. However, your spell selection does play a fairly significant part in where your focus should be. You're good at dealing damage, and should find ways of doing so often. Natural attacks, evocations, and the occasional grapple are all good options, as well as the most magical weapon you can get your scaly hands on. You're also going to get a great deal using an amulet of mighty fists, as it enchants all of your natural attacks.
    Resources: You have a high strength score, a number of natural defensive and offensive abilities, and your spell casting. When disguised, you can be a decent diplomat, but be careful to keep your true form hidden. Your breath weapon doesn't do great damage, but it is enough to be useful all day long.

    Half-Dragon Ascendants in the world

    "Well...she looked like a pretty girl at first...Then she kinda roared and turned into somethin' scaly, scary, and sharp looking...and then she lit on fire and turned into a giant Dragon! Yeah...that's when I ran away. Really fast."

    Half-dragon Ascendants tend to live on the fringes of society, where they can blend into the crowd enough that no one will notice if they happen to just move on somewhere else.
    Daily Life: Half-dragon Ascendants are natural adventurers. Their many skills and abilities, as well as a generally negative most beings have on their existence (whether or not they're nice) set them into the traveling hero niche quite well. However, personality has a large impact on what kind of place in the world he or she might want, and if one can work his or her way into a position of power (high Cha helps with this) it can be a very interesting situation for the villagers who just found out that their beloved mayor is a 'monster'. That is, of course, assuming something goes wrong and the secret is discovered.
    Notables: One of the first known Half-dragon Ascendants is named Kethen Amavin. Child of an elf and the rare 'Lunar dragon' (personal creation, still being worked on for balance), he traveled the world for a very long time, adventuring and assisting dragon-kind whenever possible. He eventually became a demigod and herald for Io. A well-known (and feared) Half-dragon Ascendant is named Kurik. He was born of a human and a red dragon, and had a knack for intrigue. Over the course of many years he slowly worked his way into the council of an aging king, and when the king died in suspicious circumstances, he was able to put the blame on his critics. Shortly thereafter, he seized power while the government was still in disarray, and took control of the city-state. He has slowly been building his influence, and has begun calling himself the Dawn Lord.
    Organizations: Becoming a Half-dragon Ascendant is mostly a personal thing, as as such, there aren't really any groups specifically made up of them. However, they can be found in and around (the few) temples of Io, as the Ninefold Dragon cares for all draconic creatures, whatever they may be.

    NPC Reaction
    For anyone who doesn't know them, Half-dragon Ascendants are monsters. This goes doubly for commoners and people not accustomed to a variety of species. They can occasionally be found living with or near their dragon parent, and possibly that parent's friends or allies. In general, a Half-dragon Ascendant must be disguised if he or she wants to get into any town. Very large cities, and planar-level locations (e.g. City of Brass, Sigil) are the exception to this.

    Half-dragon Ascendants in the game
    To become a Half-dragon Ascendant, you must have been planning on this for a while, if not since character creation. It also helps to counteract the difficulties that go along with a level adjustment of +3, and being a fighter/sorcerer on top of that.
    Adaptation: Practically as long as you have dragons that can reproduce with non-dragons, this class is accessible. A slight modification that eases the inclusion of this PrC is to grant the alternate form ability to all types of dragon.
    Encounters: The type of encounters involving Half-dragon Ascendants really depends on their alignment, and by extension, their dragon type. Most chromatic Half-dragon Ascendants make great opponents, and depending on their level, even good recurring villains. On the other hand, if the Half-dragon Ascendant is good aligned, they can make great friends, allies, or even quest-givers.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Kethen Amavin
    CG Male Elf/Lunar dragon Fighter 3, Sorcerer 4, Half-dragon Ascendant 6
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions

  5. - Top - End - #5
    Ogre in the Playground
     
    crazedloon's Avatar

    Join Date
    Jan 2007

    Default Re: PrC Contest IX: It's Morphin' Time!

    Mimic Mage



    "You know that looks interesting let me try it out"
    -Xendrix Mimic Mage


    Becoming a Mimic Mage
    When a some spell casters are the victims of the abberation mimics they learn to be more careful, but others learn a new source of power. Those who choose the second path find a new font of power by mimicking their opponents abilities as well as becoming like them.

    ENTRY REQUIREMENTS
    Skills:
    Disguise 4 ranks, knowledge(Dungeoneering) 8 ranks, Spellcraft 8 ranks
    Spells:
    Able to cast Alter Self or use Alter self as a spell like ability
    Special:
    Have fought a Mimic and lived to study the creature

    Class Skills
    Bluff, Craft, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (all skills, taken individually), Listen, Perform, Profession, Sense Motive, Spellcraft and Spot
    . Skills Points at Each Level: 4 + int

    Hit Dice: d6

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    | Mimic Item |

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    | Mimic Shape | +1 level of existing class

    3rd|
    +1
    |
    +1
    |
    +3
    |
    +1
    | Mimic’s Knowledge , Greater Mimic Item| +1 level of existing class

    4th|
    +2
    |
    +1
    |
    +4
    |
    +1
    | Mimic Extraordinary ability | +1 level of existing class

    5th|
    +2
    |
    +1
    |
    +4
    |
    +1
    | Mimic Spell, Greater Mimic shape|

    6th|
    +3
    |
    +2
    |
    +5
    |
    +2
    | Master Mimic Item | +1 level of existing class

    7th|
    +3
    |
    +2
    |
    +5
    |
    +2
    | Mimic Supernatural ability | +1 level of existing class

    8th|
    +4
    |
    +2
    |
    +6
    |
    +2
    | Master Mimic Shape | +1 level of existing class

    9th|
    +4
    |
    +3
    |
    +6
    |
    +3
    | Reactive Mimic| +1 level of existing class

    10th|
    +5
    |
    +3
    |
    +7
    |
    +3
    | Mimic Spell like ability |
    [/table]

    Weapon Proficiencies: Mimic Mage gain no proficiency with any weapon or armor.

    Mimic Item:
    A Mimic Mage of 1st level gains the ability to turn herself into any non-magical item of her size or larger and back again. Her options for new form is an item she has seen before and is familiar with. This ability functions like the alternate form special ability, except as noted here. To use this ability a Mimic mage must expend a spell of 1st level or higher. The effect lasts for 1 hour per Mimic Mage level, or until she changes back. Changing form (to Item or back) is a standard action and doesn’t provoke an attack of opportunity.

    Any gear worn or carried by the mimic mage melds into the new form and becomes nonfunctional. When the mimic mage reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the mimic mage’s feet.

    A Mimic mage loses her ability to speak while in item form.

    At 3rd level you may mimic an Item of one size category larger or one size smaller than you, 9th level you may mimic an item two sizes smaller or two sizes larger than you.

    Mimic Shape:
    A Mimic Mage of 2nd level may take the form any creature and back again. Her options for new form is a creature she within her line of sight and up to one size larger or smaller than the mimic mage. This ability functions like the alternate form special ability, except as noted here. To use this ability a Mimic mage must expend a spell of 2nd level or higher. The effect lasts for 10 minutes per Mimic Mage level, or until she changes back. Changing form (to Creature or back) is a standard action and doesn’t provoke an attack of opportunity. Unlike alternate form a mimic mage retains his physical ability scores. If a mimic mage use this ability before a previous use has expired this new form and any special benefits gained when taking it replace those already gained.

    Any gear worn or carried by the mimic mage morphs to accommodate the new shape unless the new shape does not have the appropriate slots (such as a snake not having hands for gloves) if so the item melds into the new form and becomes nonfunctional. When the mimic mage reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the mimic mage’s feet.

    At 5th level a mimic mage may take the form of a creature two sizes larger than her, at 8th level she may take the form of something up to three sizes larger than her or up to two sizes smaller.

    Mimic’s Knowledge: A Mimic mage of 3rd level or higher may make a special Knowledge check whenever she encounters a creature. This knowledge check depends on the type of creature, as described in players handbook pg 78, and the DC is equal to the creatures hit dice plus 10. A successful check allows you to know a bit of useful information about that monster. This can come in the form of.
    -the number of HD and class levels the creature has
    -1 extraordinary or supernatural ability the creature has
    -Spell casting ability and maximum spell available
    -any spell like abilities
    For every 5 points by which your check result exceeds the DC, you know another piece of useful information.

    Mimic Extraordinary Ability: When a mimic mage of 4th level or higher assumes the a form with her mimic shape class feature she may expend any number of spells of 4th level or higher to gain use of an extraordinary ability of the new form. The mimic mage gains use of a number of extraordinary abilities equal to the number of spells expended.
    A Mimic Mage may choose which extraordinary ability to gain otherwise the ability gained is determines randomly. If the Mimic Mage tries to gain use of an ability that the creature does not have the ability gained is determined randomly from among the abilities the creature has. The Mimic mage gains use of the chosen abilities for a number of rounds equal to his Mimic Mage level.

    Mimic Spell: A Mimic Mage of 5th level may make a spellcraft check
    to Identify a spell as it is being cast. If the mimic mage identifies the spell it may attempt a caster level check against a DC 10+CL of the identified spell. If this second check succeeds the Mimic mage may cast that spell by sacrificing a prepared spell or expending a spell slot of the equivalent level of the Identified spell. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and any choices made for the spell. The mimic mage must supply the same components (including verbal, somatic, material, XP, and any focus) required for the mimiced spell.

    Mimic Supernatural ability: When a mimic mage of 7th level or higher assumes the a form with her mimic shape class feature she may expend any number of spells of 5th level or higher to gain use of a supernatural ability of the new form. The mimic mage gains use of a number of supernatural abilities equal to the number of spells expended.

    A Mimic Mage may choose which supernatural ability to gain otherwise the ability is determined randomly. If the Mimic Mage tries to gain use of an ability that the creature does not have the ability gained is determined randomly from among the supernatural abilities the creature has. The Mimic mage may use these abilities for a number of rounds equal to his Mimic Mage level.

    Reactive Mimic: A Mimic Mage of 9th level or higher may use an immediate action to use any of her class features gained from Mimic mage. If she uses the Mimic Spell class ability she may immediately cast that spell or use it to counter a spell as it is being cast.

    Mimic Spell like ability: When a mimic mage of 10th level or higher assumes the a form with her mimic shape class feature she may expend any number of spells of 6th level or higher to gain use of a spell like ability of the new form. The mimic mage gains a number of uses of the chosen spell-like ability that the mimicked creature possesses equal to the number of spells expended. A mimic mage may never use a spell like ability of a creature more times per day than the mimicked creature.

    A Mimic Mage may choose which spell like ability to gain otherwise the ability is determines randomly. If the Mimic Mage tries to gain use of an ability that the creature does not have the ability gained is determined randomly from among the supernatural abilities the creature has. The Mimic mage may use these ability for a number of rounds equal to his Mimic Mage level.

    PLAYING A MIMIC MAGE
    Combat: A mimic mage is a master of the ambush. They will often take the form of inanimate objects until their pray is within range of their spells or within range of their prays own abilities. A mimic mage always takes the form of the most powerful creature it is facing so as to ward of other attackers and to gain advantage of many of the creatures natural abilities but is always weary that he does not have the physical strength of the forms he takes.
    Advancement: Wizards, particularly transmuters, often find the power offered by the many creatures that they can mimic offer a large amount of flexibility. A wizard character will most benefit from a class which continues to augment his changing ability or his ability to hide his real form.

    Resources: A mimic mages resources are only limited by what he is fighting or what he brings to a fight. Mimic mages are often seen summoning other creatures to not only aid them in battle but to give them new options in combat. A mimic mage however must remember he is still only a mage and will benefit from sturdy allies.

    CLASS NAME IN THE WORLD
    ”I could have sworn it was just a chest full of gold. That was until a guy who looked just like Hurkul stood up and started throwing spells at us.”
    -Imanual crazed adventurer


    A brief description of how your class is persevered in the world and how she interacts with the world.
    Daily Life: If a mimic mage is not out gaining experience with new forms out in the greater world he is in a library researching all kinds of exotic creatures and their many abilities.
    Notables: Shilo Silvertongue was a famed mimic mage who’s achievement included hiding on a battle field for nearly a month as a ballista and interacting with a conclave of dragons while fooling them all.

    Benadict Hirule was only apprehended after he infiltrated the kings chamber as a dinner trolley, killed the king and other persons of his court imitating each one for a year ad running an entire kingdom.

    Organizations: Mimic mages fit in anywhere which is the reason many of adventurers are attracted to the class however because of their vast all encompassing versatility they try not to gather together because they gain little experience from mimicking each other.

    NPC Reaction
    Most people only know of mimic mages as mysteries in tombs and weird wizards who disappear as vast monsters with extraordinary abilities. Because of their habit of hiding in plain sight few people react differently than they would to any wizard.

    CLASS NAME IN THE GAME
    Adaptation: Mimic mages can be easily placed in any game as a replacement for your more traditional transmuter. A mimic mage NPC is often a spy or informants.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by crazedloon; 2009-03-23 at 08:46 PM.
    Check out my horrible homebrews

  6. - Top - End - #6
    Ogre in the Playground
     
    Mr.Moron's Avatar

    Join Date
    Oct 2007

    Default Re: PrC Contest IX: It's Morphin' Time!

    Forge Master

    A picture could go here.

    Quote of Some Kind by a member of the class!

    A Forge Master is a weapon smith or armor smith who has transcended the normal definition of the terms. Is the metal he works and the fire he works almost in the way clerics are connected to their gods. He is able to extract precious materials from common dirt, and shape them into glorious masterpieces with the most roughshod of tools. So great is skill, he is able to produce items that rival a Wizard's most powerful creations with nothing but a hammer and his own sweat.

    He is defined by his craft his entirely, and in this regard his flesh follows his spirit. Even his own body is not beyond his ability to shape into a glorious masterpiece of metalwork. As a Forge Master grows in power, he is able to create himself ever-growing, though temporary metal body. As he reaches the pinnacle of his ability, his body even takes on some metallic traits permanently.

    Becoming a Forge Master
    Like the objects he creates, a Forge Master is a product of a long process of planning, refinement and work. A typical Forge Master is fascinated by the weapons & armors from a young age. He does whatever he can learn the secrets of their creation, usually becoming an apprentice to a local smith. However this is only what is typical, there are any number of starts down the path of the Forge Master.However he came to his skills, he will invariably feel unsatisfied with merely creating these items. He will be drawn to use them himself, becoming an accomplished warrior in his own right. Naturally, he will come to realize the natural limits of his creations and seek some way to perfect his craft.

    No one can teach him to become a Forge Master, it can only discovered by his own skill and force of will.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +3
    Feats: Skill Focus[Metalworking]
    Skills: Craft[Metalworking] 8 Ranks
    Special:Must have crafted at least 5 Masterwork Armors & 5 Masterwork Weapons.
    Special:At least 1 armor & 1 weapon from one of the following materials: Admantine, Mithral or Cold Iron[/b]

    Class Skills
    The Forge Master's class skills (and the key ability for each skill) are Appraise(Int), Craft(Int), Profession(Wis)
    Skills Points at Each Level: 2 + int

    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Improved Smithing, Metallic Body (1 Enhancement)

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Create Material, Forge Power 1/Day(Shattering Blow)

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |Metallic Body (2 Enhancements)

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Forge Power 2/Day (Furnace Blast)

    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Metallic Body (3 Enhancements)

    6th|
    +4
    |
    +5
    |
    +2
    |
    +2
    |Forge Power 3/Day (Hammer Strike)

    7th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |Metallic Body (4 Enhancements)

    8th|
    +6
    |
    +6
    |
    +2
    |
    +2
    |Forge Power 4/Day (Edge Perfection)

    9th|
    +6
    |
    +6
    |
    +3
    |
    +3
    |Metallic Body (5 Enhancements)

    10th|
    +7
    |
    +7
    |
    +3
    |
    +3
    |Born of the Forge
    [/table]

    Weapon Proficiencies: A Forge Master gains no new proficiencies with weapons or armor.

    Improved Smithing(Su)
    A Forge Master's craft is so finely honed, he can even make weapons & armor that are magical in armor without the need to cast spells. He may enchant items by paying the same costs in materials & XP as would be needed normally. He needn't have the requisite feats or spells, however he may only work an item that has a total effective enhancement bonus (including the bonus to be added) that is equal or less than his class level (not his character level).

    Thus a Warblade 17/Forge Master 1 could make any +1 Weapon or Armor.

    By the same token a Warblade 5/Forge Master 2 could make a +1 Weapon with a special property with an effective enhancement bonus of 1.

    He can never ignore the normal limitations for crafting items. For example, he can never make a weapon with an actual enhancement bonus greater than +5, even if his level his greater than 5. Though, he could make a +5 Flaming Weapon, at the 6th class level.

    For each class level he has, the time required to make items in this manner is reduced by 10%. At the 10th level, he can create any weapon or armor in just 1 hour, no matter how long it would normally take.

    The caster level for any items he creates is equal to twice his class level. Normally may only use this ability to make weapons & armor, and they must be primarily made of metal.

    However, at the DMs discretion he may also use it to make wondrous items that are sufficiently armor-like, such as bracers or helmets. Provided they are primarily made of metal. If the DM allows this, the maximum value of the item created should not exceed the value of an armor with a total enhancement bonus equal to his class level (not his total character level).

    Create Material(Su)
    At the 2nd level, a Forge Master needn't have access to the appropriate materials to create items, the creative spark burns so brightly in his soul that he force even ordinary earth to take the form of extraordinary materials as he works it into an item.

    At his option, Instead of paying a gold costs for materials to craft items, he may invest a portion of himself in the process by paying xp. Determine the gold cost for crafting materials (as normal for the item be created ), he pays 1/5th this in XP. He may even use this ability to replace the materials cost of a magic item.

    Metallic Body(Su)
    A Forge Master can fuse his own body and his metal armor, taking on a new stronger form. He retains the basic shape of his normal form, but it is metallic and construct-like. His joints become segmented, almost mechanical looking. His facial features become still and statue-like, his eyes vanish and are replaced by polished facets of silver or gold.

    Transforming takes a swift action, and to use this ability he must be wearing metal armor that he crafted himself. The transformation lasts 2 rounds plus an additional 1 round for every 3 class levels he has beyond the first. Once he has used this ability he cannot use it again until after the end of the current encounter.

