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  1. - Top - End - #1
    Orc in the Playground
     
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    Default Worth A Thousand Words II (PrC Contest)

    A Picture is Worth a Thousand Words II

    ---



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

    Worth a Thousand Words II (PrC Contest)

    The contest begins with the posting of this thread and will run through midnight of October 19th.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of October 23rd.

    Rules

    1) You will be creating an 'original' prestige class. One inspired by the picture in this opening post in some manner. The picture may, but need not, be a representative of your class. The image is there to serve merely as a starting point for you to let your mind wander in whatever way it will. The final class can be completely independent of the starting image, so long as the image inspires your thoughts in some manner. If you feel like it, give us an explanation of your thought processes behind your final class idea...it may help others come up with unique ideas of their own.

    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 are some helpers if you need them!
    Last edited by The Witch-King; 2009-10-07 at 11:31 PM.

  2. - Top - End - #2
    Orc in the Playground
     
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    Default Re: Worth A Thousand Words II (PrC Contest)

    PRESTIGE CLASS NAME



    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[/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

  3. - Top - End - #3
    Orc in the Playground
     
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    Default Re: Worth A Thousand Words II (PrC Contest)

    Just a quick reminder: Contest entries need to be in by October 19th. Thanks!
    Last edited by The Witch-King; 2009-10-07 at 11:30 PM.

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    Default Re: Worth A Thousand Words II (PrC Contest)

    ARCHAEOLOGIST

    Explanation and Inspiration
    Originally, I had planned to do some sort of avian-based class, i.e. a druid variant or somesuch. I decided against this due to the frankly embarrassing amount of druid PrCs already in existence.

    Instead, I turned my attention to the large amount of treasure the subject is wearing. Thinking of the archetype of treasure hunter and dungeon plunderer, I sought to expand this archetype from the kick-in-the-door melee classes into the intelligence and wisdom based classes.

    Thus, the archaeologist. A subversion of the typical archaeologist trope, archaeologists seek items of historical significance for the knowledge they provide, monetary value regardless.




    Any fool can find a shiny bauble. It takes a sharp wit and a strong mind to learn something from it.
    -Rytelas Leafpath, Elven Archaeologist


    Masters of knowledge and history, Archaeologists are refined treasure hunters who seek treasure not for personal gain, but instead for the greater knowledge of civilization everywhere. From the lowliest peasant's wooden cup to the bloodthirsty warlord's jewel-encrusted goblet, everything has value to an archaeologist.

    Archaeologists seek out knowledge in the far corners of the world - they are the ones who write the great libraries that wizards of yore study from. They are those who take the passion of thought and mind and meld it seamlessly with that of adventure and excitement. This combination is an archaeologist.

    BECOMING AN ARCHAEOLOGIST
    Many archaeologists are former treasure hunters who renounce their love for wealth in favor of an enlightened approach to plundering. They spend weeks, months, even years in libraries, discovering obscure knowledge about the world around and under them.

    Some archaeologists maintain this lifestyle, remaining in cities and refining the knowledge of others. Other archaeologists join a group of like-minded individuals, or enlist the aid of other adventurers, and seek to fill the holes in the known history of the world itself.

    ENTRY REQUIREMENTS
    Skills: 8 ranks in any one Knowledge skill.
    Skills: 5 ranks in Survival.
    Skills: 3 ranks in any four other Knowledge skills.
    Special: To become an archaeologist, an aspirant must personally, and successfully, Appraise an item to be worth as much as or more than one third of his current wealth. He must then donate this item to a museum, library, or other institute of knowledge, and receive no compensation.

    Class Skills
    The Archaeologist's class skills (and the key ability for each skill) are:
    Appraise (Int), Climb (Str), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Open Lock (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha), Use Rope (Dex)

    Skills Points at Each Level: 8 + int

    Hit Dice: d8
    Alignment: Any.

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Archaeological Appraisal, Artifact Affinity

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Detect Path, Discern User

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Improved Artifact Affinity

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Discern Origin

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Artifact Strike (2/day)

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Discern Lesser History, Artifact Strike (3/day)

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |Improved Artifact Strike, Greater Artifact Affinity

    8th|
    +6
    |
    +2
    |
    +6
    |
    +2
    |Detect Hoax, Artifact Strike (4/day)

    9th|
    +6
    |
    +3
    |
    +6
    |
    +3
    |Discern Greater History

    10th|
    +7
    |
    +3
    |
    +7
    |
    +3
    |Discern Lesser History (Instantaneous), Greater Artifact Strike, Artifact Strike (6/day)[/table]

    Weapon Proficiencies: An archaeologist is proficient all simple weapons plus the light pick, handaxe, and light hammer. Archaeologists are proficient with light armor but not shields. Archaeologists may consider Whips martial weapons, though they do not start proficient in them.