    While transformed the Forge Master suffers no armor check penalty or arcane spell failure chance. He faces no limitations on his dexterity bonus or his movement due to his armor. He may also be treated as wearing any armor type, or even no armor at all for the purposes of any abilties he may have related to armor type, each ability is individually treated as him having the most beneficial amount of armor for that ability.

    Additionally at the time he transforms he may choose 1 special ability.At the 3rd level and every 2 levels there after he may choose one additional ability. Which abilties he may choose is determined by the number of ranks he has in Craft[Metalworking].

    Tough Body(Requires 8 Ranks Craft[Metalworking]):
    The forge master gains a bonus to constitution equal to 2 + 1 for every 4 ranks he has in Craft[Metalworking] beyond 8.

    Battle Arm(Requires 8 Ranks Craft[Metalworking]);
    The Forge Master fuses a single metal weapon he is using into his body, replacing one of his hands. Once per round as a Swift Action he may make a single melee attack with the weapon at his highest base attack bonus, with a -5 penalty. If he is using two light weapons, he may replace both his hands in this manner making 1 such attack with each weapon using a swift action.

    Bulky Body (Requires 10 Ranks Craft[Metalworking]):
    The Forge Master increases in size by 1 category. His space and reach change to match his new size, and any equipment he is holding re-sizes along with him.

    Chained Arm(Requires 10 Ranks Craft[Metalworking]):
    This ability is way too wordy & complicated. I need some way to prune & simplify it without losing the main functionality.
    Spoiler
    Show

    The Forge Master fuses a single metal weapon he is holding into his body. Transforming his arm into a bladed harpoon-like weapon (2d8 Slashing 19-20/x2), chained to him at the wrist. It has all the properties of the weapon he absorbed, such as material and magic enhancements. He may also use it as thrown weapon with a range increment of 50ft. Since it is lashed to him and basically a part of his body he may direct to make a full attack, though he takes a -2 on attack rolls while doing so.

    Alternatively as a full-round action, he may make a single ranged attack against an enemy with the weapon. This attack deals 1.5 times normal damage, and deals piercing instead of slashing damage. If it hits the weapon becomes lodged in the target. Each round it remains lodged in the target, it deals damage equal to the original damage. Though while it is lodged in this manner the Forge Master may not attack with it. The Forge master may dislodge at will, or the target may attempt to remove it as a full round action with an opposed strength check. Regardless of how the weapon dislodges, it deals damage equal to 1/2 the original damage when it does so.

    Unless the Forge Master allows it, the target may no longer move away from him without making an opposed strength check (the forge master gets a +4 bonus on this check). On his turn the forge master may make a similar check as a move action, to attempt to reel the target. If he does, it moves a number of feet towards him equal to 5ft for each point he won the opposed strength check by.

    Whatever the result, the chain always accommodates any distance between the Forge Master and his target up to 1000ft. At which point the weapon automatically dislodges and returns the Forge Master.


    Durable Body(Requires 12 Ranks Craft[Metalworking]):
    The Forge Master gains Damage Reduction/- equal to 1/2 his hit dice. This stacks with all similar damage reduction from other sources (such as Barbarian's damage reduction, or Adamantine Armor).

    Molten Arm(Requires 12 Ranks Craft[Metalworking]):
    The Forge master fuses with a single metal weapon he is holding, replacing one of his hands. While it retains the shape and properties of the weapon original weapon, the new limb is entirely made of molten metal, held rigid by some unseen force. The weapon now deals fire damage instead of it's regular type. If he is holding two light weapons, he may replace both his hands in this manner.

    Additionally, each time a target is struck by the weapon in a round, it is severely burned. This causes it to take a cumulative -1 penalty to attack rolls for each hit. This effect lasts until the start of the Forge Master's next turn.

    Swift Body(Requires 14 Ranks Craft[Metalworking]):
    Once per round the Forge Master may move up to 1/2 his normal speed as a swift action. This movement does not provoke any attacks of opportunity.

    Hammer Arm(Requires 14 Ranks Craft[Metalworking]):
    The Forge Master fuses with one metal weapon he is holding, replacing one of his hands. The new limb is shaped like a large hammer, and deals bludgeoning damage but is otherwise identical to the weapon absorbed. The heft of the weapon allows him to apply two tims his strength bonus on damage rolls with it.

    Alternatively, as a full-round action he may make one powerful blow against a single opponent he threatens. He makes a normal melee attack, if it hits it deals twice normal damage. A creature struck in this manner must make a Fortitude with a DC equal to the damage dealt by the attack. Failure means they are thrown a number of feet in the same direction the Forge Master attacked from, equal to the damage dealt. If they hit a solid surface before their movement is complete, they take damage equal to that dealt by the attack again.

    Resistant Body(Requires 16 Ranks Craft[Metalworking]):
    The forge master gains spell resistance equal to his ranks in Craft[Metalworking] - 1.

    Serrated Arm(Requires 16 Ranks Craft[Metalworking]):
    The Forge Master fuses with one metal weapon he is holding, replacing one his arms. The new limb is covered vicious serrations, allowing it to cause slashing damage in addition to whatever damage type it already deals. Each time the weapon hits it's target, it makes vicious wounds that continue to bleed.

    At the start of each of its own turn, a creature that has been struck by the weapon must make a fortitude save DC(10 + Class Level + STR Mod) or take 1d6 damage for each hit it has taken. The number of wounds is cumulative until the target makes a successful fortitude save, at which point all damage ends.

    If the Forge Master is using two light weapons, he may absorb them both and replace both his hands. However the wounds caused by such weapons only deal 1d4 damage each.

    Forge Power(Su)
    Starting at 2nd level, a Forge Master can call on his skills and the supernatural essence of the forge once per day. At the fourth level and every 2 levels thereafter
    he gains another use of Forge Power. As he increases in level, he learns new ways to utilize this source of power.

    Shattering Blow:
    With a standard action, the Forge Master makes one mighty swing with his weapon. By using his understanding of the weapon, he strikes with it's true potential.

    When the Forge Master uses this ability he makes a Craft[Metalworking] check, and a single melee attack. If the attack hits it deals extra damage depending on the result of the check. He must be using a metal weapon of his own creation to use this ability.

    12-18: +2d6
    19-25: +4d6
    26-32: +6d6
    38-44: +8d6
    45+: +10d6
    If the creature or object struck is primarily made of metal (such as a Sword or Iron Golem),roll d10s instead of d6s.

    Furnace Blast
    With a standard action, the Forge Master summons up a blast of heat hot enough to melt lead.

    When the Forge Master uses this ability he makes a Craft[Metalworking] check. All enemies within the area take fire damage, Reflex Save 1/2 damage DC (10 + Class Level + STR Mod).

    At his option he may choose for the area to either by a 15-ft cone, or a 30ft line. Creatures that fail their reflex saves also take continuous damage equal to 1/2 the initial damage at the start of their own turn, for the next 2 rounds. This damage stops if they take any sort of cold damage, submerge themselves in water, or somehow otherwise reasonably diffuse the heat.

    The damage done is determined by the result of the Craft[Metalworking] check:
    12-18: 1d8+2
    19-25: 2d8+6
    26-32: 3d8+9
    38-44: 4d8+8
    45+: 5d8+10

    Hammer Strike:
    With a standard action, the Forge Master slams his weapon against the ground, like a hammer against iron, letting out an intense shock wave that can topple his foes.

    When the Forge Master uses this ability, he makes a Craft[Metalworking] check. All enemies within the area are knocked prone (no save) and must succeed on a reflex save (10 + Class Level + STR Mod) or be stunned for 1 round.

    The size of the area depends on the result of the Craft[Metalworking] check and is centered on the Forge Master:
    12-18: 5ft-Radius Spread.
    19-25: 10ft-Radius Spread.
    26-32: 15ft-Radius Spread.
    38-44: 20ft-Radius Spread.
    45+: 25ft-Radius Spread.

    Edge Perfection:
    With a Swift Action, a thread of energy arcs between the Forge Master and his nearby creations. Surrounded by a near-imperceptible aura of energy, they strike true even against tough foes.

    When the Forge Master uses this ability he makes a Craft[Metalworking] check. For the next minute, any attack made by him or his allies with weapons he has created are able to ignore a portion of any damage reduction the enemy has. The type of damage reduction doesn't matter, even Hardness and DR/- are ignored.

    The amount of Damage Reduction or Hardness ignored is determined by the Craft[Metalworking] check:
    12-18: 5
    19-25: 10
    26-32: 15
    38-44: 20
    45+: 25

    Born of the Forge(Ex)
    At 10th level, the Forge Master becomes forever tied to his craft. He may assume his Metallic Body form at will. When he uses it in this manner, he does not gain any special abilties but is freed from the restrictions of his armor as normal. He may also always choose to be treated as either is actual type or a construct for the purposes of any beneficial effects that relate to type. This does not actually grant him any of the traits or immunities of a construct.

    Playing a Forge Master
    Brief description on how to play the class you are designing.
    Combat: Being a creator of weapons & armor, a Forge Master's place is with his creations, on the front line. While his combat training and toughness are not top-of-the-line, they are still very respectable. He can't match a purely martial character blow-for-blow meaning he is somewhat of a secondary combatant.However, his special abilties make up for his unspectacular baseline performance.

    By selecting the proper enhancements for the situation at hand, his Metallic Body ability can change him from a run-of the mill combatant to a true powerhouse, for a time at least. Even at the highest levels he cannot sustain the transformation for the whole of extended combats. Good timing and proper judgment help make the most of his strongest ability.

    His Forge Power ability provides him with powerful options, even in situations where he can't use his Metallic Body. However his uses are extremely limited, so attempting to use it at every opportunity will quickly leave him without. He should carefully consider how much he will get out of a single use, and only apply it in optimal situations.

    Advancement: Once he has fully explored the path of a Forge Master, an individually will usually continue on into more martial training. It doesn't matter if it's a class he took before, or a completely new one. All that matters is that he has perfected the art of making weapons, and he must now work to perfect using them.

    One common choice is to head into another prestige class, that provides him an opportunity to specialize with his favorite creation.

    Resources: One defining feature of the Forge Master, is that he does not
    need resources, he creates them. He needs no guild, no tools, no materials, he simply creates. Because of this, they tend to either have very strong connections or none at all. If they are generous with their skills, they likely have many allies amongst those they have supplied. If they take full advantage of their self-sufficiency, they likely have none at all.

    Forge Masters in the World
    ""


    Daily Life: All forge masters spend a great deal of their life working on perfecting their skills at making weapons & armor. However beyond this, it is an incredibly individual life. Some fight, some don't. Other than their dedication to the craft, the lives of any two Forge Masters aren't any more likely to have anything in common than any other two random people.


    Notables: Nobody knows who the first Forge Master was. Given the nature of the profession, it isn't surprising.

    However by far the most well known is Mara Valen, though long since deceased her many example of her work till exist. While she made all manner of items, out of respect of the great width of her craft she had favorites.

    The heads of Halberds & Longspears were by far her her favorite, particularly those carrying the Shocking Burst or Holy properties. Regardless of the type of weapon, all her work leaves a distinctive seemingly glowing orange trail when swung. While the doesn't actually have any effect or produce any light it is useful in identifying her work. Which, if in good condition can have considerable value to collectors.

    She was also fond of creating basic +1 Breastplates, mostly to practice her ornamental work, for those she worked almost exclusively in mithral. Mostly depicting battle scenes between god's of war and their armies, the engravings are intricate but also somehow very resistant. Able to remain undamaged even after extended use as combat gear.

    The biggest notable living (or rather existing) entity associated with the Forge Masters is actually a piece of her own work: A sentient Halberd, whose mind is said to have grown so strong he can actually wield himself by force of will alone. Said to go by the name "Norenz" he is rumored to command a group of traveling mercenaries, though most just dismiss it as a fanciful story.


    Also of note is Garren Steelsoul, a Dwarven Forge master noted below in the "Encounters" section.


    Organizations: There are no organizations of Forge Masters. They make exist within other organizations, such the millitary or general craftsman's associations but these are not hard and fast rules.

    NPC Reaction
    The reaction depends on the reputation of the smith's goods. His name spreads with his work, and while they might not recognize him they will recognize his craftsman ship. Forge Master tend to have distinctive styles, so someone using equipment made by one tends to stand out. Of course, if the forge master is an unknown (or at least a relative unknown) they probably won't notice at all.

    This is of course, assuming they figure out that the Forge Master himself is actually the forge master, and not simply someone who is a good customer.

    Once recognized, people tend to treat them as they would any powerful warrior. A forge master's transformation skills aren't widely as known his crafting abilties and so don't color people's reaction very much. This means they treat much like they would any other master craftsman. So, dwarves and warriors in particular tend to look at them respect.

    Those few aware of their ability to transform, tend to be either curious, or afraid. They might ask for a demonstration out of curiosity, or show away for fear of being on the wrong side of someone who can make his hands turn into swords.


    Forge Masters in the game
    Adaptation: While as written, the class isn't part of an organization, it easily could be. An elite order of craftsman who create weapons of near-legendary status. It could also represent a specialized school of warriors who emphasize self-dependence, and thus must take normal weapon creation methods to the extreme. Of course, the class can even be easily adapted for things other than metalwork.

    For example, replace the metalworking skill with woodworking, and you'd have a start at a class that specializes in creating bows. "Shattering Blow" could replaced with "Piercing Shot" and kept largely the same, except for working only with bow attacks, while "Furnace Blast" becomes "Splinter Blast" and deals piercing damage. Metallic Body is replaced by "Wooded Body" with any enhancements that don't fit theme tweaked so they do.

    Perhaps the class focuses on making constructs rather than equipment. In this case they simply work metal and stone, instead of just metal. The class would gain a construct that grows in power like a Druid's Animal Companion instead of the Forge Power abilties. Though to prevent dead levels minor abilties to fill the gap are recommended.

    The class actually works quite well, with any craft-related themes. So long as whatever is being crafted is tangible enough to provide for some sort of bodily transformation it should work fine. The main themes of the class are magic-level construction without magic, and the ability to fuse with whatever they work on. So long as those themes remain intact, just about anything else can be done with the class.

    Encounters:The most common way a party can encounter a Forge Master, is a someone who is willing to make them magic equipment that they might not otherwise be able to find due to time, monetary,or other constraints. Of course, this isn't the only circumstance they could meet. Perhaps a Forge Master has heard of some great material in a far-flung place, and wishes to find it so he can replicate it himself, using his create material ability. Since even a small quantity of a rare material would do, he might offer to make them weapons or armor from it as reward. Forge Masters are found wherever powerful warriors are, as those are the primary users of their creations. A Forge Master might simply be a dynamic personality in the employ of someone important, keeping their greatest champions well-equipped.

    All these can be reversed of course. Perhaps an evil Forge Master is trying to kill off anyone who is potentially matching their skill. Perhaps they are raiding a temple for some well-protected key to creating a weapon of great power. A Forge Master can show up anywhere weapons or armor used, for the same number of reasons that those same items might be used.

    Sample Encounter
    EL 16: Garren Steelsoul is a smith of legendary skills with a bad temper and a greedy streak.

    PCs will often hear of someone who is capable of producing magic item with great speed and skill, at a time when such a service might be needed.

    Generally speaking, Garren drives a hard bargain, charging up to 15% more than standard market price for his wares. However he tends to work in remote regions where they might otherwise be unavailable, meaning he is often "The only game in town".

    He also little tolerance for hagglers. While PCs can attempt to talk him down on his prices A successful DC 35 diplomacy check will cause him to reduce his prices to only 10% above normal, a failed attempt means he raises his prices further to 20% above market.

    Those who really try his patience are likely to be removed from his workshop forcefully, though he generally doesn't use lethal force. Any attempt to intimidate him into lowering his prices will typically result in this reaction, unless the PCs are particular well-known as ruthless and powerful fighters.

    Any attempt to steal from him is met with a considerably firmer reaction. His reputation for this is very well known.

    He is exceedingly interested in new materials. If the PCs can provide him with a sample of a material he has not encountered before (a material other than Silver, Cold Iron, Adamantine, or Mithral) he will gladly accept it in exchange for his services. If provided with material like this, he will offer to sell one item at 10% below normal market value.

    Because of his create materials ability, once he has gotten a sample of a material he can make unlimited amounts of it. Meaning brining him a small amount of something rare and useful can result in a whole armory made of the material in question. Provided they pay for his services, of course.

    If PCs do enough business with him, he might even eventually charge fair prices. Maybe. Sometimes.

    Should the PCs come to blows with Garren his tactics are included below.

    Garren Steelsoul
    Nuetral/Male/Dwarf/Fighter 4/Barbarian 2/Forge Master 10
    Init +6, Senses: Darkvision 60ft Listen +3, Spot -1,
    Languages Common, Dwarven, Ignan, Terran
    ------------------------------------------------
    AC23(+25 Frenzy) , touch 12, flat-footed (21)
    128 hp (16 HD)
    Fort +19, Ref +6(+8 Frenzy), Will +5
    ------------------------------------------------
    Speed30 ft. (6 squares)
    Melee +23/+18/+13 Dwarven Waraxe(1d10+14+1d6 Fire 19-20/x3)
    Melee(Frenzy) +23/+23/+18/+13 Dwarven Waraxe(1d10+17+1d6 Fire 19-20/x3)
    Base Atk +13, Grp +19
    Supernatural Abilities
    Metallic Body
    Forge Power 4/Day
    Whirling Frenzy 1/Day
    -----------------------------------------------
    Abilities Str 22(26 Frenzy), Dex 14, Con 16, Int 12, Wis 9, Cha 8
    SQ
    Stonecunning, Fast Movement
    Feats
    Power Attack, Weapon Focus[Dwarven War Axe], Skill Focus[Metalworking], Weapon Specialization[Dwarven Waraxe], Iron Will, Improved Iniative, Great Fortitude, Ability Focus[Forge Power], Improved Critical[Dwarven War Axe]
    Skills
    +20 Craft[Metalworking], +4 Climb, +10 Swim,+4 Jump +3 Listen, -2 Swim
    Possessions[/QUOTE]
    +3 Flaming Adamantine Great Axe
    +3 Mithral Full Plate
    Belt of Giant Strength + 4

    For ease of reference, Garren's Typical stats when using his metallic body ability are provided here. Though, given special circumstances he may well choose different abilties:
    Spoiler
    Show

    Garren Steelsoul(Metallic Body)
    Nuetral/Male/Dwarf/Fighter 4/Barbarian 2/Forge Master 10
    Init +6, Senses: Darkvision 60ft Listen +3, Spot -1,
    Languages
    ------------------------------------------------
    AC22(+24 Frenzy) , touch 12, flat-footed (21)
    128 hp (16 HD)
    Fort +19, Ref +6(+8 Frenzy), Will +5
    ------------------------------------------------
    Speed30 ft. (6 squares)
    Melee +23/+18/+13 Dwarven Waraxe(2d8+17 [Fire Damage]+1d6 Fire 19-20/x3)
    Melee(Frenzy) +23/+23/+18/+13 Dwarven Waraxe(2d8+21 [Fire Damage]+1d6 Fire 19-20/x3)
    Base Atk +13, Grp +23
    Atk Options
    Power Attack
    Supernatural Abilities
    Full Round Action: Hammer Arm Attack +23 Melee 4d8+34(2d10+42 in Frenzy) [Fire Damage] +1d6 Fire (19-20/x3).
    Metallic Body (Resistant Body, Large Body, Swift Body, Hammer Arm, Molten Arm)
    Forge Power 4/Day
    Whirling Frenzy 1/Day
    -----------------------------------------------
    Abilities Str 22(26 Frenzy), Dex 14, Con 16, Int 12, Wis 9, Cha 8
    SQ
    Stonecunning, Fast Movement, Spell Resistance 18
    Feats
    Power Attack, Weapon Focus[Dwarven War Axe], Skill Focus[Metalworking], Weapon Specialization[Dwarven Waraxe], Iron Will, Improved Iniative, Great Fortitude, Ability Focus[Forge Power], Improved Critical[Dwarven War Axe]
    Skills
    +20 Craft[Metalworking], +4 Climb, +10 Swim,+4 Jump +3 Listen, -2 Swim
    Possessions[/QUOTE]
    +3 Flaming Adamantine Great Axe
    +3 Mithral Full Plate
    Belt of Giant Strength + 4



    Tactics:
    Spoiler
    Show

    Garren will almost always spend his first turn Transforming into his Metallic Body, and knocking his enemies off-gaurd Hammer Strike. He'll use his remaining move action to move in towards whoever he perceives as being the least protected (or someone who is obviously a caster).

    Once he has chosen his target, he will attempt to batter them down with his physical attacks. If he notices any obvious magical defenses that might prevent him from doing so (such as mirror images) he'll instead try to hit him them with his furnace blast, so the ongoing damage hinders their ability to concentrate.

    If another enemy closes and makes it particular hard for him to engage his chosen target, he will attempt to remove the distraction by power-attacking with his hammer arm in an attempt to blow them backwards.

    If there are no lightly armored/spellcasting opponents left, he will go after those with the strongest physical atttacks next. He will attempt to save anyone wearing heavy armor for last.

    If dropped below 30 health, or his metal body expires and he is left with no more uses of his forge power he will attempt to surrender.

    While he'll give the PCs whatever they demand, he holds grudges.

    (If wish to add depth or re-use him, below is a suggestion how another encounter might take place with him):


    Spoiler
    Show

    Assuming he survives the first encounter, he'll look to get revenge. He has up to 100,000gp in wealth stored elsewhere than on his person or in his workshop, acquired from his lucrative business. He'll spend this on hiring mercenaries, spell casters and other aids. One his favorite tactics is to buy contingent spells (see complete arcane) design to counter whatever tactics he noticed the PCs using before. It usually takes him 2d12+4 days scrape together all his supplies, and find the PCs.
    Last edited by Mr.Moron; 2009-03-22 at 03:23 AM.

  7. - Top - End - #7
    Ogre in the Playground
     
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    Aug 2007
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    In your head.
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    Default Re: PrC Contest IX: It's Morphin' Time!

    Silvermoon Hunter


    A Silvermoon Hunter slaying another werewolf.


    "You turned me into your worst nightmare."
    -Dalen Alcenan, A Silver Hunter
    From the dawn of time people have disliked things about themselves, wanting to change what and who they are, and sometimes even going as far as hating themselves, and everyone who is like them.

    Silvermoon hunters are the extreme of such, a lycan who was not born as such, but forcefully turned into one, they take on the hatred towards what they have become on other lycans, in a quest to "repair" the fact they are lycans by exterminating all lycans who prove a threat to society.

    BECOMING A SILVERMOON HUNTER
    Becoming a Silvermoon Hunter is usually the mistake of a lycan, some of them find it amusing to turn the ones that hunt them into other lycans, assuming they will lose their mind and turn into what they hated the most, but a few learn the path to be silvermoon hunters, becoming all more deadly for the lycans who fooled with them.

    ENTRY REQUIREMENTS
    Race: Afflicted Lycanthrope.
    BAB: +4
    Skills: Control Shape 5 ranks.
    Class Ability: Favored Enemy (Lycanthropes)

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Control Shape (Wis), Disguise (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis)
    Skills Points at Each Level: 4 + int

    Hit Dice: D10
    SILVERMOON HUNTER
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    |Willing Transformation

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Lycanhunter Claws +1

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +3
    |Track the Beast

    4th|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Lycanhunter Claws +2

    5th|
    +5
    |
    +4
    |
    +4
    |
    +4
    |Animal Inside

    6th|
    +6
    |
    +5
    |
    +5
    |
    +5
    |Lycanhunter Claws +3, Improved Lycanhunter Claws

    7th|
    +7
    |
    +5
    |
    +5
    |
    +5
    |Silver Resistance

    8th|
    +8
    |
    +6
    |
    +6
    |
    +6
    |Lycanhunter Claws +4

    9th|
    +9
    |
    +6
    |
    +6
    |
    +6
    |Reverse The Curse

    10th|
    +10
    |
    +7
    |
    +7
    |
    +7
    |Lycanhunter Claws +5, Darkest Hour[/table]


    Weapon Proficiencies: A Silvermoon Hunter gains no new proficiencies.

    Willing Transformation (Ex) A Silvermoon Hunter is not in danger of alignment change when transforming into his hybrid or animal form when transforming willingly or by failing a control shape check.

    Lycanhunter Claws (Su) The fangs and claws of the Silvermoon Hunter are exceptionally effective at fighting other lycans, he gains a +1 enchantment bonus to attack and damage with his natural weapons against other lycans at second level. this bonus improves to +2 at forth, +3 at sixth, +4 at level 8 and +5 at level ten.
    Starting at Sixth level the Silvermoon Hunter also gains half the bonus, rounded down, against every other favored enemy.

    Track the Beast (Ex) The scent of a Silvermoon Hunter becomes a tool for tracking down lycanthropes, starting from third level he gains a bonus equal to his class level on Survival checks to track his favored enemies, and twice that much against lycanthropes. using his scent, also he gains the ability to smell the presence of any lycanthrope from 10 ft. per class level, including his animal form and whether he is afflicted or a natural born lycanthrope.

    Animal Inside (Ex) At fifth level the Silvermoon Hunter learns how to truly let go of his cursed form, making him a lethal killing machine. once per day as a swift action he may choose to unleash the "inner animal", while in hybrid form his claw attacks deal damage as tough as they were two size categories bigger, and have a critical threat of 18-20/x3, the natural armor of the silvermoon hunter is also increased by 2 during the duration of the effect. this lasts for a number of rounds up to twice his class level, but he must continuously fight during that time, if he makes no attack for two rounds a row the effect ends immediately.

    Silver Resistance A seventh level Slivermoon Hunter gives away a part of his curse, turning his DR 5/silver into 5/-, while the change makes other lycanthropes unable to ignore his DR with their natural weapons, he still ignore the DR of other lycanthropes as tough as it remained the same. the lycanhunter claws of other Silvermoon Hunters is also ineffective against Those who got Silver Resistance.

    Reverse the Curse (Su) The ninth level Silvermoon Hunter gains incredible insight into the way the curse functions, allowing his own bite-while cannot infect others, it can actually remove the curse of lycanthropy from these who were bitten within the last three days.

    Darkest Hour (Su) During darkness the Silvermoon Hunter becomes the manifestation of everything he hates and fears about lycanthropes, his hybrid form changes into something far more terrible, gaining an additional +2 bonus to strength, constitution and dexterity, the transformation is so extreme that every creature with less or equal HD witness him attack, charge or make any other hostile action within 100 ft. is forced to make a will save (DC 10+HD+Cha modifier) or become panicked for 4d6 rounds. if a creature makes the save he does not need to make it again in 24 hours.

    PLAYING A SILVERMOON HUNTER
    Your first and foremost goal is to rid the world of the lycan threat, and as such you will take any opportunity to hunt them even if it sways you from your path, as long the monster is slain-the delay was worthwhile.
    Combat: Silvermoon Hunters are highly focused in battle, taking the maximum from their hybrid form into a storm of claws, attacking the highly vulnerable enemy lycanthropes first off, and then turning into other "squishy" opponents. while accurate, they are aware to the fact they can't deliver much of an impact to non-lycanthropes.
    Advancement: A silvermoon hunter might want to advance as a ranger (or whatever class who granted him favored enemy) to improve his ability to hunt and destroy lycanthropes, other tracker classes are also an option, more combat-oriented Silvermoon Hunters might want to take on barbarian or warshaper, maybe even monk to grants themselves more non-equipment based skill.
    Resources: A slivermoon hunter has nobody to turn to, he hunts the only who could truly accept him, making him face the world alone, or with close friends, mostly who knew him before the affliction.

    SILVERMOON HUNTERS IN THE WORLD

    "Despite our mistrust at him, he proved much help. it was like fighting fire with fire."
    -Saliem Gregory, party leader who hired Dalen to hunt werewolves.

    Slivermoon Hunters are unwanted, as the rest of thier kind. but they are the best answer to a lycan who terrorizes the innocent, and many holy warriors are aware of it, and consider them as close allies. rare cases are to be mentioned of silvermoon hunters who became local heroes and guardians of some town or village after destroying a lycan scourge, usually the one who has bitten them from the first place.
    Daily Life: Mercenary life if the best a silvermoon hunter can hope to, life as a wanderer who hunts down one lycan at a time is far more common. they enjoy learning more of lycans, how to destroy them, and are forever in a search for a cure that all can afford.
    Notables: Notable Silvermoon Hunters are rare, as they tend to hide their identity, however a few made quite some noise during time, the first recorded Silvermoon Hunter was surprisingly an evil bounty hunter who turned into a werebear after trying to capture him, this caused him to go on into a crusade against lycans of all kinds, causing what nearly became a genocide and actually a few breeds of the lycans such as the Werecrocodile and Werehyena were not recorded ever been seen again, altough there are a few rumors. a fresher example is Dalen Alcenan, a lycan hunter who was bitten by a werewolf and learned how to use the lycan's own power against them, turning him to one of the best lycan hunters in history.
    Organizations: The order of the crescent moon is a small organization of paladins who were unfortunate enough to be bitten and infected, they host a training center to all who desire to study how to control the curse, but also autonize the ones who fail to do so. the order is currently led by Dalen Alcenan.

    NPC Reaction
    The common villager is unlikely to even be aware of Silvermoon Hunter's existence and consider him such as any member of his lycan race, but those who are familiar with Silvermoon Hunters will consider one of any alignment as one to respect, and if opposed then also to fear, as he is likely very powerful both in mind and body.

    SILVERMOON HUNTERS IN THE GAME
    The role of a silvermoon hunter is of a tracker and specialized fighter, he is capeable of fighting in-par with your standard fighter, but his true power only comes out against lycans, against such opponents he is almost unstopable and should be able to defeat far more powerful opponent then himself.
    Adaptation: As Silvermoon Hunters do not depend on any setting-specific powers or gods they can be easily placed in any setting containing lycans, settings where they are common will be the best place for them.
    Encounters: An encounter with a Silvermoon Hunter is unlikely to happen unless the party contains lycans or fighting such, in any case it is likely he will attempt to talk to the party before attacking. another option that might take people familiar with silvermoon hunters off-balance is make them leaders of the pack, ruling trough fear, and for people unfamiliar it can be quite a surprise when silver does not seem to work against the werewolf lord they were hunting.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL 15: Devian the sneak roams the city, killing and robbing on left and right. he is a unique lycanthrope who is immuned to silver, making it impossible to the under-trained un-equipped city guards to fight him. he favors striking from the shadows, along with his small gang of wererats they are quite a fearsome bunch, luckily they have no natural-born, so they can't spread the curse.


    Devian Kerman
    Chaotic Evil/Male/Human (wererat)/Rouge 3, HD 1, Ranger 1, Silvermoon Hunter 7
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by boomwolf; 2009-03-14 at 04:19 PM.


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  8. - Top - End - #8
    Troll in the Playground
    Join Date
    Nov 2005
    Location
    Bellingham, WA
    Gender
    Male

    Default Re: PrC Contest IX: It's Morphin' Time!

    Huixxa Vo Nyarlathotep


    Do N'noitorra, in a fairly humanoid shape

    In the beginning, there was more than just darkness. In the beginning there was seething chaos in a universe yet unhardened. In the center of the universe, the nuclear god Azathoth grows and the universe shunted off it's terrible flesh, and because this god was a blind idiot god, it's servant would touch the universe on his behalf... and that servant is the Crawling Chaos, Nyarlathotep.
    There are mad mortals, capable of warping their own flesh much like the chaos being to become other creatures. These creatures are not nearly as capable of it as Nyarlathotep is... but as their thralls of madness, they come close. Huixxa Vo Nyarlathotep are warriors and beasts that warp their shapes into more capable forms of madness and aberration.

    HD: d8

    Requirements
    Race: Changeling or Doppleganger
    Alignment: Chaotic neutral or chaotic evil
    BAB: +5
    Skills: Knowledge (the planes) 4 ranks, Tumble 10 ranks
    Feats: Mutable Body*, any two aberrant feats
    Maneuvers: Ability to use 4th level maneuvers of either the Far Realm or the Kaleidoscopic Dream disciplines.
    Deity: Nyarlathotep
    *Feat can be found in Races of Eberron

    Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (the planes), Listen, Martial Lore, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Swim and Tumble
    Skill-points per level: 6+Int modifier

    {table="head"]Level|BAB|Fort|Ref|Will|Special
    1st|+0|+0|+2|+2|Morphic weapon
    2nd|+1|+0|+3|+3|Festering mind strike
    3rd|+2|+1|+3|+3|Maiming weapon
    4th|+3|+1|+4|+4|Bonus aberrant feat
    5th|+3|+1|+4|+4|Manyflesh shaping
    6th|+4|+2|+5|+5|Anarchic weapon
    7th|+5|+2|+5|+5|Stance of crawling chaos
    8th|+6|+2|+6|+6|Bonus aberrant feat
    9th|+6|+3|+6|+6|Alien mind
    10th|+7|+3|+7|+7|Impose instability
    [/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|0|1|0
    2nd|1|0|0
    3rd|1|0|0
    4th|0|0|1
    5th|1|0|0
    6th|1|0|0
    7th|0|1|0
    8th|1|0|0
    9th|1|0|1
    10th|0|0|0
    [/table]

    Weapon and Armor proficiencies: Huixxa vo Nyarlathotep are proficient with all Far Realm and Kaleidoscopic Dream associated weapons.

    Maneuvers: At each level but 1st, 4th, 7th and 10th, a huixxa vo Nyarlathotep gains new maneuvers known from the Far Realm or Kaleidoscopic Dream disciplines. You must meet a maneuver's prerequisite to learn it. You add your full huixxa vo Nyarlathotep levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At 1st and 7th levels, you gain additional maneuvers readied per encounter.

    Stances Known: At 4th and 9th levels, you learn a new martial stance from the Far Realms or Kaleidoscopic Dream disciplines. You must meet the stances prerequisites to learn it.

    Morphic Weapon (Su): You may use the graft weapon psionic power at will, with a manifester level equal to your initiator level. In addition, when you use it, you may choose to transform the absorbed weapon into a natural attack, causing it to gain special properties based on the type you choose:
    Bite: The weapon's base damage increases by one step, and it does not occupy one of your hands.
    Claws: The weapon splits into two claws. If it has an enhancement bonus, it decreases by one, to a minimum of +1. In addition, while you cannot attack with the claws while holding something in that hand, the weapon does not occupy your hands.
    Tentacle: The weapon's reach increases by 5 ft, and you can use it to attack all squares within your reach, even if you normally could not. It still occupies one of your hands.
    Gore: Whenever you make an attack with the weapon as part of a charge, the damage it deals is doubled.
    You cannot graft multiple weapons into the same type of natural attack. If you already have a natural attack of the same type you are grafting the weapon as, the grafted weapon replaces the original attack.

    Festering Mind Strike (Su):
    At 2nd level, you can channel your utter madness through your weapon and infuse it into the mind of your enemy. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 5th level strike, and does not belong to any discipline. Making an attack roll as a standard action, your weapon deals an additional 8d6 points of damage and an amount of Wisdom damage depending on your initiator level(see below). Foes are allowed a Will save to negate the Wis damage(DC 15+Cha modifier). If the attack fails, nothing happens but the maneuver is still expended.
    {table="head"]Initiator Level|Damage
    5th-8th|1 Wis
    9th-12th|1d4 Wis
    13th-16th|1d6 Wis
    17th-20th|2d6 Wis
    [/table]

    Maiming Weapon (Su): Your weapons step up to another tier of chaos, becoming ever more random. Any melee weapon you wield or natural attack you have has the maiming weapon property.

    Bonus Aberrant Feat: At 4th level, and again at 8th, you learn a bonus aberrant feat for which you qualify. Once chosen, these feats cannot be changed.

    Manyflesh Shaping (Ex): Your natural shapechanging ability blends effortlessly with the Crawling Chaos and his shapechanging madness. Your natural change shape ability now becomes the equivalent of the alter self spell, instead of the disguise self spell, and you are granted the ability to become a creature of any type except construct or undead, instead of just your own.

    Anarchic Weapon (Su): The surging chaos that is your deity effects your physical chaos, and that chaos filters into your weapon. Any melee weapon you wield or natural weapon you have is considered to have the anarchic weapon property.