    Archaeological Appraisal: An archaeologist may appraise any item discovered outside of civilization. This ability does not use the Appraise skill. Instead, they may roll a knowledge check to discern information about the item. The DM will determine which knowledge skill is used to modify this check. Regardless of skill ranks in that knowledge or lack thereof, this check may always be attempted. The DC for this check varies by the item's uniqueness:

    {table=head]DC|Description

    10|Unique and rare artifact, one of a kind or extremely uncommon. (a personal weapon)
    15|Uncommon item of value, often with unique or identifying markings. (a noble's goblet)
    20|Fairly common item that played an important but unique role in the user's life. (a family coffer)
    25|Quite common item used for mundane purposes, but often stylized somehow for the user. (a torch)
    30|Extremely common item used for everyday purposes, with no identifying markings. (a coin)
    [/table]

    If this check succeeds, the item is considered to be "identified" for the purposes of several other archaeologist skills. They archaeologist also gains a +2 circumstance bonus on all skill checks related to the item. For every 3 points he succeeded the identification DC by, he gains another +2 circumstance bonus.

    If the check fails, the DM may make another, secret, knowledge check to determine whether he realized that he misjudged his analysis, with a DC equal to half of that of the identification, rounded up. If this succeeds, the archaeologist must have the item identified by a more skilled practitioner. If it fails, the above circumstance bonuses are subtracted from all skill checks.

    Artifact Affinity
    When studying to become an Archaeologist, most develop an affinity for learning about a certain type of ancient weapon. In the field, this affinity manifests itself as a -3 modifier to the identification DC for any weapon of that type. An identified weapon of that type bequeaths +2 expertise attack bonus.

    The type of weapon may not be a weapon that an archaeologist was proficient with prior to taking the archaeologist class. Upon selecting this type, the archaeologist gains proficiency with that weapon as a bonus feat. This proficiency only applies to weapons that the archaeologist personally discovers, however. Regular proficiency in the chosen type can be still obtained through the normal methods.

    Detect Path
    Skill DCs related to discovering hidden passageways, ceasing to be lost, and other pathfinding-related tasks are halved for 2nd level archaeologists.

    Discern User
    A 2nd level archaeologist may discern the original user and creator of any identified item, by name, race, class (if any), and brief history. If still alive, the archaeologist may discern the current location of that person.

    Improved Artifact Affinity
    At 3rd level, an archaeologist's affinity towards his favored weapon type grows. The DC modifer to Archaeological Appraisal increases to -6 and his attack bonus increases to a +4 expertise bonus. In addition, the weapon gains a +1d3 damage increase to all attacks with that weapon.

    Discern Origin
    A 4th level archaeologist may discern the location, time, and method of the creation of any identified item. This ability will also reveal all materials outside of the norm used in the item's creation, if any.

    Artifact Strike
    A 5th level archaeologist may strike with newfound skill with his chosen weapon type. This benefit manifests itself as an automatic +1d8 damage increase for every two archaeologist levels he possesses. This ability may be used a number of times per day equal to the number of archaeologist levels possessed/2.

    Discern Lesser History
    A 6th level archaeologist may intensely study an identified item to gain a rough idea of its complete history. This requires some source of external knowledge, such as a library, and one day of research. Any knowledge check with a DC lower than 32 is automatically successful on an item that has had its Lesser History discerned.

    Improved Artifact Strike
    At the 7th level, an archaeologist's ability to strike with a preferred weapon type increases. The additional damage dice roll increases from d8 to d10, and the archaeologist gains an additional +4 expertise attack bonus. This stacks with Artifact Affinity.

    Greater Artifact Affinity
    At the 7th level, an archaeologist's affinity for his chosen weapon type grows again. He now adds the skill modifier from his highest knowledge skill to all of his attack rolls with weapons of that type. Also, the DC modifer to Archaeological Appraisal increases again to -9 and his attack bonus increases to a +6 expertise bonus.

    Detect Hoax
    At the 8th level, an archaeologist gains the ability to instantaneously discover whether information he is given about an item he has visual access to is true or not.

    Discern Greater History
    At the 9th level, an archaeologist may glean nearly all information about an identified item through the same methods as he would to learn a rough history. The archaeologist then automatically succeeds at all knowledge checks on the item's history with a DC less than 50.

    Discern Lesser History (Instantaneous)
    At the 10th level, an archaeologist may instantly glean a rough history of an identified item's history without access to a source of external knowledge, causing him to automatically on all knowledge checks on the item's history with a DC less than 35.

    Greater Artifact Strike
    At the 10th level, an archaeologist's skill in striking with his chosen weapon type reaches its peak. The additional damage roll increases again from a d10 to a d12, and the expertise attack bonus increases to +6. Additionally, critical strike damage from that weapon increases by 0.5x that weapon's normal damage.