    Stance of the Crawling Chaos (Su): At 7th level, you learn to warp your own body in such bizarre and alien ways, and ways that are ever-shifting. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. While in this stance, you take the form of a creature roiling with chaos and malformation. Each round, your shape can remain the same, but you are capable of changing shape once per round as a swift action. The forms are as follows;
    {table="head"]Form|Adjustments
    The Effigy of Hate|Your form becomes a terrible monstrous mass of claws, spikes and muscular limbs. You gain a +8 enhancement bonus to Str, a natural armor bonus of +10 and two claw attacks that deal 1d8 points of damage(for a large creature). Your size increases by one category, your speed increases by 10 feet. You gain the benefits of the Improved Bullrush and Overrun feats. Anyone attempting to grapple you, or already in a grapple with you takes 1d6 points of piercing and slashing damage as your spikes scrape their flesh.
    The Dweller in Darkness|Your form becomes slinky, black and flexible, though still shapeless and horrible. You gain a +8 enhancement bonus to Dex, a natural armor bonus of +8 and a bite attack that deals 1d8 points of damage. Your speed increases by 30 feet. You gain a +10 circumstance bonus to Hide checks and the benefits of the hide in plain sight class feature of the assassin.
    The Bloody Tongue|You become a terrible shape with a massive, bloody tentacle swinging from some part of your body. You gain a +8 enhancement bonus to Str, a natural armor bonus of +8, DR 10/cold iron and law, and a tentacle attack that deals 2d6 points of damage, plus 1-1/2 times your Str modifier. Your tentacle attack also deals an additional 2d6 points of acid damage from the corrosive blood that drips from your tongue. Additionally, you gain the scent ability and a swim speed equal to your base land speed.
    The Floating Horror|Your body becomes a mass covered in bags of gas and grotesque wings. You gain a +8 enhancement bonus to Dex, a natural armor bonus of +6 and four tentacle attacks that deal 1d4 points of damage. You lose your base land speed, but you gain a fly speed equal to twice your original base land speed, with good maneuverability. You also gain the benefits of the Hover and Wingover feats.
    The Bringer of Pests|Your shape is nearly useless, but is highly resistant and capable of ejecting massive swarms of alien insects. You gain a +8 enhancement bonus to Con, a natural armor bonus of +15 and DR 10/cold iron and law, and your speed decreases to 5 ft. Once per round as a standard action you are capable of vomiting up a mass of bizarre, otherworldy bugs. Treat this as a centipede swarm with a fly speed of 20 feet, and which poison's save DC is based on your HD and Con score. The swarm appears adjacent to you and acts on your turn. The swarm ages and decays at a high rate, and will dissipate and die after 2d4 rounds.
    The Faceless God|Your shape is horrifying and maddening to behold, even to the point where it is imperceivable. You gain a +8 enhancement bonus to your Cha score, a natural armor bonus of +8 and DR 5/cold iron and law. You gain a special aura of madness, similar to obyrith demons, drawing from the madness of your deity. Anyone looking directly at you must make a Will save (DC 10+half initiator level+Cha modifier) or be driven temporarily mad, rendered confused for 1d6 rounds. Anyone who passes the save is rendered immune to it's effects for ten minutes.
    [/table]
    This ability otherwise functions as the polymorph spell with a caster level equal to your initiator level.

    Alien Mind (Ex): Your mind is among the most unbalanced things in the natural world. At 9th level your sheer madness grants you immunity to damage done to all of your mental ability scores. Additionally, if anyone attempts to read your mind by any means must make a Will save(DC 10+Half your initiator level+Cha modifier) or become confused for the next 1d8 rounds

    Impose Instability (Su): At 10th level, you learn a special strike to annihilate the stability of your victim's body. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 9th level strike, and does not belong to any discipline. You may initiate it as a standard action. When you successfully hit a foe with this strike, they must make a Fort save (DC 19+Cha modifier) or suffer a terrible transformation. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.
    A victim can regain its own shape by taking a standard action to attempt a Charisma check (DC 9+Cha modifier). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful. The effect is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A heal or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

    Playing A Huixxa Vo Nyarlathotep
    Huixxa Vo Nyarlathotep are played primarily as a melee class, of course with tactics that vary. When the Huixxa Vo Nyarlathotep reaches 7th level the character becomes far more capable in varies roles on the battlefield.
    Combat: The Huixxa Vo Nyarlathotep, as mentioned is primarily a melee combat specialist. The class is focused on two disciplines so even it's melee attacks are focused on chaos and madness.
    Advancement: The best way to choose a path for this class is to choose what role in melee your character wants to have. It can becomes a strong melee tank, swinging large clubs and hammers, or a swift silent killer stuffing twisted knives between the ribs and vertebrae of the enemy, to even social combat, intimidating and instilling fear just to hack at the crumpled mass that was once a worthy foe.
    Resources: Many of works of H.P. Lovecraft are good tools for roleplaying a Huixxa Vo Nyarlathotep. Mechanical sources include books such as Elder Evils and Lords of Madness.

    Huixxa Vo Nyarlatotep In The Game
    "...I looked on... I-I... I wasn't sure what was going on. I kept looking as this mass changed and... laughed and screamed and... oh gods... It left me alive... but took my arm and broke all my ribs." -Fent Dorlin, a very frightened town sheriff.

    Huixxa Vo Nyarlathotep are creatures that wander the world, wanting nothing more than to return life to the seething chaos it once was. One might wander into a great city and do nothing more than spread madness and chaos, to sow the seeds of anarchy into the frame of a lawful society and bringing it down.
    Daily Life: A day in the life of a Huixxa Vo Nyarlathotep is so varied and random that it is impossible to say what one does on any given day.
    Notables: To say there are notable Huixxa Vo Nyarlathotep is impossible unless one of them decides to out themselves as one. Thus far, none have. Each one is usually taking on the shape of something else, living in another society one day and a nearby one the next, living a different, hidden life each day.
    Organizations: The only known organization of these creatures of madness is the cult of Nyarlathotep, which rarely if ever gathers in one spot to worship their twisted manyshaped god.

    NPC Reaction
    People of the world usually perceive this class in one of two ways. The first is of a family member, town official, random stranger or any normal, random person. The second is usually a reaction of fear and terror... seeing a creature of hatred and madness and the unknown.

    Huixxa Vo Nyarlathotep In The Game
    As with most other things, mechanical or fluff-wise, the Huixxa Vo Nyarlathotep changes roles so often that it effects gameplay in ways that overall it changes things by inflicting chaos onto everyone involved.
    Adaptation: This class can easily be changed to suit almost any other class, most especially rogues and sorcerers. One could remove the maneuver prerequisites and add sneak attack damage or a spellcasting progression.
    Encounters: Encounters with this class could happen anywhere, without warning and without relent. A group could wander into a valley full of mist, to be attacked by an Effigy of Hate, just to have it run off and then they'll be attacked by a Faceless God and none would know it was the same creature. The group might be talking with a nobleman in a large town, just to have them suddenly begin laughing and sputtering random nonsense and turn into an armored warrior and then a terrible Bringer of Pests.

    Sample Encounter
    EL 16: Do N'noitorra is a changeling born in the north of Shello twenty two years ago. Maybe. In truth Do's past is so varied and unknown that no one can be at all sure exactly what has happened to this(possible) changeling. What none know, is that Do has one belief above all others. That belief is that life is a twisted game, that everyone is a doppelganger or a changeling and they're all in a different form... fooling her... tricking her. It's all a game, and Do wants to play too... but she plays to win. Life is a game to Do, and Nyarlathotep is the only teammate that plays along and enjoys it like Do.
    Last edited by Krimm_Blackleaf; 2009-03-22 at 08:30 PM.
    My Deviantart, Please enjoy it.
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    Homebrew by Krimm Blackleaf


  9. - Top - End - #9
    Dwarf in the Playground
    Join Date
    Feb 2009
    Location
    Colorado Springs, CO
    Gender
    Male

    Default Re: PrC Contest IX: It's Morphin' Time!

    The Xeromancer
    "Okay, I've stirred up enough trouble in this district. Now to ditch this shape."
    --Falaris Rishuni, elven xeromancer


    The xeromancer is a spellcaster who specializes in deciet and impersonation. Xeromancers learn to mimic their victims on such a level as to be indistinguishable to even the victim's closest friends and family.

    Becoming a Xeromancer
    A xeromancer's guild requires a demonstration of a potential candidate's skill before accepting them. Specifically, the candidate must secretly select and impersonate a member of the guild for one lunar month, passing among expert infiltrators and only revealing their true identity to the guildmaster at the beginning of the test. If the candidate can do so without any other member of the guild catching on, they are accepted into the guild and recieve basic training in the art of xeromancy.
    Candidates who take on an especially difficult impersonation for their test (opposite sex, high profile, or the like) are accorded substantial respect.

    Requirements:
    Alignment: Any nonlawful
    Abilities: Wis 15
    Skills: Disguise 8 ranks
    Spellcasting: Able to cast alter self or like ability
    Special: Must have successfully impersonated a xeromancer for a period of 28 days, and then recieved training by a xeromancer's guild.
    Special: If this class is lost for any reason (such as losing spellcasting ability or energy drain) while the xeromancer is affected by steal shape, steal persona, or steal magic, she immediately reverts to her true form.

    Class Skills: The xeromancer's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Disguise (Cha), Forgery (Int), Hide (Int), Knowledge (Arcana) (Int), Knowledge (Nobility and royalty) (Int), Move Silently (Dex), Sense Motive (Wis), and Spellcraft (Int).
    Skill Points at Each Level: (2+Int modifier)*4

    Hit dice: d4

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

    1st|
    +0
    |
    +1
    |
    +0
    |
    +1
    |Impersonation

    2nd|
    +1
    |
    +1
    |
    +0
    |
    +1
    |Counterfeit 1/day

    3rd|
    +1
    |
    +2
    |
    +1
    |
    +2
    |Steal shape (humanoid)

    4th|
    +2
    |
    +2
    |
    +1
    |
    +2
    |Counterfeit 2/day, steal shape (monsterous humanoid)

    5th|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Steal persona (humanoid), steal shape(fey)

    6th|
    +3
    |
    +3
    |
    +2
    |
    +3
    |Counterfeit 3/day, steal persona (monsterous humanoid), steal shape (undead)

    7th|
    +3
    |
    +3
    |
    +2
    |
    +3
    |Steal magic (humanoid), steal persona (fey), steal shape (construct)

    8th|
    +4
    |
    +4
    |
    +2
    |
    +4
    |Counterfeit 4/day, steal magic (monsterous humaniod), steal persona (undead), steal shape (giant)

    9th|
    +4
    |
    +4
    |
    +3
    |
    +4
    |Selective transformation, steal magic (fey), steal persona (construct), steal shape (animal)

    10th|
    +5
    |
    +5
    |
    +3
    |
    +5
    |Counterfeit 5/day, steal magic (undead), steal persona (giant), steal shape (vermin)[/table]

    Weapon and Armor Proficiency: Xeromancers gain no new weapon or armor proficiencies.

    Impersonation (Su): A xeromancer's flesh is easily molded, even without magic. A xeromancer gains a +10 circumstance bonus to all Disguise checks. This is not cumulative with the bonus from spells such as alter self.

    Imitate Unto Death (Ex): Any spell, spell-like ability, or supernatural ability a xeromancer uses to change shape does not end when she dies, is permenant, and cannot be dispelled. However, if she is in an antimagic field or similar effect, she still cannot activate any new abilities.

    Counterfeit (Su): Once per day for every two levels possessed, a xeromancer may create a temporary copy of a Medium or smaller item. The item must be inanimate and nonsentient, and the xeromancer must have it available to study. Creating the copy takes 1 hour, and the copy only lasts for 24 hours. After this time, the copy crumbles to dust. Gold, silver, adamantine, and similar materials have resonances that cannot be duplicated by this ability, but are instead replaced by brass, nickel, or another material similar in appearance to the original. Similarly, magical qualities are not duplicated, but extraordinary qualities may be. The xeromancer may duplicate Large or larger items, but this uses an extra use of the ability for every size category above Medium.

    Steal Shape (Su): Once per day, a 3rd-level xeromancer may take on the physical traits of another creature of the same creature type and of equal or lower HD. The other creature must be available for the xeromancer to study for one hour. The xeromancer gains the appearance and Strength, Dexterity, and Constitution scores of the subject, as well as hit dice, base attack bonus, Reflex and Fortitude saves, and any mundane racial features such as darkvision or racial bonus feats. The xeromancer may revert to her true form at any time as a free action. Note that there are limits to this ability, though. First, if the subject has any racial spell-like or supernatural abilities, these are not copied. Second, only the subject's body is copied, so any possessions must be acquired another way. Third, those who know the victim well may notice something off, as this ability does not copy mental traits (such as speech patterns and gait).
    At 4th level and each level thereafter, the xeromancer gains the ability to mimic a new creature type. See Table: Steal Shape and Table: Epic Steal Shape for details, but note that for nonhumanoid xeromancers, the DM may change which creature types may be mimiced at which levels. The creature is still required to have the same HD as the xeromancer or less.

    Table: Steal Shape
    {table=head]Level|New Creature Type
    3rd|Humanoid
    4th|Monsterous humanoid
    5th|Fey
    6th|Undead
    7th|Construct
    8th|Giant
    9th|Animal
    10th|Vermin[/table]

    Table: Epic Steal Shape
    {table=head]Level|New Creature Type
    11th|Plant
    12th|Magical Beast
    13th|Dragon
    14th|Ooze
    15th|Elemental
    16th|Outsider
    17th|Abberation
    18th|Deity[/table]

    Steal Persona (Su): A 5th-level xeromancer may spend 24 hours interrogating a subject in order to take on the subject's mental qualities. This interrogation may be something as simple as the subject coaching the xeromancer on how to impersonate him, or it may be a prolonged torture session. At the end of the interrogation, the xeromancer takes on all of the subject's mental arrtibutes. The xeromancer's memories, nonracial feats, alignment, Will save, Intelligence, Wisdom, Charisma, and skill ranks are replaced with those of the subject and she replaces her own nonmagical class features (anything except spellcasting or spell-like and supernatural abilities) other than imitate unto death with those of the subject, but her personality remains untouched. Combining this with Steal Shape allows the xeromancer to impersonate a subject thoroughly enough to convince the subject's friends and family, but not even this degree of impersonation can copy any spellcasting ability the subject has.
    Even though the xeromancer loses any memory of having learned or cast any spells, she is still aware of both the fact that she can cast spells and which spells she can cast.
    Steal persona has the same limits on possible targets as steal shape. Consult the same tables, but treat the xeromancer's level as two less for determining available creature types. As with steal shape, the xeromancer may revert to her own mind at will.

    Steal Magic (Su): A 7th-level xeromancer may spend 24 hours observing a subject. If the subject casts a spell during that time and the xeromancer knows what spells the subject is capable of casting (for instance, by reading a wizard's spellbook), the xeromancer may replace her own spellcasting abilities with those of the subject, as well as replacing any spell-like and supernatural abilities except those granted by this class. The xeromancer must know and be able to cast at least the same number of spells of each level as the target to do this, and the same restrictions apply as with steal shape, with the xeromancer's level four less for determining available creature types. As with steal shape, the xeromancer may revert to her own spellcasting at will, but has the same number of remaining spell slots as her assumed form did. If she normally prepares spells, she is considered to have prepared only those spells she did prior to assuming her new powers.
    A 22nd-level xeromancer may use this ability to replace her own salient divine powers with those of another deity, but only if the target is of equal or lower divine rank AND equal or lower HD.
    While this ability could conceivably be used to replace one's arcane spellcasting with divine spellcasting, most deities will take offense at this and refuse to grant spells. Similarly, one could replace divine spellcasting with arcane spellcasting, but one's deity would be offended and refuse to grant spells upon returning to one's true form.

    Selective Transformation (Su): A 9th-level xeromancer has mastered her transformations. She may assume only parts of various forms, while maintaining aspects of her own true form. She may keep her own appearance while gaining the strength of a guardian golem, or keep her own strength while assuming the size of a pixie. When using steal shape, she may choose to not replace some physical attributes while replacing others, or may replace an attribute with a combination of both (such as taking on the appearance of herself with stone arms). When using steal persona, she may retain some of her own memories, abilities, and skills. When using steal magic, she may replace only some of her spells known with those of her target; may switch her spells known with another while retaining her spells per day; or may even learn a prepared caster's spells while retaining spontaneous casting ability. She must, though, choose targets for all these abilities that would be valid for a xeromancer two levels lower.
    Only one shape, one psyche, and one set of spellcasting abilities may be stolen at a time. In order to use steal shape, steal persona, or steal magic again, the xeromancer must revert to her true form in that aspect, but may do so immediately before transforming again.
    Note that while a xeromancer may steal attributes independently, the bonuses and penalties associated with those attributes cannot be separated. For instance, a she could take an outsider's darkvision, but would also become virtually unraisable, because these are both outsider traits.

    Note: If a xeromancer gains a level while steal persona is active, only the xeromancer's true form gains the level.

    Playing a Xeromancer
    Why bother improving yourself when you can simply take someone else's abilities? You can impersonate others well enough that you even do things you normally couldn't, so why not just become them for as long as you need their skills?
    Combat: Xeromancer abilities are primarly social in nature, so they tend to avoid combat. If forced, though, or used as assassins, they will often prepare by learning their enemy's strengths and weaknesses, and taking on an appropriate form before combat. In urban environments, they will often "joyride" their enemy's shape to attract the attention of the city guard.
    Xeromancers caught by ambush often use their spellcasting abilities to fight.
    Advancement: Most xeromancers focus on improving their ability to mimic others. They might do this by progressing as druids, specialist transmuters, or sorcerers (allowing them to transform more than once per day). Some xeromancers, though, use their powers for infiltration. These might advance as fighters, rogues, mindspies, or assassins.
    Resources: A xeromancer can often call upon the help and advice of other xeromancers simply by getting in touch with the guild. With sufficient time, a xeromancer might be able to infiltrate the highest echelons of society and bring great forces to bear.

    Xeromancers in the world
    "Hang on, where'd he go?"
    --Brian Laferrti, city guard captain

    Xeromancers have little organization. Each tends to go their own way, and they rarely cooperate except to share gossip and to perform especially complex tasks. They often remain hidden, keeping normal society unaware of their existence.
    A notable exception to the rule that xeromancers have little organization is the Xeromancer's Guild in each city. This functions as a boarding house where xeromancers may learn new ways of using their abilities, train, and examine prospective recruits. The guildmaster's word is theoretically considered law for all xeromancers in the city, but in practice he usually doesn't exercise his power except to maintain secrecy.
    Daily Life: Xeromancers tend to make up their plans for a day as they go. What they do on a given day is up to the situation and the whims of the moment.
    Notables: The art of xeromancy was discovered by Tafari An'Salak, whose ideals of bloodless revolution led him to find a way to copy his foes. Golgar Vishruf is the current leader of the Xeromancer's Guild of Kelthark, and leads it in its raids against the Empire.
    Organizations: Most major cities have a Xeromancer's Guild, which often takes some work to find. This organization is loosely knit, and mostly serves as a place for xeromancers to exchange the latest gossip, practice their skill, and train new recruits; these groups also often keep volunteer members of other classes on hand as "archetypes" for members to copy. The groups that attract xeromancers are as varied as they are themselves, but are often dedicated to stealth, knowledge, trickery, and change.