    PLAYING AN ARCHAEOLOGIST
    Though a favored weapon helps to balance this, Archaeologists are a primarily skill-based class, fulfilling a mainly utility role in the typical adventuring party.
    Combat: Archaeologists are not renowned for their combat ability. Though they can defend themselves quite well in a pinch, many archaeologists favor peaceful solutions over fighting, especially in fragile or volatile areas that may contain artifacts. When pressed to combat, Archaeologists will often attempt to use their surroundings to gain an advantage over a foe. If forced into melee, archaeologists will always attempt to fight with their favored weapon.
    Advancement: Archaeologists enhance their power through learning and knowledge. The more an archaeologist knows, the more powerful he is. Many archaeologists become skilled in specific disciplines as they grow in knowledge, such as exploration of extraplanar locations, learning about entire civilizations, or studying ancient creatures. The archaeologist's knowledge encompasses all of these things.
    Resources: Archaeologists are a purely physical class, drawing only on personal knowledge and strength. The only exception is when an archeologist uses a weapon with a different resource.

    CLASS NAME IN THE WORLD
    Oh, they bring us good business, of course, but they do spend ever so much time in their confounded libraries, or just in the wilds! It's a wonder they remember to eat!
    -Verii Thiddlecoin, Gnome Merchant


    Archaeologists' integration into normal society varies greatly by person. Some archaeologists prefer to study for most of their waking moments and trek the open road the rest. Others revel in cities, seeing them as veritable founts of knowledge, history of the present day in the making.
    Daily Life: Most archaeologists, when not abroad, spend much of their time either in a museum or library, which they are probably in service of. They will usually spend several weeks in between expeditions, researching their finds and those of others. Depending on the archaeologist, they may begin planning their next trip the day before or months in advance.
    Notables:

    Borvald Deepgold
    A famous dwarven archaeologist, Borvald reached fame through his discovery of an ancient Duergar kingdom, Aver. Trekking for weeks to the far corners of the world, he sought out strange peoples and places, carefully constructing clues that lead him to his final destination. His name lies in infamy, however, as his actions eventually lead to the Great Dwarven War, a conflict which ravaged the world both above and beneath the surface.

    Zab'abak
    A goblin archaeologist, Zab'abak commanded a portion of the Horde of Bazak, the largest goblin army ever created. Using his military might, he systematically sought out ancient cultures that opposed their race and snuffed their remains out, but only after robbing their sacred grounds of any weapons the goblin empire could use against their enemies.

    Organizations: Many dwarven clans maintain an organization of archaeologists, due to their great curiosity about the depths of the earth. Elves, too, have great interest in the past, questioning previous civilizations and the very origin of the world itself.

    Most other races, along with dwarves and elves, sustain themselves through working for a museum, library, or other institution. If not in service of their kingdom or another group, most archaeologists receive assignments from a location such as this.

    NPC Reaction
    Only the most hardened of archaeologists have much of an outward appearance that suggests their profession. Those that do are often venerated by their society as spreaders of knowledge and history. They are, however, sometimes dislikes and even distrusted for their reclusiveness and bookishness.

    ARCHAEOLOGISTS IN THE GAME
    Archaeologists fulfill a utility role in the average party, though they can stand up to attacks and attack fairly, much akin to a rogue.
    Adaptation: Any city that possesses an institution of knowledge of any time can train a character in the ways of the archaeologist. They will easily stand up on their own as a class, and complete any party.
    Encounters: Archaeologists rarely prove interesting in strictly combat encounters. They can, however, use their knowledge skills effectively in confusing rooms, puzzle halls, and in combat in interesting quarters. DMs should tailor encounters as such.

    Sample Encounter
    Scrambling through the soggy bottom corridors, you begin to hear the sound of footsteps. As you turn another bend into a stony room, you see a dwarf crouched in a corner, dusting off some sort of axe.
    EL 5:


    Fulrinn Glimmerbeard
    Neutral Good/Male/Dwarven/3 Bard, 5 Archaeologist
    Init +3, Senses: Listen +14, Spot +12,
    Languages Common, Dwarven, Terran, Undercommon, Giant
    ------------------------------------------------
    AC 15, touch 13, flat-footed (3 Dexterity, 2 Armor)
    56 hp (3d6 + 5d8 + 24 HD)
    Fort +6, Ref +10, Will +9
    Last edited by Flarp; 2009-10-08 at 04:49 PM.

  5. - Top - End - #5
    Orc in the Playground
     
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    Default Re: Worth A Thousand Words II (PrC Contest)

    The contest is over!

    Flarp's Archaeologist is the Winner! Congratulations!

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