    NPC Reaction
    Most people are unaware that xeromancers even exist. Those that are aware consider them to be little better than common thieves and assassins. Still, though, even they admit that there are few people better for spying on one's enemies.

    Xeromancers in the game
    The xeromancer's primary advantage is the ability to copy others and use their abilities and identities. Although the class at first seems a little unbalanced in that it can copy the strengths of other characters, the copying is limited to characters of roughly the same or lower level. Furthermore, the time involved in copying another character makes it difficult to use in combat or on the fly.
    Adaptation: Xeromancers are not dependent on any setting elements, and thus can be adapted into a campaign with little trouble.
    Encounters: A PC might encounter a xeromancer as an assassin, spy, or thief; might have one as a contact, information source, or cohort; or might find one while pursuing the same goals.


    Sample Encounter
    The noble who beckoned you over lounges back, the rubies on her necklace glittering in the sun. She seems to be trying to watch everything at once, and may be enjoying herself a little too much.
    EL 11: Valasi Rifern grew up on the streets, surviving by her quick wits and reflexes, and by some sort of innate spellcasting ability. Upon entering the xeromancer's guild, she got a taste of the noble life, and decided that a mere taste wasn't enough.
    The noblewoman she found dying in the gutter after being attacked by theives was a godsend. She somehow managed to keep the woman alive long enough to learn everything she knew, and then took her place at court. She has told one other noblewoman her secret, and they now use her abilities to be in two places at once, furthering their shared goals.
    Note: Under most circumstances, assume that Valasi is in her borrowed form. At some point in the game, though, she may shed physical attributes, mental attributes, or both; so they are differentiated for the DM's convenience. Valasi's borrowed physical attributes are in [square brackets]. Her borrowed mental attributes are in {curve brackets}.

    Valasi Rifern (Borrowed form: Andromeda Kesera)
    Chaotic neutral female half-elf Rog 1/Sor 5/Xeromancer 5 {True neutral female elf Aristocrat 8}
    Init +5, Senses: Listen +10{+8}, Spot +9{+7},
    Languages: Common, Elven, Draconic, Thieves Cant, {Common, Elven, Dwarven}
    Renown: +2{+5}
    ------------------------------------------------
    AC 15[11], touch 15[11], flat-footed 10[10]()
    hp22[36] (10 HD)
    Fort +4[+6], Ref +7[+4], Will +13{+15}
    ------------------------------------------------
    Speed30 ft. (6 squares)[30 ft (6 squares)]
    Melee+0 rapier (1d6 18-20x2 piercing) (becomes +2 if Valasi reverts mentally, due to Weapon Finesse; +9 if in true form, due to Weapon Finesse and improved Dexterity)
    Base Atk +9{+1}[+6/+1], Grp +9{+1}[+6]
    Spells Prepared
    0 (6/day): detect magic, read magic, arcane mark, mending, touch of fatiuge, flare
    1 (6/day): alarm, hold portal, obscuring mist, chill touch
    2 (4/day): alter self, whispering wind

    Supernatural Abilities
    Impersonate, counterfeit 2/day, steal shape (humanoid, monsterous humanoid, or fey), steal psyche (humanoid)
    -----------------------------------------------
    Abilities Str 12 [10], Dex 20[14], Con 10[18], Int 24{20}, Wis 20{24}, Cha 24{24}
    SQ: Immunity to sleep, +2 to save vs enchantment, low-light vision, considered elf for all effects ,imitate unto death, sneak attack +1d6, trapsense, [Immunity to sleep, +2 to save vs enchantment, low-light vision, allowed Search check when near hidden or concealed doors]

    Feats: Alertness, Weapon Finesse, Combat Casting, Leadership (Cohort: Andromeda. Followers: Andromeda's servants), Simple Weapon Proficiencies (all), Martial Weapon Proficiencies (Longsword, rapier, longbow shortbow), [Martial weapon proficiencies (Longsword, rapier, longbow shortbow)] (These feats are considered physical attributes because they are a function of race.), {Simple Weapon Proficiencies (all), Negotiator, Iron Will, Renown (replace with Deceitful if not using reputation)}

    Skills: Climb +7{+2}, Concentration +3{+4}, Diplomacy +11{+20}, Disguise +26{+17/+19}(Impersonate bonus factored in, second mental replacement is with Deceitful bonus), Gather Information +10{+18}, Heal +9{+5}, Hide +13{+6}, Knowledge (arcana) +11{cannot use}, Knowledge (nobility and royalty) +9{+14}, Listen +11{+10}, Move Silently +13{+6} ,Spellcraft +11{cannot use}, Spot +10{+9}, Tumble +7{cannot use}, Use Rope +6{+1}

    Cohort: Andromeda Kesera (stats given in Valasi's stat block).
    Andromeda was an ordinary courtier. She was just another face in the duke's court, and was desperately bored.
    That all changed when she met Valasi. She found Valasi shedding her borrowed shape, and pressed her for information about her transformation abilities. It is not uncommon for Valasi to pose as Andromeda at court, while Andromeda deals with situations elsewhere; or for Valasi to take Andromeda's form and deal with her street contacts.

    Followers: 20 Commoner 1, 10 Warrior 1, 1 Expert 2 (specialist in Craft (Alchemy)), 1 Expert 2 (specialist in Heal), 1 Expert 2 (specialist in Gather Information), 1 Ftr 3, 1 Wiz 4.

    Possessions: hooded lantern, 5 pints oil, noble's outfit (with signet), courtier's outfit (with jewelry), peasant's outfit, 3 smokesticks (bound to tindertwigs for quick use), counterfeit rapier (created each morning)

    Tactics
    Spoiler
    Show
    Valasi is not a combatant. If forced, she will fight to escape rather than to kill. She is not averse to killing, though, and will do so if necessary.
    Preparation: If Valasi is aware of an ambush or able to act during the surprise round, she will cast whispering wind to alert Andromeda. Should she have the option, she will try to talk her enemy into not attacking. Once an impasse is reached (or if she simply wasn't given a chance to speak), she will shout "Fire!" to attract the attention of passerby, then drop her mental change in order to improve her combat abilities and draw her rapier.
    During Combat: Valasi will surrender if she is reduced to 10 or fewer hit points, runs out of spells and fails to deceive the enemy, or is convinced that escape is impossible. Otherwise, she will remove herself from an enemy's threatened area and do one of the following:
    *Light a smokestick or cast obscuring mist and escape in an unguarded direction. She will do this whenever she has a resonable chance of escape and sees an unguarded escape direction. Under no circumstances will she do this on two consecutive rounds.
    *Light a smokestick and cast alter self to disguise herself as a beggar, servant, or other inconspicuous person appropriate to the location. She will only do this once against the same enemy.
    *Light a smokestick or cast obscuring mist and revert to her true physical form. She will only do this once against the same enemy; and is reluctant to do so, as if she is caught, it could tip off her enemies to the existence of xeromancers.
    *Sneak off. She will only do this if the enemy is distracted.
    *Cast touch of fatigue or chill touch. She will do this after alter self has failed and upon escaping from grapple thereafter. She will hold the charge until an enemy touches her (automatically discharging the spell) or she decides to surrender.
    *Cast magic missile. She will do this if she has limited other options, and will target the place where the enemy will be easiest to break through.
    *Attack with rapier. She will do this if she is out of 0th and 1st level spells or unable to escape melee. She may do this to deliver a touch attack.
    Aftermath: If Valasi successfully escapes, her path away from her foes will turn at every possibility, enter random buildings, and use other methods of shaking pursuit, including magically changing appearance in the middle of crowds and casting alarm and hold portal behind her. If captured, she will convince her captors to negotiate a ransom from Andromeda. In either case, once she is free of her foes, she will speak to Andromeda and decide on her next course of action. She is normally forgiving, but if the foes are Andormeda's political enemies (or were just especially irksome), they may find themselves receiving special attention from the city guard, or even framed with Valasi's abilities.
    Special: If Valasi alerts Andromeda, Andromeda will arrive in 1d10+10 rounds with a 3rd-level fighter and 1d10 1st-level warriors. She also has a 50% chance of bringing a 4th-level wizard. If Valasi attempts to draw the attention of passerby, she makes a Bluff check (DC 10). If successful, she then makes a Charisma check (DC 15). If this is successful, 1d6 random NPCs become involved.

  10. - Top - End - #10
    Halfling in the Playground
     
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    Default Re: PrC Contest IX: It's Morphin' Time!

    HAG WITCH

    No picture yet.

    "Come closer, my pretty, so that I may see you better... Ah, what fine skin, what delicious muscles! You look strong, well fed. Still... Why don't you have one of my cherry pies. Here you go!"
    - Agatha Black, the Devourer

    To most of the world, hags are a despicable race of creatures that are better off avoided if not slain outright. Their hatred of civilized creatures and their insatiable hunger for flesh grant them few friends. But to some enterprising souls, hags have many secrets to offer. These people see the hag as more than just a hideous monster. They see hags as an embodiment of the dark side of nature and a path to wisdom and power. The hag witch plumbs the depths of hag magic, becoming more hag-like and eventually she can transform herself into a hag.

    BECOMING A HAG WITCH
    Most Hag Witches are clerics who worship a hag-like deity, a winter or evil nature deity, or some other force that supports hags in their quest to topple civilization. Some druids are also drawn to the study of hags in order to delve into the darker aspects of nature. Hag Witches are often evil but not necessarily so. They are usually women but do not have to be. A Hag Witch may struggle with her loathing of humanoids or embrace it. All Hag Witches started out on their path by meeting a real hag or another Hag Witch.

    ENTRY REQUIREMENTS
    : Alignment cannot be good
    : Access to 3rd-level divine spells
    : Must take the Skill Focus (Knowledge-Nature) feat
    : Must have made peaceful contact with a hag or another Hag Witch

    Class Skills
    Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int), Spot (Wis).
    Skills Points at Each Level: 2 + int

    Hit Dice: d8

    {table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|+0|+2|+0|+2|Rebuke Undead, Witch Mark, Darkvision
    2nd|+1|+3|+0|+3|+1 Divine Spellcaster Level, Hag Mimicry
    3rd|+2|+3|+1|+3|+1 Divine Spellcaster Level, Witch Mark, Hag Magic
    4th|+3|+4|+1|+4|+1 Divine Spellcaster Level, Hag Form 1/Day, Devouring
    5th|+3|+4|+1|+4|+1 Divine Spellcaster Level, Fear Aura, Hag Lungs
    6th|+4|+5|+2|+5|+1 Divine Spellcaster Level, Witch Mark, Hag Magic
    7th|+5|+5|+2|+5|+1 Divine Spellcaster Level, Hag Form 3/day
    8th|+6/+1|+6|+2|+6|+1 Divine Spellcaster Level, Evil Eye
    9th|+6/+1|+6|+3|+6|+1 Divine Spellcaster Level, Witch Mark, Veil of the Hag
    10th|+7/+2|+7|+3|+7|+1 Divine Spellcaster Level, Hag Form at Will[/table]

    Armor or Weapon Proficiencies: The Hag Witch gains no new armor or weapon proficiencies

    Spellcasting: Every level except for 1st, the Hag Witch casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a divine spellcasting class she had previous to gaining that level.

    Rebuke Undead (Su): A Hag Witch can rebuke or command undead creatures. Her class levels stack with levels in other classes to determine Rebuking Level. See the cleric class feature described on page 33 of the Player’s Handbook.

    Darkvision (Su): A careful study of hags has unveiled the mysteries of the night. A Hag Witch can see in normal darkness to a distance of 60' as a supernatural ability.

    Witch Mark: Over time, the Hag Witch is warped by her affinity with dark magics. These physical changes reveal her identity to others. Each change results in a -1 penalty to diplomacy against humanoids and +1 bonus to diplomacy against evil outsiders, sentient undead and hags. The player must choose one new "mark" at 1st, 3rd, 6th, and 9th level from the following list:
    • Skin turns green or another unusual color.
    • Back becomes hunched and misshapen, though the Hag Witch has no penalties to movement or abilities.
    • Pupils turn white, into slits, or turn yellow (vision unaffected).
    • Grows a sixth finger on each hand.
    • Feet turn into hooves, chicken feet, or duck feet.
    • Hair writhes on its own like snakes or tentacles, becoming agitated when the Hag Witch is agitated.
    • All teeth are replaced with tiny, jagged incisors (does not provide bite attack).
    • Fingers grow unnaturally long and bony.
    • People within 5' of the witch constantly hear inaudible whispers as though from spirits.
    • Voice changes to something ethereal and haunting or something alltogether inhuman.
    • Tongue turns black, grows longer, and becomes forked.
    • Insects, spiders, and/or worms live on the witch's body and can be seen occasionally scurrying about.
    • Ears grow much larger and become pointed.
    • Always accompanied by a strong stench of death, decay, seawater, rotting leaves or another appropriate smell.
    • The Hag Witch's skin becomes slimy and glistens like the skin of a toad. Also, her hair and clothes look perpetually wet.
    • Devil's Teat: Skin is covered with warts and blemishes or other strange growths.
    • Aura of Witchcraft: Within a 100' radius of the Hag Witch many subtle, strange things happen; Bread will not rise in the oven, horses will sweat profusely, dogs will act strangely, normal flames will burn blue, milk will sour, food will spoil prematurely (DM may add or subtract from this list, but all effects should be subtle and not directed specifically at the Hag Witch).
    • Foul Weather: Within a radius of 1d4 miles of the Hag Witch, weather tends to be fouler, more cloudy/rainy/stormy/cold. This has no effect on any castings of Control Weather and is up to DM interpretation. Generally a DM who is randomly rolling weather for the area can adjust it down one category to compensate for this effect.
    • Within a 100' radius of wherever the Hag Witch spends an inordinate amount of time (such as camping for more than 3 days), toad stools begin to grow at their normal growth rate (so this may not be obvious for some time).
    • DM discretion


    Hag Mimicry (Sp): The Hag Witch can cast Ghost Sound as a spell-like ability at will. The DC to recognize this as an illusion is 10 + her wisdom bonus + 1/2 her caster level.

    Hag Magic: At 3rd level and at 6th level, the Hag Witch gains a bonus domain. The player must choose from the following list:
    • Dream Domain (Complete Divine / Heroes of Horror)
    • Hatred Domain (Player's Guide to Faerun)
    • Trickery Domain (Core)
    • Watery Death Domain (Player's Guide to Faerun)
    • Cold Domain (Complete Divine)


    Hag Form (Su): The line between a Hag Witch and a hag has completely blurred. The Hag Witch can change form into a green hag, sea hag, black annis or night hag as a supernatural ability. This ability can be used 1/day at 4th level, 3/day at 9th level and at will at 10th level. All limitations of the Polymorph spell still apply.

    Devouring (Su): The Hag Witch now hungers for the taste of warm flesh, especially human flesh. While in hag form, the Hag Witch may spend a full round devouring a humanoid creature that she just killed the round before. Only bones will remain and the Hag Witch gains 2d6 temporary hit points. If she devours a human, she gains 3d6 temporary hit points instead. Note that temporary hit points gained can never exceed the original number of hit points for the creature killed.

    Fear Aura (Su): The Hag Witch gains a continuous aura of fear that affects creatures up to 5' away from her and can be turned on or off as a standard action. Enemies within range of the fear aura must make a Will save verses fear (DC of 10 + Hag Witch level) or be shaken. A creature who successfully saves cannot be affected by that Hag Witch’s fear aura for 24 hours.

    Hag's Lungs: Like the hags that she emulates, the Hag Witch can now breathe both air and water indefinitely.

    Evil Eye (Su): The Hag Witch can cast Bestow Curse at a range of 30' as a supernatural ability. This ability can be used up to 3/day.

    Veil of the Hag (Sp): The Hag Witch can cast Disguise Self as a spell-like ability at will. The DC to recognize this as an illusion is 10 + her wisdom bonus + 1/2 her caster level.

    PLAYING A HAG WITCH
    Hag Witches are driven individuals. Even the calm, quiet ones hide a fierocity that would unsettle most people. As a Hag Witch, you may hide your contempt of society or wear it like a badge on your arm. Either way, you're often at odds with the people around you unless they share your beliefs. If you're evil, you're always scheming new ways to trick people or sow the seeds of discord. If you're neutral, you struggle against your dark urges as you seek to integrate the dark and light sides of your personality. Hag Witches often seem selfish, unruly and distrustful of authority unless they're hiding their true feelings.
    Combat: Hag Witches will fight much the same way as clerics and druids. They'll stay out of melee if possible to use spells and their Evil Eye to cripple opponents, but will surge into melee when necessary or once they're likely to win. Then they will use their hag form, devouring any enemies that they can. Hag Witches will often hide from an enemy force they cannot defeat easily, hoping to pick away at it (either with spells or by attacking those who wander off) until it weakens. An emotional Hag Witch is more likely to fight like a hag than like their base class.
    Advancement: The Hag Witch class allows for a lot of variety through domain choices. Clerics who take the Hag Witch prestige class may also dip into the Night Cloak prestige class or take levels of druid. Similarly, druids may take some levels of cleric or Corpselight Whisperer. Ultimately, a Hag Witch may organize a few like-minded individuals and wreck havoc with nearby towns or cities.
    Resources: A Hag Witch probably knows one other Hag Witch but unlikely more than three. Due to the diplomatic effects of her witch marks, she may find allies among hags, demons and the undead.

    HAG WITCHES IN THE WORLD
    "Hag Witch? Yeah, I knew one. Scary lass. When she went all 'hag' in the middle of a fight, she looked a whole lot worse than the things we were fighting. She was tough, though. I didn't really mind her eating the bodies afterwards... at least not until she started eyeing Jad's body."
    - Brock Blister, Human Fighter

    Hag witches are often treated the same way hags are treated: either shunned or hunted outright. Therefore, Hag Witches tend to hide their cronish leanings from those around them or live as hermits far from civilization's reach. A few dedicated Hag Witches live in cities and use glamer illusions to hide their true nature while they chip away at the foundations of society (or just indulge in the occasional snack).
    Daily Life: Hag Witches go adventuring for many of the same reasons as others: gold, power, knowledge. Most Hag Witches are dedicated to undermining civilization and so their chosen adventures will likely help them in that regard. Most Hag Witches are uncomfortable in big cities where their desire for flesh can get them in trouble so they tend to stick to the outskirts of civilization and have little fear of the dark, dank corners of the world.
    Notables: Hag Witches try to fly under the radar so powerful ones are unlikely to be well-known. Despite this, some powerful clerics or druids have been rumored to be Hag Witches, especially when they've exhibited strange powers or appeared to have witch marks.
    Organizations: Hag Witches are loners or congregate in small coveys, much like hags. Very little organization exists above the coveys although there are rumors of a "Midnight Covey" of powerful Hag Witches that will sometimes work with other coveys to accomplish its goals. Hag Witch Coveys usually involve at least one real hag who often leads the group and usually introduced the other members to hag magic. Due to the small size of Hag Witch coveys, their goals tend to be local. The one thing that hags and Hag Witches all do is celebrate the Black Sabbath, a huge, bacchanalian festival held sometime in early winter that all are expected to attend. No one is sure of the exact date or where it is held or how the event is organized since hags and Hag Witches seem to just know when and where to go. Often, they bring unsuspecting strangers who are encouraged to participate in lewd and unsavory acts (many of the hags are disguised as beautiful women). The festival ends with all the strangers being devoured but not before the seeds for many new hags and Hag Witches have been sown.

    NPC Reaction
    Most NPCs encountering a Hag Witch will assume that she is just another cleric or druid. Over time, the Hag Witch's witch marks will become more obvious or the Hag Witch will use her hag form where NPCs might see it, which will probably convince most NPCs that she is a hag herself. This may make them flee, attack her on sight, or contact the nearest authorities.

    HAG WITCHES IN THE GAME
    Adaptation: You should be able to drop this class into most campaigns without much effort since players may assume the Hag Witch was just a powerful hag with class levels. The class should make for interesting villains of the cleric and druid persuasion. If a player with a dark cleric/druid is looking for a prestige class with some flavor, this one might do the job.
    Encounters: Player encounters with a Hag Witch depend on how the the witch is operating. Hag Witches can become effective "hidden menaces", directing actions against the players or even possibly as NPCs that accompany player parties. They might hide their leanings in order to be accepted by the party or because they want to betray the party at a crucial moment. A Hag Witch could also be used as a powerful cleric or druid that the players go to as a resource (think wise, old hermit) but don't completely understand and maybe even fear.

    Sample Encounter

    EL 10: The Nightmare Inn

    Nate Borman was a forest-oriented cleric before he became a hag witch. His studies of dream magic eventually led him to a night hag who seduced him and began to teach him the ways of hags before she disappeared from his life. Borman is one of the few hag witches who is neither evil nor female. The hag nature that he has fostered within himself has lead to a split personality: Borman is normally mild-mannered and kind but his hag self, which comes into its own when Borman changes into a night hag, is sinister and evil. Instead of reconciling to two parts of his personality, Borman willfully ignores his darker side and the actions it takes. Occasionally, Borman may be caught arguing with himself as the two sides fight it out.

    As Borman's power grew and the hag gained more influence in his life, he further isolated himself from society, moving to the middle of a dense forest and setting up a run-down inn. Borman's kind side convinces himself that he prefers the isolation and serves a better purpose by providing shelter at his inn. Borman's dark side knows that the inn is a ruse with which he can lure unsuspecting travellers to be killed and eaten.

    When the players first encounter Borman, they come across a lonely inn in the middle of a dense forest after a long journey, just as the weather is starting to turn bad. Borman is probably busy removing toad stools from around the inn when they arrive. Borman is friendly and giving, providing any healing that they need and offering up his rooms for 1cp each night. The rooms are comfortable but small so that only two characters can comfortably sleep per room. Quietly he'll keep tabs on them until he's sure they're going to sleep. Then, Borman will attack the weakest character through a secret door in their room with the intention of devouring them.

    Combat

    When Borman attacks, he'll probably prepare by taking his night hag form and casting Invisibility and Silence to hide his approach. When he's ready to strike, he'll cast his silenced Bestow Curse before biting his victim (delivering the touch attack spell at the same time). He may use Hag Mimicry to mislead the party into separating, Disguise Self to lure characters away from the others, Deep Slumber to incapacitate characters who are awake, or Nightmare to make his sleeping prey easier to defeat. If he succeeds in devouring a character without the rest of the party finding out, he'll dispose of the bones and move on to the next one. If Borman is forced to fight multiple opponents, he'll use Obscuring Mist or Darkness to hide himself while relying on his blind-fighting to turn the tide in his favor.

    If Borman is overpowered and likely to lose the fight, he'll use his flying potion to get away. If Borman loses his hag form (stays in it too long) he'll look in horror at what he's done and run away. The kind Borman will be genuinely sorry for what he's done but will be eager to put it behind him and pretend it never happened. If given the chance he'll try to make reparations for any damage or deaths but will try to kill the characters again the following night.

    Nate Borman
    "Please, please, make yourselves at home. I have many rooms available. All of my rooms, in fact..."
    Chaotic Neutral/Male/Human/Cleric 5 (Domains: Dream, Plant), Hag Witch 5
    Init +3, Senses: Darkvision 60ft, Listen +18, Spot +7,
    Languages: Common, Elven, Sylvan
    ------------------------------------------------
    AC 16, touch 13, flat-footed 13
    AC as night hag 24 , touch 21, flat-footed 21
    hp 48 (10 HD)
    Fort +7 (+11 as night hag), Ref +6 (+4 as night hag), Will +12
    ------------------------------------------------
    Speed 30ft. (6 squares) / Night hag: 20ft. (4 squares)
    Melee
    Morningstar +9/+4 (1d8+2 bludg/piercing, crit x2)
    Night Hag form: Bite +12 (2d6+6 plus disease)
    Base Atk +7/+2, Grp +8
    Other Atk Options
    Light Crossbow +10/+5 (1d8 piercing, crit 19-20/x2), 80' rng
    Combat Gear
    Studded Leather (light)
    Light Crossbow
    Morningstar +1
    Spells Prepared
    Level 0: Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic
    Level 1: Disguise Self, Cure Light Wounds, Detect Good, Entropic Shield, Obscuring Mist, Obscuring Mist
    Level 2: Invisibility, Cure Moderate Wounds, Darkness, Owl's Wisdom, Lesser Restoration, Silence
    Level 3: Deep Slumber, Bestow Curse, Dispel Magic, Protection From Energy, Wrack
    Level 4: Confusion, Cure Critical Wounds, Silenced Bestow Curse, Spell Immunity
    Level 5: Nightmare, Insect Plague, Scrying
    Supernatural Abilities
    Rebuke Undead
    Witch Marks (2): Foul Weather, Toad Stools
    Darkvision 60'
    Hag Mimicry (Ghost Sound at will, DC 19)
    Hag Magic (Trickery Domain)
    Hag Form 1/Day (usually to night hag), Devouring
    Fear Aura (5' radius, DC 15 or shaken), Hag Lungs
    Disease (Bite in night hag form): Demon fever—bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.
    -----------------------------------------------
    Abilities Str 12, Dex 16, Con 10, Int 14, Wis 20, Cha 12
    SQ
    Feats
    Skill Focus-Knowledge (Nature), Spell Focus-Illusion, Silent Spell, Heighten Spell, Blindfight
    Skills
    Concentration +13, Heal +10, Knowledge-Religion +8, Knowledge-Nature +15, Listen +18, Profession (Innkeeper) +8, Spellcraft +15, Spot +7
    Possessions
    Potion of Flying
    Potion of Cure Moderate Wounds
    Scroll of Deeper Darkness
    Morningstar +1
    150gp locket (from his mother)
    Last edited by PumpkinJack; 2009-03-20 at 03:19 PM. Reason: Adding missing sample encounter

  11. - Top - End - #11
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Aug 2008

    Default Re: PrC Contest IX: It's Morphin' Time!

    FARSHAPER

    "I have seen them!! Their forms!! Their forms are MINE!!!" Mierla Drevill, A farshaper

    Farshapers have seen something that made them simply put, insane. This is usually a result of having seen far realm and going raving mad as a result. But farshapers draw on it, turning into the reason of their insanity. However most farshapers are unable to reach the same incomprehensible forms that the actual denizens of the far realms have. However, those that have are extremely dangerous. When they change shape anyone looking at them risks going utterly insane as a result. Sometimes this results in new farhshapers. Farshapers also often come to blows with druids since they turn into something that is the very epitome of unnaturality.

    BECOMING A FARSHAPER
    Farshapers have seen something truly horrific and incomprehensible to the mortal mind. Perhaps they have seen the far realms and gone completely mad or some other horror completely incomprehensible to anyone.

    ENTRY REQUIREMENTS
    BaB: +4
    Skills: Knowledge (The Planes) 6 ranks, Knowledge (Arcana) 6 ranks
    Alignment: Any nonlawful and nongood
    Special: Must have seen something truly horrific and incomprehensible to the mortal mind and gone raving mad as a result. The thing seen must be an insanity inducing outsider or aberration. At the DM:s discretion other things may qualify as well.


    Class Skills
    The Farshapers's class skills (and the key ability for each skill) are Bluff (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (The Planes) (Int) Knowledge Arcana (Int), Spellcraft (Int), Use Magic Device (Cha)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Farshape 2/day

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Handle Aberration

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Farshape (Large)

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Aberrant Shape

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Farshape 3/day

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |Confusing Form

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Farshape (Tiny), Horrible Form

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Farshape 4/day

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |Farshape (Huge)

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Incomprehensible Form[/table]

    Weapon Proficiencies: A farshaper gains no new weapon or armor profiencies

    Farshape (Su)
    You may change your form into something truly bizarre
    At 1st level, a farshaper gains the ability to turn herself into any Small or Medium animal and back again twice per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per farshaper level, or until she changes back. Changing form (to animal or back) is a standard and doesn’t provoke an attack of opportunity. You must always apply the pseudonatural template* to any form you take.
    Any gear worn or carried by the farshaper melds into the new form and becomes nonfunctional. When the farshaper reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the farshaper's feet.
    The form chosen must be that of an animal the farshaper is familiar with.
    A farshaper loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
    A Farshaper can use this ability more times per day at 5th, 8th level, as noted on Table: The Farshaper. In addition, she gains the ability to take the shape of a Large animal at 3rd level, a Tiny animal at 7th level, and a Huge animal at 9th level.
    The new form’s Hit Dice can’t exceed the character’s farshaper level.
    At 4th level, a farshaper becomes able to use farshape to change into an aberration creature with the same size restrictions as for animal forms.

    Note: For those of you who want your farshapers nice and balanced, I recommend this version using Giant's Polymorph
    Spoiler
    Show

    Farshape (Su): At st level, the farshaper gains the ability to change its shape into that of an animal with the pseudonatural template twice per day. The farshaper may apply the Polymorphed template to himself, as long as the assumed shape is that of an Animal of Small or Medium size. The effect lasts for 1 hour/farshaper level, or until he chooses to change back. Changing form is a standard action that does not provoke attacks of opportunity. Use the farshaper's class level for all effects related to caster level, rather than total Hit Dice. This ability otherwise functions exactly like the Animorph spell.
    The farshaper gains the ability to take the shape of a Large animal at 3rd level, a Tiny animal at 7th level, and a Huge animal at 9th level, At 4th level, the farshaper can take the form of an Aberration with the same size restrictions as for Animals. The farshaper gains additional uses of the farshape ability at 5th and 8th levels. The Pseudonatural Template* is always added to the form you Farshape to.

    * From Complete Arcane

    Handle Aberration
    You may use handle animal checks instead of diplomacy checks when dealing with aberrations.

    Confusing Form (Su)
    Your form is extremely hard to understand and people can go a little loopy trying
    When farshaping you may choose to make your form a confusing form. Anyone non aberration and not a denizen of the far realms looking at you must make a will save or be confused. This sae may be retried each round and when succesful the confusion effect is shaken off. The character is thereafter immune to vthe particular farshapers confusing form ability for the next 24 hours.
    The save DC for this ability is 10+Farshaper Level+Cha Mod
    Note: You may not use this ability in conjunction with Horrible Form or Incomprehensible form

    Horrible Form (Su)
    Your forms are terrible to behold, shaking the staunchest of hearts.
    When farshaping you may choose to make your form a horrible form. Anyone non aberration and not a denizen of the far realms looking at you must make a will save or be affected as if the fear spell was cast on them. This save may be retried each round and when succesful the fear effect is shaken off. The character is thereafter immune to the particular farshapers horrible form ability for the next 24 hours.
    The save DC for this ability is 10+Farshaper Level+Cha Mod
    Note: You may not use this ability in conjunction with Confusing Form or Incomprehensible Form

    Incomprehensible Form (Su)
    Your forms can drive people insane.
    When farshaping you may choose to make your form an incomprehensible form. Anyone non aberration and not a denizen of the far realms looking at you must make a will save or be affected as if the insanity spell was cast on them. This save may be retried each round for five and if succesful the insanity effect is shaken off. The character is thereafter immune to the particular farshapers incomprehensible form ability for the next 24 hours. After 72 hours of being confused the character is no longer confused, but should now be played as raving mad until a cure is received
    The save DC for this ability is 10+Farshaper Level+Cha Mod
    Note: You may not use this ability in conjunction with Confusing Form or Horrible form


    Note: If a farshaper ever becomes sane, he loses all class abilities except handle aberration.

    PLAYING A FARSHAPER
    Farshapers are flexible, but dangerous combatants, able to fit many situations with their forms. However some their most powerful abilities are dangerous to use since they make no exception of friend or foe. Farshapers are mad. Very mad. They may be psychopatic or more subtly mad, but they are always visible as madmen when closer inspection is taken. Farshapers may be chaotic and whimsically crazy or more methodical, but no less mad.
    Combat: Farshapers can dish out a great deal of hurt with their aberration forms which often offer lots of flexibility. They also have their form abilites which are however dangerous to sue since they make no distinction between friend or foe. Even out of farshape, the Farshaper is rarely a wimp with d8 HD and possibly increased combat skills from previous classes.
    Advancement: Farshapers should mostly look for feats that compliment their previous classes since there is little that they can gain from feats with no spellcasting and virtually no feat enhances their Farshape ability. It is a good idea to continue down the path you were going on perhaps depending on your favourites from the numerous weird shapes you can pick as a farshaper
    Resources: Point insane people generally don't form any kind of coherent organizations and as such, few Farshapers have any external resources to draw on.


    FARSHAPERS IN THE WORLD
    "She was raving mad alright. You don't do business with those types" Rigro, a shopkeeper about Mriella Drevill

    Few people trust complete and utter madmen and as such they are distrusted and shunned immediately when their madness is found out. Many of the Farshapers are insane enough that you can tell immediately when the farshaper walks past you. Some are not however. Farshapers may be smart however mad. Still anyone spending time with a farshaper will find out about the insanity and at that point, few people have any trust for one.
    Daily Life: Farshapers usually wander around with little or no direction. They are drawn to adventuring simply because of their whimsicality and inability to stay anywhere for long. The adventuring lifestyle suits them well. Wandering comes to them also because they are ttrusted nowhere. Some people take up arms when they recognize farshapers whose powers are from the very source of ultimate insanity. No one wants that in their town.
    Notables: One of the most infamous of farshapers was an elf named Karadris Lviyvan. He was a great wizard and a charitable, kind man. Until he was tricked into looking at a scrying ball pointed at the far realms. Even Karadris' great fortitude of will could not withstand the onslaught of insanity and he turned from a wise mage to a madman. Unfortunately this did not hurt his capability to cast spells which were now in mentally very unstable hands. His kindness now turned into insane ambition he found power in madness, to turn into it's source. He left his place of living and came back having found a way to call the denizens of the far realms to his aid. The resultant war overturned kingdoms. Entire populations were turned insane or slaughtered. When the mage was finally killed and the eldritch horrors turned after a decades long campaing the land was in ruins. It took centuries to even come close to it's former glory and the tale keeps on because no one dares to forget such a horrific example of what kind of power one can reach.
    Organizations: Farshapers don't have organizations as a group and if there are any in an organization, said organization is effectively screwed. Farshapers capabilities at contributing to an organization are extremely low and they are just too insane to form any kind of coherent organizations themselves. Eldritch horrors might sometimes ally with them though.

    NPC Reaction
    Very unfriendly if not outright hostile. People found out to be farshapers are on their own as many parts of society abandon them. Even those that don't avoid them because of their insanity. Some are taken up arms against when the local kids start going mad when they look at the farshaper. Generally they have to suffer very cold treatment.


    FARSHAPERS IN THE GAME
    Farshapers mechanically function much like druids, but they have no spell though their form abilities produce some spell effects. They can do the job of the party thing smasher. They have decent HD, full BaB and Farshape making them good at up front fighting if they take the appropriate forms. They can do other kinds of stuff with their forms though too. Not all available forms are suitable for melee only
    Adaptation: All the farshaper class needs to adapt is some eldritch horrors in the setting and some unlucky sods who happen to look at them. The story of Karadris could be adapted to a remote place in the setting. Maybe you could make a campaing where the players fight against the invasion.
    Encounters: The characters might be paid to get rid of a monster who makes people mad who happens to be a farhsaper who likes his alternate forms. You might even want to make a BBEG farshaper when you want a baddies whos not exactly sane.

    Sample Encounter
    "Who... you!! I will kill you! You did...! I will not suffer you here! RAARGH!!"
    EL 15: Mierla Drevill is an insane human who roams the countryside. Her insanity has driven her to killing most sentient life she sees and she seldom has any company, living like an extremely violent hermit. She lives by waylaying travellers, killing them and taking their stuff and then going somewhere until repeating the deed. Now the PC:s have been unlucky enough to be set into this maniac's path. Or perhaps they were hired to hunt her down.

    Mierla Drevill
    Chaotic Evil/Female/Human/Fighter 3/ Rogue 2/ Sorcerer 4/Farshaper 6
    Init +6, Senses: Listen -1, Spot -1,
    Languages Common
    ------------------------------------------------
    AC 21, touch 12, flat-footed (19)
    hp 94 (3d10, 1d6, 3d4, 6d8 HD)
    Fort +12, Ref +8, Will +5
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +10/+5
    Attack Greatsword +2 attack bonus +17 Damage 2d6+5
    Full Attack Greatsword +2 attack bonus +17/+12 Damage 2d6+5
    Base Atk +12, Grp +15
    Attack Options Sneak Attack 1d6
    Spells Known Prestigitation, Light, Daze, Flare, Detect Magic, Ghost Sound, Magic Missile, True Strike, Shield, Grease
    Spells Per Day Level 0 (6), Level 1 (7), Level 2 (4)
    Supernatural Abilities Farshape, Confusing Form (DC 19)
    -----------------------------------------------
    Abilities Str 17, Dex 15, Con 16, Int 10, Wis 8, Cha 16
    Feats Power Attack (Bonus), Cleave (1st), Goad (Bonus), Combat Reflexes (Bonus), Improved Initiative (3rd), Maximise Spell (6th), Leap Attack (9th), Staggering Strike (12th)
    Skills Balance +7, Bluff +10 Climb +9, Intimidate +15, Know (Arcana) +12 Know (The planes) +12, Sleight of Hand +7, Spellcraft +6 Tumble +7,
    Possessions Greatsword +2, Mithril Breastplate +1, Ring of Protection +3
    Last edited by Frog Dragon; 2009-03-23 at 06:35 AM.
    Frog in the playground.

    My homebrewer's extended signature.

    I have Str 5!

    Quote Originally Posted by BobVosh View Post
    Wall of text attacks! CRITS!

  12. - Top - End - #12
    Ogre in the Playground
     
    Stycotl's Avatar

    Join Date
    Oct 2007
    Location
    bouncing around the world
    Gender
    Male

    Default Re: PrC Contest IX: It's Morphin' Time!

    Inspired by my desire to combine the binder and warlock, and a passing interest in creating some sort of conglomeration of Abaddon, Samael, Ahriman, the Maghariyyah, and the Outer Gods—among other things.

    Archon of the Forsaken



    The archons of Seklas are a cult of secretive witches and warlocks bent on the ascension of their lord, Seklas, who is also known as Maprapnetra, the Destroyer, and the Poison of the Gods. Esoteric lore speaks of Seklas as the unwanted offspring of the gods, a gargantuan, tentacled worm or serpent with three leonine heads, so alien and vile in nature that he was struck down to the darkest corners of creation. The archons believe that Seklas is destined to rule the multiverse, to ascend above the pantheons and Outer Gods, and make of them his servants and vassals. The archons are to be his personal aides, and their tradition states that they are imbued with some of his divinity, given them by the Destroyer in order to carry out his work throughout the multiverse.

    There is only one problem with that goal: Seklas is said to be imprisoned within his own afterbirth somewhere in the Far Realms, pushed aside and forgotten by his deific creators. As of yet, none of the archons have ever been able to find and free the godthing. Though his delirious, roving mind calls to them and answers their summoning and binding rituals, he is in a state of perpetual incapacitation, unable to even move his stricken body from its rotting confinement.

    In order to free Seklas, the archons believe that they have to find both the portals and ley lines that lead to his place of imprisonment within the Far Realms, and his mothergod, the being that created and then rejected him. Only with her sacrifice can Seklas be freed. To this end they toil with fanatic zeal, searching, studying, and plotting. They are passionate scholars, devouring historical and occult texts, journeying to ancient ruins, deciphering forgotten languages—all in the hopes of locating their master, and his traitorous goddess.

    Becoming an archon of the forsaken

    As the archons claim a portion of the divine essence of their lord, only one with a fiendish heritage of some sort can enter this prestige class. A heritage derived from the abomination is abnormal as far as ordinary warlocks and witches are concerned, in that Seklas has never produced progeny. None of his descendents are actually his offspring. Instead, in his musings and mental wanderings, he becomes aware of those calling upon his name. He offers a shadow of his soul to those that bind themselves to him, and those that twist the already dark eldritch magic to his cause. Mechanically, the Fiendish Heritage feat is the key to becoming an archon. It is unimportant as to whether the character already had the feat or not before learning of and seeking out Seklas—if previously inherited from demons and devils, the heritage now becomes that of Seklas, though it has the same game effects.
    Class qualification is fairly narrow; one must be a multiclass warlock/binder, though it does not matter which class the character favors most. They are both two sides of the same face—that of one of the unholy angels devoted to a lost and bitter god.

    HD: d6

    Entry Requirements
    Patron: Seklas
    Alignment: Any nonlawful, nongood
    Skills: Knowledge (arcane) 9 ranks, Knowledge (the planes) 9 ranks, Knowledge (religion) 9 ranks
    Feats: Eldritch Occultist, Fiendish Heritage (Special), Skilled Pact Making
    Class Abilities: Deceive Item, Pact Augmentation
    Invocations: Ability to use lesser invocations
    Soul binding: Ability to bind the 3rd level vestige, Seklas, the Lost.

    Class Skills: Bluff, Concentrate, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, Spellcraft, Use Magic Device
    Skill-points per level: 4+Int modifier

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Bonus Feat, Father to Son

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Acid Resistance 10

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Wisdom of the Planes

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Form of the Forsaken

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Malevolence of Maprapnetra

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Bonus Feat

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Harness the Destroyer

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Acid Resistance 20

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Creation and Obliteration

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Mind of Destruction[/table]

    {table="head"]Level|Invoking|Soul Binding
    1st|--|--
    2nd|+1 of existing invoking class|+1 of existing binding class
    3rd|+1 of existing invoking class|+1 of existing binding class
    4th|+1 of existing invoking class|+1 of existing binding class
    5th|+1 of existing invoking class|+1 of existing binding class
    6th|+1 of existing invoking class|+1 of existing binding class
    7th|+1 of existing invoking class|+1 of existing binding class
    8th|+1 of existing invoking class|+1 of existing binding class
    9th|+1 of existing invoking class|+1 of existing binding class
    10th|+1 of existing invoking class|+1 of existing binding class
    [/table]


    Weapon and armor proficiencies: Seklas’ archons are proficient with all simple and martial weapons, as well as light armor—but not shields.

    Invocations: At each archon level beyond first, you gain new invocations known, access to more powerful invocations (least, lesser, etc), and an increase in caster level as if you had also gained a level in the warlock class (this includes eldritch blast). You do not, however, gain any other benefit a character of that class would have gained.

    Soul Binding: At each archon level beyond first, your soul binding ability improves as if you had also gained a level in the binder class. Your archon levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges that you can bind. You do not, however, gain any other benefit a binder would have gained.

    Bonus Feat: At 1st level, and then again at 6th level, the archon can choose any binder-specific feat, any metamagic feat that would apply to his invocations and eldritch blast, any item creation feat, or any Fiendish Heritage feat, so long as he meets its prerequisites.

    Father to Son (Su): Obsessed with his own abandonment, Seklas has styled himself as a devoted, if not distant, father to all of his archons; he pours into them as much of his essence as he can in his weakened state. At first level, anytime the archon is not bound to at least one of Seklas’ vestiges, he suffers a dramatic depletion of mental and physical tenacity, taking a -2 penalty to all saving throws. At higher levels, whenever he is bound to both vestiges of Seklas at the same time, he gains a +2 bonus to all saving throws as his bond with the Destroyer is strengthened.

    Resistance (Ex): At 2nd level, the archon gains acid resistance 10. This stacks with any acid resistance that the archon has through racial, feat, or other class abilities. At 8th level, this becomes acid resistance 20.

    Wisdom of the Planes (Ex): At 3rd level, owing to his extensive studies, the archon begins to truly understand the relationship between the multiverse and the lingering force of the vestiges he binds. He gains a synergy bonus to binder level checks equal to +1/5 ranks of Knowledge (the planes) that he possesses.

    Form of the Forsaken: At 4th level, the archon has learned to become a minor avatar of Seklas, growing into a likeness of the Poison of the Gods, and gaining some of his strengths and weaknesses. This ability is a 5th-level, greater invocation that transforms him into a tentacled, serpentine monster. His face remains recognizable, though now distorted by leonine features, a heavy jaw with sharp fangs, and a thick mane of tangled, gray fur. He remains the same size, but gains a +4 enhancement bonus to Strength and Dexterity, 4d8+12 temporary hit points, a +8 racial bonus to climb and grapple checks, a primary bite attack that deals 1d6 damage, and three secondary tentacle attacks that deal 1d4 damage. The tentacles drip with foul poison, dealing 2d4 initial and secondary Wisdom damage (Charisma-based) to anything that they touch. This invocation lasts one round per class level. If he is bound to Seklas, the Lost, when using this invocation, the tentacle attacks have 10 feet of reach. If bound to Seklas, the Destroyer, when using this invocation, it is cast as an 8th-level, dark invocation, the bite does 2d6 damage, the tentacles do 2d8 damage, and the poison does 2d6 Wisdom damage, as well as 2d6 initial and secondary acid damage (halved with successful save), and any critical hit with a tentacle or bite attack channels an eldritch blast through it as with horrendous blow. After using this invocation, the archon cannot use it again for six hours, and is fatigued until he receives treatment or adequate rest.

    Malevolence of the Forgotten God: At 5th level, the archon has learned to smite his foes with Seklas’ boiling anger. This ability is treated as a greater (5th level) eldritch essence that can be applied to his eldritch blast once per encounter. A victim of this eldritch essence must make a Will save or suffer the effects of the enfeeble spell, as the alien wrath of the Destroyer pierces its soul and destroys its intellect. Along with affecting Intelligence and Charisma, this ability drops the target’s Wisdom to 1 as well. This essence cannot be applied to an eldritch blast that affects more than one target per use.

    Harness the Destroyer (Su): At 7th level, the archon learns to channel both of his arts simultaneously, combining the dark magic of the warlock with the imbued strength of the Poison of the Gods. From now on, when bound to at least one of Seklas’ vestiges, and using any vestigial ability with a five-round recharge, he can cast any known invocation or eldritch blast as a swift action by adding another five rounds to the recharge of the vestigial ability (he cannot use it again for 10 rounds). If he is bound to both of Seklas’ vestiges, he can do so by only adding another two rounds to the recharge of the vestigial ability (he cannot use it again for 7 rounds). This ability can be used a number of times per day equal to the archon's Charisma modifier.

    Creation and Obliteration: At 9th level, the archon has made a breakthrough in his understanding of Seklas, and his communication with the godthing. He can now bind Seklas, the Destroyer, whether he would normally be allowed to bind 8th-level vestiges or not. Note, the archon cannot bind any other vestiges of this level if he would not ordinarily be allowed to do so by virtue of his effective binder level. If the Archon at any time takes any of the feats in the Favored Vestige feat chain for Seklas, the Lost, or Seklas, the Destroyer, it counts for both vestiges.

    Mind of Destruction (Su): Known as Anjra Maniiu, or less formally as the Godkiller, this is one of the archons’ greatest secrets—other than their existence as a whole in the first place. By 10th level, the archon has learned his place among Seklas’ scheme in the universe, and has ignited a firestorm of divine potential within his own soul, drawing strength from Seklas’ imbued essence, and readying himself for the coming conflict with a divine entity. He can utilize the power word kill spell once per day as a spell-like ability. For every point of Constitution damage that he is willing to take in sacrifice to Seklas, he can raise the caster level of the power word by +1, and affect a creature with 20 hit points over the normal limit (example: Rhotan sacrifices 10 points of Constitution damage in order to gain a +10 to his caster level of the spell-like ability, and enable it to affect a creature with up to 300 hit points). If the archon sacrifices more than 5 points of Constitution damage in this way at one time, he must immediately make a Fortitude saving throw, using your new Constitution modifier (DC of 10+Charisma modifier+sacrificed Constitution points), or lapse into a coma with a duration equal to the time necessary to heal his first point of Constitution back. Nothing short of a wish or miracle can heal this sacrificed points of Constitution any faster than natural rest—not even Naberius’ vestige. The archon cannot sacrifice a number of Constitution points in this fashion greater than his effective binder level. Archon legend states that there is a way for multiple archons to enact a ritual with the power of the Anjra Maniiu that will be able to strike even a god to its knees. But this ritual is as lost to the planes as is their deity.

    *********

    Roleplaying Information
    Spoiler
    Show


    Seklas' Machinations and Plots

    The Poison of the Gods jealously watches over his precious few archons, whispering in their minds when he can summon the strength on his own, eagerly answering their binding rituals, and anxiously awaiting the day when he can throw down the bands of his captivity and take his rightful place among the planes. Initially a stranger among the Far Realms, Seklas has, after his eons of imprisonment, become one with the denizens of that dark, alien place. Though born of pantheistic gods, a being of the known planes, he is now an Outer God, one of the mysterious, unknowable beings that reside only in the deepest of mortality’s nightmares. Seklas does not begrudge his followers the opportunity to continue binding other vestiges. Indeed, he sees them all as future resources, slaves to empower his archons, and therefore, commodities that should be taken advantage of.

    Playing an Archon of the Forsaken

    An archon of the Poison of the Gods is an elite being, one blessed with great talent and power. But you are not without your enemies. Worshipping—and indeed, trying to bring about the eventual ascension of—one of the most abominable beings in existence, is not without its dangers.

    You did not seek out the archons—they found you. After years of dark dreams, fervent study, and spectral insight, you finally found knowledge of one vestige above all that stood out in tantalizing promise of power and glory. You have bound many of the thrown-away spirits of the multiverse, and all have been useful to you. But none of them have resonated within your being in quite the same way as Seklas. Here is power, potential unlimited. After learning to bind the Destroyer, dark and sinister figures approached you and demanded your fealty to the Poison of the Gods. Even if it seemed you had a choice, you would hardly have resisted; the dark god’s call had thoroughly enthralled you. Your acceptance into the order was the most pivotal decision you have ever made, and now you carry on the work of a truly divine being, a templar dedicated to a great cause.
    Combat: As an Archon of the Forsaken, you have some potent abilities at your command. First of all, your blood is potent, and you share the strength of some truly formidable otherworlders, whether those are demons, aberrations, or even fey. Your eldritch might is well fortified with your binding magic. More than that though, you have been blessed with the strength of one of the most powerful beings in the multiverse, the one destined to bring about the death of the gods. Use those gifts to their utmost effect; he has given you the occult knowledge that you need in order to find your foes' weaknesses, and he has given you the weapons with which to reduce those foes to shattered, mindless wrecks. You are not a front-line combatant however, and barring the occasional use of your avatar form, you should rely on ranged attacks, spells, and invocations.
    Advancement: The archons have no formal structure; there is no formally recognized leader. The most powerful archon in existence at any given time is generally the de facto authority on all matters of true import, and that position has changed numerous times over the centuries.
    Resources: Though the archons are indeed a cohesive group, they operate singly with only the rarest exceptions, and cannot be counted as allies or friends in the mundane emergencies and conflicts of the world. Only when the situation directly affects the outcome of Seklas' discovery or ascension will the other archons accept such camaraderie.

    Archons of the Forsaken in the World

    Seklas? Maprapn... what in the Hells are you blathering about, idiot?
    –Archmage Bolicray, Master of the Planes, Sigil

    Archons are not your typical adventurous heroes. They do not generally go on quests to save the daughter of the village's mayor or the world. They would rather be out searching the corners of creation for their master, and the one that birthed him–and bringing about the end of the Age of Mortals. As such, they have a hard time relating to normal societies, though they might find themselves comfortably at home in a daelkyr's parlor, or charging the gates of Celestia with a horde of demons and aberrations.
    Daily Life: Much of the archons' days are spent in obsessive study. They know that Seklas is somewhere, and that eventually they will find him. It is only a matter of time. When they are not perusing ancient tomes and studying celestial observatories, they can be found furthering their cause in other means, whether that is assassinating their enemies, raising funds, exploring newly discovered ruins, etc.
    Organizations: The archons work autonomously for the most part, keeping to themselves and their own work in order to avoid the attention of powerful entities and organizations. Only rarely do they actually convene, and even then only in small groups. All communication other than this is executed through magical methods; they do not trust to messengers and other mundane means. There will only be one predestined time in history that all existing archons convene, and that will be to drag the bound mothergod of Seklas into his miserable den and allow him to feed.

    NPC Reaction

    There are few outside of your secret circle of archons that even knows the names of Seklas, or the stories of his birth and banishment. Even ignorant of your devious goals (which they most likely equate to bringing about doomsday), most mortals and immortals alike would recoil from the foul stench of your nefarious art anyway, driven as most are to hate and fear binding rituals and the black magic of warlocks and witches.

    Archons of the Forsaken in the Game
    Archons make excellent villains, with their goals of destruction, but they can also be excellent allies to the unaware or the apathetic, as they recognize the need for contacts and allies in the world.
    Adaptation: This class could be adapted without to much hassle to different systems. Though the soul binding is fairly central to the concept, the invoking of eldritch magic is not necessarily the only class out there that has an innate manifestation of power. Sorcerers, Favored Souls, and even others could certainly provide an efficient variation to this class, though such classes would probably have to lose more caster levels than does the warlock, dependent upon the strength of their abilities.
    Encounters: Player characters will find the archons to be either knowledgeable contacts, or cunning foes. If the players blunder into the middle of the archon's work, they might find themselves beset upon by dark magic and shadowy aberrations.

    Sample Encounter

    Individual (EL 10): The party has stumbled upon an old labyrinth of catacombs, recently discovered during renovations of castle dungeon. Though sealed for many years, the catacombs show signs of recent excavation. As they explore, the PCs discover many pictographs and stelae depicting the creation of a hideously strange, serpentine god. No sooner than they set about looking for valuables, a shadow-cloaked mass of fangs and tentacles erupts from the walls, accusing them of trespassing and thievery as it tears into them in a frenzy of violence.
    Group (EL 17+): A fledgling archon was destroyed by a group of heroes in some newly discovered, maze-like catacombs more than a month ago. The heroes returned to the surface, telling tales of lion-headed serpents etched into the walls of the catacombs, along with scenes of the end of the world. Word of this site has reached the ears of one of the oldest of the archons, and he is now excited that the resting place of a dormant maprapnetra might have been found. Calling together a choice few of his archon associates, this elder will not yield for anything to slay any trespassers investigating the secret catacombs, and he will certainly not give up the opportunity to find out if one of the tentacled heralds of Seklas truly is hibernating within the area.

    Last edited by Stycotl; 2009-03-19 at 10:59 PM.
    my own diabolical experiments (homebrew)

    my deviantART

    my alter ego

    Campaigns
    Watchtower––Volume III (running since 2008)

    Announcer— “Your cable television is experiencing difficulties. Please do not panic. Resist the temptation to read or talk to loved ones. Do not attempt sexual relations, as years of TV radiation have left your genitals withered and useless.”

    Wiggum, checking— “Well I'll be damned.”

  13. - Top - End - #13
    Bugbear in the Playground
     
    dyslexicfaser's Avatar

    Join Date
    May 2007
    Gender
    Male

    Default Re: PrC Contest IX: It's Morphin' Time!

    I'm not really satisfied with how this turned out, and it's not 100% completed to boot, but hell. It'll do for now.

    New Feat:
    Spirit of Zordon
    Benefit: You are imbued by the wisdom of Zordon, widely believed to be the first halfling Power Ranger. You gain a +2 unnamed bonus to all wisdom-based checks and skills. The equivalent of the Red Wizards’ Tattoo Focus or the Hathran’s Ethran, this feat will also allow an Arcane Power Ranger to lead the Power Rangers’ equivalent of Circle Magic, Power of Friendship.
    Normal: You may only be an assistant when utilizing a Power Ranger’s Circle Magic.

    POWER RANGERS

    "They might be small, but when they form the Megazord, it's your ass..." - JanusJones


    For ages, one of the great truths of the world is that size matters. Except in that one in a hundred chance, David does not defeat Goliath. A goblin taking on an ogre one-on-one is a mug's game. If one of the small folk want to take down a red dragon, they need to use strength of numbers. Pile on until the big beast goes down under their combined weight. Is it not said that in a game of quantity versus quality, quantity has a quality all its own?

    Power Rangers are those specially-trained corps that take this ideology a step further than most. They train together, they live together, they do everything together, until they know their comrades better than they do themselves, until they are practically one mind in many bodies. In battle, they move as a perfectly synchronized pack, like a school of fish in the ocean.

    BECOMING A POWER RANGER
    When a team of Power Rangers begin to lose their edge, they will go out among their people and hand pick their successors. Prospective Power Rangers are chosen early, based on a set of criteria that only the old Rangers know. A particularly poetic Ranger described the process of sifting through students until he found one whose soul shone the brightest.

    However it happens, each old Ranger takes a new one under their wing and teaches them what the old Ranger knows. The new rangers are then placed in isolation to train and learn together for one month. When the process is complete, the new squad of Power Rangers is released to find their own path, and how best to protect their peoples from the ravages of the big, big world.

    ENTRY REQUIREMENTS
    Size: Smaller than Medium sized
    Feats: Swarmfighting
    Skills: Any Knowledge or Martial Lore 8 ranks
    If a Martial Adept: Able to use 3rd level maneuvers of any discipline and to have any one feat from among this list: Reaping Talons, Scorching Sirocco, Clarion Commander, Distant Horizon, Falling Sun Attack, Faith Unswerving, Gloom Razor, Perfect Clarity of Mind and Body, Shards of Granite, Stormguard Warrior, White Raven Defense, Tiger Blooded, Stone Power, Shadow Blade, Shadow Trickster, Devoted Bullwark, Desert Wind Dodge, or Desert Fire.
    OR
    If an Arcane Spellcaster: Able to cast 3rd level arcane spells and are a Specialist or Focused Specialist


    Class Skills
    Balance, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Jump, Knowledge (all), Martial Lore, Ride, Swim, Tumble, as well as the key skills in any martial discipline you have maneuvers or stances in that are not on the list
    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
    |
    +2
    |
    +2
    |
    +0
    |Gift of a Name, Assume the Mantle

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Power Ranger Ability

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Power Ranger Ability

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Power Ranger Feat

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Veteran Power Ranger

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Superior Power Ranger Ability

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |Superior Power Ranger Ability

    8th|
    +6
    |
    +6
    |
    +6
    |
    +2
    |Power Ranger Feat, Power Armor

    9th|
    +6
    |
    +6
    |
    +6
    |
    +3
    |Superior Power Ranger Ability, Legendary Ranger

    10th|
    +7
    |
    +7
    |
    +7
    |
    +3
    |Ultimate Combination[/table]

    Maneuvers (if a martial class):
    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|1|0|1
    2nd|0|1|0
    3rd|1|0|0
    4th|1|0|1
    5th|0|1|0
    6th|1|0|0
    7th|0|0|1
    8th|1|1|0
    9th|1|0|0
    10th|0|0|1
    [/table]

    Spells (if a caster):
    {table="head"]Level|Spellcasting
    1st|--
    2nd|+1 level of arcane spellcasting class
    3rd|+1 level of arcane spellcasting class
    4th|+1 level of arcane spellcasting class
    5th|+1 level of arcane spellcasting class
    6th|+1 level of arcane spellcasting class
    7th|+1 level of arcane spellcasting class
    8th|+1 level of arcane spellcasting class
    9th|+1 level of arcane spellcasting class
    10th|--
    [/table]

    Weapon Proficiencies: Power Rangers gain no new weapon or armor proficiencies.

    Maneuvers: At each even-numbered level, you gain one new maneuver known from any discipline you knew before taking the Power Ranger prestige class, Army of One, or Scarlet Bravura. You must meet a maneuver’s prerequisites to learn it. You add your full Power Ranger level to your initiator level to determine your total initiator level and the highest level of maneuver you can learn. If you have levels in an initiator class that allows you to exchange out maneuvers at certain levels, your Power Ranger levels stack with your levels in that class for determining when you may exchange maneuvers. At 4th, 7th, and 10th levels, you gain an additional maneuver readied each day.


    Power Ranger Feats include: Spirit of Zordon, Spell Mastery, Signature Spell, Spell Thematics, Dodge, Combat Expertise, Formation Expert, Shield Wall, Phalanx Fighting, Hold the Line, Giantbane, Wolfpack, Underfoot Combat, Confound the Big Folk, Exhausting Defense, any Weapon Style feats

    Gift of a Name: When a Power Ranger graduates from training, she may either take her mentor’s name as her own, or forge a new one. Good names include but are not limited to: the Red Rooster, the White Dog, the Orange Tiger, or the Yellow Monkey Ranger. As long as she uses this name in battle, she is imbued with the strength of those who have gone before. She gains +1 damage to all attacks, maneuvers or damaging spells equal to the number of other Power Rangers that occupy the same square she does.

    Assume the Mantle: A Power Ranger’s armor is her pride, and lovingly maintained. She gains a +2 circumstance bonus to Diplomacy among those of her race who recognize her elite status.

    Veteran Ranger: As long as a Veteran Ranger is occupying the same square as at least one other Ranger, she is always considered to be flanking. She also gains a +2 to all Gather Information checks among those of her race who recognize her elite status, and her Diplomacy bonus rises to +4.

    Power Armor: A Legendary Ranger’s spirit is enshrined in her armor. Neither her armor nor weapon may be sundered, and she cannot be disarmed. She also gains Freedom of Movement at all times.

    Legendary Ranger: A Legendary Ranger has become a legend in her own time. If she falls in battle, her people will stop at nothing to return her to life. Within a month, she will be returned to life via True Resurrection at the behest of prominent members of her race. When she spends any length of time in a place that contains members of her race, she will accrue temporary followers at a rate of 1 follower (who never exceed 3rd level) per day up to a maximum of twice her HD, whose primary purpose is to gather around and marvel at her incredible fighting prowess. Power Rangers who abuse their powers by sacrificing their followers or marching them ahead of themselves to trigger traps or the like will soon find their followers making themselves scarce.

    Ultimate Combination: It’s Morphin’ Time!: A Power Ranger with this ability may take the final step in combining her power with her fellows, literally becoming one being 1/day. As a standard action, a Ranger may initiate an Ultimate Combination, which will last a number of rounds equal to her HD or until she disengages. Other Legendary Rangers may then use a standard action to join the Ultimate Combination, resulting in an ever-more-powerful Construct under the control of the original Legendary Ranger. The HP of the Ultimate Combination is equal to the initiating Ranger’s current HP, and gains additional temporary HP equal to each succeeding Ranger’s HD.

    The Ultimate Construct may use any spells, maneuvers, stances or feats that any of its Power Rangers can

    If the Ultimate Construct is destroyed, each Power Ranger that was a part of the Ultimate Construct takes half of their remaining Hit Points in damage.
    1 Ranger: Improves Natural Armor by +2, Bbecomes Medium sized and gains the Living Construct subtype, like a Warforged
    2 Rangers: Improves Natural Armor by +2, Large size, augment critical to 18-20x3 (if such is better than the original Ranger’s critical threat range), and resistance 10 to acid, cold, electricity and fire like a Slaughterstone Eviscerator
    3 Rangers: Improves Natural Armor by +2, Huge size, Improved Grab and Thunder Step special abilities, and a 10d10+20 squash attack on an overrun attempt like a Juggernaut or Slaughterstone Behemoth
    4 Rangers: Improves Natural Armor by +2, the Construct subtype and the feats Awesome Blow, Cleave, Improved Bullrush, Power Attack and a 3d6 Powerful Charge like a Warforged Titan as well as the Spiral Energy special ability of a Gunmen (taking 2 Cha damage allow the Ultimate Construct a bonus to attack rolls, armor class, saving throws, ability checks and skill checks equal to their Cha modifier for one round, gives the additional effect of not causing natural 1's on attack rolls and saving throws to be automatic failures, and treats all natural 20's as automatic successes, even for things that do not naturally warrant it, such as skill checks. Cha damaged in this way is automatically restored at the end of the encounter)
    5+ Rangers: For each ranger beyond the fourth, the Ultimate Construct may gain 5 Construct HD (d10), DR Adamantine/10, SR equal to the added Ranger’s HD, Fast Healing 4, or her weapons gain the Vorpal, Vampiric or Brilliant Energy weapon property.

    Power Ranger abilities:
    Fight as One: A Power Ranger with this ability may ‘synchronize’ her initiative roll with that of another Power Ranger at the beginning of combat, so that he always takes her turn after that Power Ranger in the combat order.

    Ranger Toss: As part of an attack or maneuver, a Ranger with this ability may choose to be flung 20’ in any direction. A tossed Ranger loses all bonuses she may have accumulated while occupying a square with other Rangers, but is considered to be charging, gains a 3d6 Powerful Charge ability and may knock her target prone if they fail a reflex save, DC 10+her number of Ranger class levels. A Ranger may only use this ability when there is at least one other Ranger occupying the same square as she is.

    Take the Blow: A Power Ranger with this ability may choose to become the target of any melee or ranged attack that would target another Power Ranger occupying the same square as she does. She may use this ability only once per turn, and a number of times per combat equal to 1/3 of her Power Ranger level, rounded down (minimum 1).

    One For All: A Power Ranger with this ability may choose to become the target of any damaging spell cast by an enemy that would target another Power Ranger occupying the same square as she does. She may use this ability only once per turn, and a number of times per combat equal to 1/3 of her Power Ranger level, rounded down (minimum 1).

    All For One: A Power Ranger with this ability may choose to distribute the damage from any damaging spell, melee attack, or ranged attack evenly among all those who share the same square as she does. She may use this ability only once per turn, and a number of times per combat equal to 1/3 of her Power Ranger level, rounded down (minimum 1).

    Boost Morale: A Power Ranger with this ability grants all Power Rangers that occupy the same square she does with an unnamed bonus to Armor Class equal to 1/3 her Power Ranger levels, rounded down (minimum 1).

    Who Wants to Live Forever: A Power Ranger with this ability grants all Power Rangers that occupy the same square she does Fast Healing 1 as long as they are below 50% of their Hit Points. At 6th level, this increases to Fast Healing 2. At 9th level, this increases to Fast Healing 3.

    Strength of Resolve A Power Ranger with this ability gains an unnamed bonus to her Armor Class equal to the number of other Power Rangers that occupy the same square as she does.

    Mind to Mind: A Power Ranger with this ability is so in tune with her fellow Power Rangers that she may freely share her thoughts to direct them in battle. As a free action, she may use telepathy to communicate with other Power Rangers within 100’ equal to her Power Ranger levels.

    Mystical Strength of Many: An Arcane Power Ranger gains a bonus to her Caster Level equal to the number of other Power Rangers that occupy the same square as she does, up to the number of Power Ranger levels she has. This bonus to CL may not exceed her HD+1.


    Superior Power Ranger Abilities:
    Recognize the Rangers: When casting an area effect spell or using an area effect maneuver, a Power Ranger with this ability may ignore his fellow rangers as though using the Archmage’s ’mastery of shapes’ ability to alter the magic or maneuver around those Power Rangers.

    [I]Power Link:[I/] An Arcane Power Ranger may share spells with a range of touch or personal with a number of her fellow Power Rangers who occupy the same square as she does equal to a maximum of ½ her Power Ranger level as she would with a familiar or animal companion. A Martial Power Ranger may do the same when using a maneuver (such as Shadow Jaunt) or switching to a new stance.

    Defender of All: Prerequisite One For All, A Power Ranger with this ability may choose to become the target of any damaging area effect spell that would target multiple Power Rangers that share the same square as she does. In exchange for using this ability, she takes double the damage she would otherwise have taken as a target of . She may use this ability only once per turn, and a number of times per combat equal to 1/3 of her Power Ranger level, rounded down (minimum 1).

    Power of Friendship: The Power Ranger equivalent of Circle Magic (see PGtF for more info). Once per day, a Veteran Ranger (who must the Spirit of Zordon feat) may spend an hour to ‘stock up’ on arcane spells or martial maneuvers by sacrificing spells and/or maneuvers whose total levels must be less than or equal to their Power Ranger levels Maneuvers or spells sacrificed in this way may not be readied or prepared for that day, and the sacrificing Ranger may not prepare or ready a new spell or maneuver in that slot. Spells sacrificed in this way may be used to power equivalent maneuvers or vice versa.

    At any time in the next 24 hours, the leading Power Ranger may use these sacrificed spell and/or maneuver levels in one of two ways. She may either use these spell/maneuver levels to power her own (for example, if she has 14 stored levels, she might use a readied 9th level maneuver or spell without expending it, leaving her with 5 stored levels), or she may allow any Ranger who sacrificed a spell/maneuver in this way to immediately take their turn before or after hers, on the condition that they must use one of the spells/maneuvers they themselves sacrificed. A Ranger may only participate in one Power of Friendship! per day.

    Rangers, Deploy!: A Power Ranger with this ability may use a full round action to use the spell Teleport a number of times per day equal to 1/3 of her Power Ranger level. In order to initiate the teleport, the caster must be in contact with at least two other Power Rangers, who also lose one casting of Rangers, Deploy! if they possess it. Power Rangers with 8 levels in the class may instead cast Greater Teleport. Power Rangers with 10 levels in the class may instead cast Teleportation Circle.

    PLAYING A POWER RANGER
    It is recommended for players of this class to play as melodramatically as possible. You are not simply Tommy, you are Tommy, the White Dog Ranger! Dress in your colors. Shout out attack names if you feel like it (“Lightning Throw!” “Firebaaaaall!”). When you reach the class capstone, gattai as flashily as possible; bonus points for as many lens flares or speed lines as you can manage.

    One thing of note is that all Power Rangers must have a fairly high dexterity score, as Swarmfighting as written only allows you to combine with a number of other PCs equal to your dexterity modifier.
    Combat: Power Rangers are fair combatants solo, but it is when they group together into a Swarmfighting pack that they are deadly.
    Advancement: When your time as a Power Ranger is done, consider returning to your martial or spell casting base class, or such PrCs as Master of Nine. Arcane Power Rangers may choose to exit the class before 10th level, thereby avoiding the second missed caster level, but still able to take part in an Ultimate Combination.
    Resources: What resources might a member of this PrC be able to draw on..

    POWER RANGERS IN THE WORLD
    "I just get by with a little help from my friends." Tommy, halfling White Dog Ranger

    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: A Power Ranger lives and dies with her team.
    Notables: Power Rangers are often at the fore of violence between the small races and the large. The history of the Power Rangers could be said to be the history of the halfling, gnome and kobold races. It is a rare Power Ranger that is remembered alone. Most famous Power Rangers are known by their teams: the Dino Thunder Rangers. The Ninja Storm Rangers. The Mystic Force Rangers.

    Of all Rangers, perhaps the best-known were Tommy the White Dog and Jason the Red Rooster, the Halflings With Attitude who learned at the feet of Zordon (widely believed to be the first Ranger) and repelled no less than three invasions of their ancestral lands through force of arms.
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    ”His body might have been small, but he had the heart of a giant.” -- awed halfling after seeing a Power Ranger in action
    ”Haw! Funny halfling in pink not so scary. Krunk smash!” -- in fond remembrance of Krunk the half-ogre
    Power Rangers are venerated among the small races as freedom from the oppression of the larger races, a shining example of what they can do despite their short stature. Physically imposing humanoids such as orcs and even humans often find Power Rangers funny. That a team of brightly-colored halflings with names like Green Dinosaur or Brown Wolf or Grey Dragon is worthy of ridicule.

    Until they see a Power Ranger team in action, or are the target of one themselves. Then, there is no more laughter.
    POWER RANGERS IN THE GAME
    A Power Ranger is only as good as the total number of Power Rangers in a game. Their power and versatility as a group grows exponentially the more you have. One Power Ranger is not a dire threat. Two or three, and they become genuinely dangerous. If your entire group is a team of Martial and Arcane Power Rangers… God help your enemies.
    Adaptation: DMs can use a team of these guys to harry a group of PCs, able to freely withdraw with their Rangers, Deploy! teleportation abilities, or a Power Linked Shadow Hand or Arcane Power Ranger sharing their Shadow Jaunt, Invisibility or Ethereal Jaunt abilities with the rest of the team. Not for use in particularly serious games.
    Encounters: Not every halfling village or kobold cave warren is lucky enough to have its own team of Power Rangers. But where there are Big People abusing their smaller brethren, the Power Rangers shall be there!

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by dyslexicfaser; 2009-03-24 at 03:33 PM.
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

    Spoiler
    Show

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Some kind of hell
    Gender
    Male

    Default Re: PrC Contest IX: It's Morphin' Time!

    Contest is closed folks, go on to the voting thread and pick your favorite!



    -X
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.

    My extended homebrew signature!

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